Playing a (5) missing a few stats and hoping it dies is not a good strat. Could be a plan B evolve everything after a board clear, but I think it's better to just streamline your plan A and go for broke. Really wish totens were a thing, not just evolve fodder.
The only real drawback is finding deck space in a already cluttered class. Needs to play the card right after or risk blocking the outcast effect next turn, but it is so cheap you can almost guarantee it.
Maybe an all-out burn aggro, doubling Lightning Bolt or Lava Burst and fishing the rest with Instructor Fireheart. I would try at least if I open the legendary (won't craft it, thanks, but no thanks).
Can hold so much aggro while you build up a Voltron-like minion. Paladin tried this buff route before, let's see if can be done this time (hope so, but I think not).
They are really pushing the weapon theme with Rogue/Warrior. Maybe a little too midrangy, but shows that Blizz can truly support a strat when they want to (looking at you Frost Shammy).
Great lore, meh card. 4 stealth can trade at almost anything around its cost, but dies to pretty much everything bellow it. Around turn 4-6, it's hard to have two optimal targets, so "half" will be wasted most of the times.
If you can play on curve and spellburst right after for a big buff spell from deck, it's terrific. Problem is, with too many steps, the pieces have a tendency to come all out of order; you may draw your buffs, or spellburst a small buff or never draw this at all. When it goes off, it's fireworks, otherwise, it's a subpar deck.
Maybe in zoolock, turning you little dudes into medium dudes, but only turn 5 forward, and thats usually close to GG for or against. For priest, even with deathrattle, I don't see why. Anyway, kinda lackluster.
Personally, I would craft a cool golden legendary and shoehorn it in every single jank deck instead of 2 on-meta, off-meta, on-meta, off-meta ones. But thats just me.
Waterless Waterboy. Better, but still far from good.
Meme card. Could be +spell damage and maybe, maaaaaaaybe, the first remotely playable Rager. But it was not in the cards (ha!).
Got a Dragon tag and that's pretty much it. More "create random stuff" nonsense.
Playing a (5) missing a few stats and hoping it dies is not a good strat. Could be a plan B evolve everything after a board clear, but I think it's better to just streamline your plan A and go for broke. Really wish totens were a thing, not just evolve fodder.
Useful only if you can ramp like crazy, and just barely. Wasted legendary slot for me.
Build around card. Too bad it needs to be dead minions, too much setup, unless you can pull/copy good deathrattle minions for cheaper.
They could go all the way and make one for every class. Keep the RNG fiesta rolling.
The only real drawback is finding deck space in a already cluttered class. Needs to play the card right after or risk blocking the outcast effect next turn, but it is so cheap you can almost guarantee it.
Cheap removal, add soul frags, great tempo, sign me in.
Decent, but decent won't cut for standard.
The flavor on this is just great. Gameplay-wise, you can hope to bypass taunts or deal with troublesome deathrattles. Still, not that good.
Tried in different sizes and classes already with no success. Don't think making it neutral or this big will solve it.
Maybe an all-out burn aggro, doubling Lightning Bolt or Lava Burst and fishing the rest with Instructor Fireheart. I would try at least if I open the legendary (won't craft it, thanks, but no thanks).
Can hold so much aggro while you build up a Voltron-like minion. Paladin tried this buff route before, let's see if can be done this time (hope so, but I think not).
Two words: Pack & Filler.
They are really pushing the weapon theme with Rogue/Warrior. Maybe a little too midrangy, but shows that Blizz can truly support a strat when they want to (looking at you Frost Shammy).
Great lore, meh card. 4 stealth can trade at almost anything around its cost, but dies to pretty much everything bellow it. Around turn 4-6, it's hard to have two optimal targets, so "half" will be wasted most of the times.
If you can play on curve and spellburst right after for a big buff spell from deck, it's terrific. Problem is, with too many steps, the pieces have a tendency to come all out of order; you may draw your buffs, or spellburst a small buff or never draw this at all. When it goes off, it's fireworks, otherwise, it's a subpar deck.
Maybe in zoolock, turning you little dudes into medium dudes, but only turn 5 forward, and thats usually close to GG for or against. For priest, even with deathrattle, I don't see why. Anyway, kinda lackluster.
Personally, I would craft a cool golden legendary and shoehorn it in every single jank deck instead of 2 on-meta, off-meta, on-meta, off-meta ones. But thats just me.