Targeted removal is not what it used to be anymore. You either fight with bodies for the board, or just clean the whole thing up with a spell. And zoolock is always too tight for understated minions without great sinergy.
For every 7 Lightning Bolt streak on turn 10, you will see a billion Totemic Might, so keep your expectations low. Aggro can fish for 2+ burn around turn 6 (if you aim at 1 burn only, better just run that burn), Control (if it exists) can nab a board sweeper or taunt maker around 8. All in all, It's a fair deal. Weird artwork for a shammy card however.
The way Spell Damage minions are been pushed, this can draw at least 2 for (1), wich is fine. If Blizz keep supporting the theme, we may see it drawing 4+ by the end of the rotation.
Double unbuffed Mana Wyrm on turn 5 does very little for board control. Unless you wanna wait another turn and spellburst at the same time, but you sould be slamming much bigger things on the board by turn 6 or 7. But you can Coin! And Sorcerer's Apprentice! And this and that! Keep dreaming...
Barely playable even whitout soul frags, but it goes against a aggro/tempo strategy that soul frags decks would like to push. I think it will be tried and ditched shortly, leaving soul frag decks a piece too short.
Do we have enough Soul Frag enablers to keep this consistent? I don't think so, but maybe we are not too far from it either, and we are used to RNG by now, right? Right? Oh boy...
These "when friendly minions dies" needs to be understated to keep the cost fair. Problem is, too many times games are in topdeck mode and these cards suck hard. This is no exception.
Used to love discovery mechanic, but I'm kinda fed up with it to be honest. Seems to stiffle creativity too much, just thrown "discovery this or that" and you're done. Such a shame.
Nice against cassino Mage. But then again, by the time you get all those sweet spells, you're dead or very close to. And no [Hearthstone Card (Sorcere's Apprentice) Not Found] to you, filthy Rogue! Unless you copy one too...
Targeted removal is not what it used to be anymore. You either fight with bodies for the board, or just clean the whole thing up with a spell. And zoolock is always too tight for understated minions without great sinergy.
Mage can discover its own spells just fine. Rogue on the other hand could use a Fireball or Frostbolt once in a while...
For every 7 Lightning Bolt streak on turn 10, you will see a billion Totemic Might, so keep your expectations low. Aggro can fish for 2+ burn around turn 6 (if you aim at 1 burn only, better just run that burn), Control (if it exists) can nab a board sweeper or taunt maker around 8. All in all, It's a fair deal. Weird artwork for a shammy card however.
Mage minion in disguise. Shaman could use it too, but we know the spell quality divergence between those classes.
The way Spell Damage minions are been pushed, this can draw at least 2 for (1), wich is fine. If Blizz keep supporting the theme, we may see it drawing 4+ by the end of the rotation.
Double unbuffed Mana Wyrm on turn 5 does very little for board control. Unless you wanna wait another turn and spellburst at the same time, but you sould be slamming much bigger things on the board by turn 6 or 7. But you can Coin! And Sorcerer's Apprentice! And this and that! Keep dreaming...
The foundations for a cassino Shaman? Why let Mage have all the (un)fun?
Barely playable even whitout soul frags, but it goes against a aggro/tempo strategy that soul frags decks would like to push. I think it will be tried and ditched shortly, leaving soul frag decks a piece too short.
Do we have enough Soul Frag enablers to keep this consistent? I don't think so, but maybe we are not too far from it either, and we are used to RNG by now, right? Right? Oh boy...
Can do a nice inpersonation of Kingsbane (sans Lifesteal) with the other tools the archtype is getting in this set. Worth trying at least.
These "when friendly minions dies" needs to be understated to keep the cost fair. Problem is, too many times games are in topdeck mode and these cards suck hard. This is no exception.
Alleycat saw play, this one will too. And we have some hand/board buff this time around with Shan'do Wildclaw and that cute infestation thing.
Used to love discovery mechanic, but I'm kinda fed up with it to be honest. Seems to stiffle creativity too much, just thrown "discovery this or that" and you're done. Such a shame.
Unless buff Paladin and/or Priest are taking the meta by storm, this one will wait in the bench. Forever.
Cool idea the "remember" thing, but the application is lackluster, even with baseline stats for its cost.
Enrage Warrior has been a thing for a while, so this will fit. Enrage Paladin on the other hand...
Drop a lot of minions, give them rush and clear the board. Or use a board clear and save 3 or 4 cards. Your call.
The effect is relevant enough to be playable in Standard. Barely.
Because Mage were running out of ideas to discover spells, let's try this.
Nice against cassino Mage. But then again, by the time you get all those sweet spells, you're dead or very close to. And no [Hearthstone Card (Sorcere's Apprentice) Not Found] to you, filthy Rogue! Unless you copy one too...