Targeted draw effects are almost always very good cards to use. It looks like there are some plans on a deathrattle rogue archetype in the works. I think this will be a pretty fun card to work with.
Token mech warrior? Maybe in wild where you get access to all the magnetize mechanics, but I'm not sure this is a viable something in standard right now. The 2/1 body that doesn't really do much on draw does not outweigh minions that you would rather play.
Handbuff mechanics just don't cut it. We've never seen a great deck that works off that philosophy. I guess it is a solid body but the rush just won't be consistent enough to count on.
I think this will be a great card, especially in a controlling deck. I like that it lets you control what gets attacked. It will make desirable deathrattle or frenzy effects that much more reliable.
This feels like an underwhelming reward for completing the quest. A one time 8 damage just doesn't quite cut it. I just don't think Druid has the tools where they can attack face fast enough to make a burst 8 damage the clinching blow.
I think this will be a great quest to run. The tricky part is using the overload from cards that are not burn spells to trigger the quest so that you can use some serious burn to finish off the game.
I think this is a good card, but I don't think it is good enough to demand a spot right now. I think the rhino just demands being the 5 drop for hunter right now. Maybe there is support for a deathrattle hunter deck where this can shine.
I think this card will be quite strong. Rogue already does lots of shuffling and drawing with the current decks. I know Secret Passagedoesn't technically draw cards, but they do have other options. Luckily this will be difficult to generate extra copies of so we don't have a repeat of bomb warrior.
This seems like a decent card for deathrattle demon hunter. Is it good enough to take a spot (two spots to really benefit from it) from the cards already in the deck? That remains to be seen.
It seems like a good enough card in vacuum, but I don't see the practical uses of it. Sure, it turns your tradable cards into even better draw, but you have to have the combination of this card in hand, a tradable card in hand, and no use for the tradable card at the moment. It feels like a lot to set up.
I don't know how important card commenting is right now, but here goes. This looks like amazing support for token druid. If this sticks past turn two, it will be game over with a gibblerling in play. I guess it remains to be seen if that play can hold out.
I think this helps to put handlock in a playable space. It won't be for every deck and situation, but I think it does enable some really big stat turns around 3-5 (depending on who has the coin).
I think this will see some play. I don't believe it will go in every warlock deck, but it will have its place and will fill that role well. I think with the just announced legendary and with some demon synergy this could turn out to be very good.
This card is terrible. The effect washes itself out statistically, but in the moment having that extra mana tax can be devastating. Is there any chance that it carries the restriction of not being able to increase past 10? This will be awful coming off the randomly generated three drop effects that are in the game now.
Why is the attacking heroes restriction on this card? How often does Paladin buff up a weapon so large that it threatens lethal? I don't get this at all. I'm sure I'll open two of them.
Deathrattle Rogue has always been entertaining. I guess the hard part of it is needing to have a deathrattle trigger prior to equipping the weapon. Depending on your target effect this might end up being a card that you don't want on curve.
This card will only ever reliably last one turn, so you will need to make sure to get whatever effect you want from it at that time. The biggest downside is that it isn't a tribe. The current elemental deck doesn't really want any other non-elementals to mess up the chain effects. Maybe you could slot it into a wild murloc deck?
I don't see this working out very well. To fill your deck with enough one drops that you complete the quest consistently makes it so that you are relying on just those 3/3's to carry the rest of the game. I think it isn't enough bang for the buck.
This looks decent. Kind of like a mix between Solarian Prime and Zul'jin. I think with the right mix of spells you can end up with a consistently good result out of it.
Targeted draw effects are almost always very good cards to use. It looks like there are some plans on a deathrattle rogue archetype in the works. I think this will be a pretty fun card to work with.
Token mech warrior? Maybe in wild where you get access to all the magnetize mechanics, but I'm not sure this is a viable something in standard right now. The 2/1 body that doesn't really do much on draw does not outweigh minions that you would rather play.
Handbuff mechanics just don't cut it. We've never seen a great deck that works off that philosophy. I guess it is a solid body but the rush just won't be consistent enough to count on.
I think this will be a great card, especially in a controlling deck. I like that it lets you control what gets attacked. It will make desirable deathrattle or frenzy effects that much more reliable.
This feels like an underwhelming reward for completing the quest. A one time 8 damage just doesn't quite cut it. I just don't think Druid has the tools where they can attack face fast enough to make a burst 8 damage the clinching blow.
I think this will be a great quest to run. The tricky part is using the overload from cards that are not burn spells to trigger the quest so that you can use some serious burn to finish off the game.
I think this is a good card, but I don't think it is good enough to demand a spot right now. I think the rhino just demands being the 5 drop for hunter right now. Maybe there is support for a deathrattle hunter deck where this can shine.
I think this card will be quite strong. Rogue already does lots of shuffling and drawing with the current decks. I know Secret Passagedoesn't technically draw cards, but they do have other options. Luckily this will be difficult to generate extra copies of so we don't have a repeat of bomb warrior.
This seems like a decent card for deathrattle demon hunter. Is it good enough to take a spot (two spots to really benefit from it) from the cards already in the deck? That remains to be seen.
It seems like a good enough card in vacuum, but I don't see the practical uses of it. Sure, it turns your tradable cards into even better draw, but you have to have the combination of this card in hand, a tradable card in hand, and no use for the tradable card at the moment. It feels like a lot to set up.
I don't know how important card commenting is right now, but here goes. This looks like amazing support for token druid. If this sticks past turn two, it will be game over with a gibblerling in play. I guess it remains to be seen if that play can hold out.
I think this helps to put handlock in a playable space. It won't be for every deck and situation, but I think it does enable some really big stat turns around 3-5 (depending on who has the coin).
I think this will see some play. I don't believe it will go in every warlock deck, but it will have its place and will fill that role well. I think with the just announced legendary and with some demon synergy this could turn out to be very good.
This card is terrible. The effect washes itself out statistically, but in the moment having that extra mana tax can be devastating. Is there any chance that it carries the restriction of not being able to increase past 10? This will be awful coming off the randomly generated three drop effects that are in the game now.
Why is the attacking heroes restriction on this card? How often does Paladin buff up a weapon so large that it threatens lethal? I don't get this at all. I'm sure I'll open two of them.
Deathrattle Rogue has always been entertaining. I guess the hard part of it is needing to have a deathrattle trigger prior to equipping the weapon. Depending on your target effect this might end up being a card that you don't want on curve.
This card will only ever reliably last one turn, so you will need to make sure to get whatever effect you want from it at that time. The biggest downside is that it isn't a tribe. The current elemental deck doesn't really want any other non-elementals to mess up the chain effects. Maybe you could slot it into a wild murloc deck?
I don't see this working out very well. To fill your deck with enough one drops that you complete the quest consistently makes it so that you are relying on just those 3/3's to carry the rest of the game. I think it isn't enough bang for the buck.
This looks decent. Kind of like a mix between Solarian Prime and Zul'jin. I think with the right mix of spells you can end up with a consistently good result out of it.
Maybe this enables a demon zoo deck. I think it has some interaction in wild, but I'm not so sure about standard right now.