Good 1 drop, but not sure how much play it will see in Standard. Duels will love this with the " Deal 1 damage to the opponent's face whenever you cast a spell" Hero Power (If it doesn't change for the next Duels season).
Can be a really cheap removal, but requires you to be in the late game after you've played several other SI:7 cards. I'm not a huge fan of the Rogue Questline, but if it turns out to be good, this will 100% be played.
Handlock is back with a HUGE boardclear. I think a Handlock/Questline hybrid deck could be viable and is what I want to build first in this expansion for sure.
Good to see Dreadsteed again. I wasn't a big fan of it before (especially after it got nerfed to only resummon at the end of the turn), but it gives you a target to sacrifice for all the "Deal 1 to a minion, if it kills it..." cards or other sacrifice plays. Also gives Warlock a semi-permanent ping every turn which can be helpful in either chipping away at the opponent or setting up favorable trades.
Very good for Zoo and helps complete the Warlock Questline and continues to help by then dealing 2 additional damage to your opponent's face after it attacks. Very strong card.
Hunter got a lot of fun toys this expansion. for ZERO mana, you can remove a minion AND bounce your minions back to your hand. Supports cards that have effects on attacks like Trampling Rhino. Can let it get a kill on something to deal face damage, then play it again to remove another thing for more face damage. Definite potential here.
Demon in Hunter is weird, but the do have Demon Companion I suppose. This is very sticky with such a high health total, I expect to be nerfed to 5 or 4 health somewhere down the road. Drop this early, your opponent has to remove it, or else you slam down some beats then buff them all and it becomes very hard for your opponent to get the board back.
Support for the Druid Questline. This has potential, especially if you can get it out early and start building the +Attack before your opponent has an answer.
Most Fel spells don't seem good enough to justify putting in support cards like this. Don't like it and not sure it will even see play as an Arena or Duels card.
As Shadow Priest, you're going to be casting Shadow spells anyways. Why not throw in a 2 mana consecration in there too?
Good 1 drop, but not sure how much play it will see in Standard. Duels will love this with the " Deal 1 damage to the opponent's face whenever you cast a spell" Hero Power (If it doesn't change for the next Duels season).
Very easy to activate the trigger, cheap, and tutors a card. For Shadow Priest support!
Insane for the Shadow Priest deck as it needed more healing. This is a 4-8 health swing for each one when shot at the face.
This has the potential to get huge, and with most of the SI:7 cards being above average, this could be great.
Should be noted that, unlike Backstab, this can also be used on the enemy Hero at the start of a game if you have no better plays.
Can be a really cheap removal, but requires you to be in the late game after you've played several other SI:7 cards. I'm not a huge fan of the Rogue Questline, but if it turns out to be good, this will 100% be played.
This is a really strong SI:7 card that can often trade with two minions and it helps set up the payoff SI:7 cards for later in the game.
Handlock is back with a HUGE boardclear. I think a Handlock/Questline hybrid deck could be viable and is what I want to build first in this expansion for sure.
Good to see Dreadsteed again. I wasn't a big fan of it before (especially after it got nerfed to only resummon at the end of the turn), but it gives you a target to sacrifice for all the "Deal 1 to a minion, if it kills it..." cards or other sacrifice plays. Also gives Warlock a semi-permanent ping every turn which can be helpful in either chipping away at the opponent or setting up favorable trades.
Very good for Zoo and helps complete the Warlock Questline and continues to help by then dealing 2 additional damage to your opponent's face after it attacks. Very strong card.
Need 9 beasts to die to get the full advantage from this. This is too slow and not want Hunter wants to be doing.
Hunter got a lot of fun toys this expansion. for ZERO mana, you can remove a minion AND bounce your minions back to your hand. Supports cards that have effects on attacks like Trampling Rhino. Can let it get a kill on something to deal face damage, then play it again to remove another thing for more face damage. Definite potential here.
4 mana 7/7 in stats, though this takes up a lot of board space if you want to get the full potential from it.
Demon in Hunter is weird, but the do have Demon Companion I suppose. This is very sticky with such a high health total, I expect to be nerfed to 5 or 4 health somewhere down the road. Drop this early, your opponent has to remove it, or else you slam down some beats then buff them all and it becomes very hard for your opponent to get the board back.
Not a stellar card, but can be gotten from Wandmaker and other card generation effects.
Support for the Druid Questline. This has potential, especially if you can get it out early and start building the +Attack before your opponent has an answer.
More Token Druid support. The "nuts" will be to have this die immediately, draw all four Acorns, and Lightning Bloom an Arbor Up.
Most Fel spells don't seem good enough to justify putting in support cards like this. Don't like it and not sure it will even see play as an Arena or Duels card.
Good when the enemy has no board. Interesting when used with Spell Damage, as it double dips on it. Awesome Golden card art too.