This will become a soft taunt for your opponent. There is no way you let 3 extra armor pile up for more turns than you have to. Plus, this is a nice pirate to help with the quest.
Big Warrior? Are there other cards worth running for this? I mean, 6 mana to summon a card that will probably be 8-10 mana isn't bad. Especially since with the high attack your opponent can't just ignore it.
This can be a very big board clear. Even if your deck isn't going for maximum hand size all the time, you should be able to at least get 5 damage, which is flamestrike level without much effort.
What kind of shenanigans can you pull of when your opponent plays this and you have Hysteria? Is there anything silly you can do in wild similar to what the the tiller did?
Wheee....more Dreadsteed. I don't know what the gameplan on this is supposed to be. Do you use it for sacrifices? I guess the persistent ping is good to have but it feels awkward.
Nice tutor. It will help smooth out some draws where you haven't gotten an overload card. Tutoring out cards that are the primary focus of your deck will always be good.
Again, it is nice to see a good number of cards to support an archetype. I think this will be quite frustrating to see come down and immediately hide itself behind 2-3 taunts.
I'm not sold on this. Does it make more sense to play this instead of the minion buffing weapon? In wild it could get some nice payoffs in a Shudderwock deck.
I like that they gave us some support and payoff for Overload Shaman. This has a chance to be bonkers or a major letdown. I wonder how busted it would be if it upgraded on the overloaded mana amount and not the number of cards played.
I like the thought of this in elemental shaman, but what do I replace to slot it in? Does it take the place of the 2/6 taunt? Or is it more likely to replace the 2/2 that adds a random elemental to hand?
I saw this played during the theory craft streams. I wasn't impressed with how it worked out. The randomness of the reward cards made it a little awkward to plan for.
I guess this can help value trade early, but I feel like I want my rush minions to have attack more in line with the mana cost to make sure the removal happens. I'm not excited about this one.
Love the art and the flavor here. Rogue always manages to find ways to make extra mana pay off, especially with the combo cards. I'm sure this will be no different.
So this is kind of a cumulative [Hearthstone Card (Edwin Van Cleef) Not Found]. It is little weak on it's own, but just one other card puts it in vanilla stat range. Adding on top of that is just gravy.
To SI:7 cards and this becomes a Vilespine Slayer. Not too shabby considering that gives you until turn 5 to do it. Presuming a deck built around this mechanic and it gets even easier.
How important is it to mess with your opponent's mulligan phase? What deck will this be in that you hope they mulligan for a different kind of deck? Is it worth it to try and draw out the facade until you can possibly use the hero power? I'm just not sure I see where this card makes much sense.
An aggro quest with an insane value finisher. This will be crazy. A fresh pirate, a fresh warrior weapon, and two (2) damage pings every turn is pretty nuts.
A mini Galakrond effect here. Not too bad since it is a decent body and a chance to swing the board back in your favor.
This will become a soft taunt for your opponent. There is no way you let 3 extra armor pile up for more turns than you have to. Plus, this is a nice pirate to help with the quest.
Big Warrior? Are there other cards worth running for this? I mean, 6 mana to summon a card that will probably be 8-10 mana isn't bad. Especially since with the high attack your opponent can't just ignore it.
This can be a very big board clear. Even if your deck isn't going for maximum hand size all the time, you should be able to at least get 5 damage, which is flamestrike level without much effort.
What kind of shenanigans can you pull of when your opponent plays this and you have Hysteria? Is there anything silly you can do in wild similar to what the the tiller did?
Wheee....more Dreadsteed. I don't know what the gameplan on this is supposed to be. Do you use it for sacrifices? I guess the persistent ping is good to have but it feels awkward.
This is quite nice. A good chunk of healing that will remove most threats. The overload is just a nice bonus to help out the archetype.
Nice tutor. It will help smooth out some draws where you haven't gotten an overload card. Tutoring out cards that are the primary focus of your deck will always be good.
Again, it is nice to see a good number of cards to support an archetype. I think this will be quite frustrating to see come down and immediately hide itself behind 2-3 taunts.
I'm not sold on this. Does it make more sense to play this instead of the minion buffing weapon? In wild it could get some nice payoffs in a Shudderwock deck.
I like that they gave us some support and payoff for Overload Shaman. This has a chance to be bonkers or a major letdown. I wonder how busted it would be if it upgraded on the overloaded mana amount and not the number of cards played.
I like the thought of this in elemental shaman, but what do I replace to slot it in? Does it take the place of the 2/6 taunt? Or is it more likely to replace the 2/2 that adds a random elemental to hand?
I saw this played during the theory craft streams. I wasn't impressed with how it worked out. The randomness of the reward cards made it a little awkward to plan for.
I guess this can help value trade early, but I feel like I want my rush minions to have attack more in line with the mana cost to make sure the removal happens. I'm not excited about this one.
Love the art and the flavor here. Rogue always manages to find ways to make extra mana pay off, especially with the combo cards. I'm sure this will be no different.
So this is kind of a cumulative [Hearthstone Card (Edwin Van Cleef) Not Found]. It is little weak on it's own, but just one other card puts it in vanilla stat range. Adding on top of that is just gravy.
A nice upgrade Backstab. I'm sure there will be awkward situations where you have to end up hitting your own minion, but still, not a bad card.
To SI:7 cards and this becomes a Vilespine Slayer. Not too shabby considering that gives you until turn 5 to do it. Presuming a deck built around this mechanic and it gets even easier.
How important is it to mess with your opponent's mulligan phase? What deck will this be in that you hope they mulligan for a different kind of deck? Is it worth it to try and draw out the facade until you can possibly use the hero power? I'm just not sure I see where this card makes much sense.
An aggro quest with an insane value finisher. This will be crazy. A fresh pirate, a fresh warrior weapon, and two (2) damage pings every turn is pretty nuts.