Can duplicate cards if you have ways of activating the Deathrattle, but outside of Hunter Duels I don't see that happening. Even there it's pretty mediocre in comparison to what else you could be doing.
Shaman already has so many cards for its Elemental lists, I don't know if this makes the cut without a specific combo in mind. They don't particularly need more discounts, and they have better weapons they could be running instead.
Just like with Rustrot, this is the new Silence tech card for as long as it's in Standard. You need Silence? You add this. Really good use of Tradeable.
Maybe worth it in Questline Warlock as a stabiliser. Terrible everywhere else, because you don't want to be going to such low health anyway and it isn't strong without the buff.
I won't immediately write this off, because two minions having Windfury seems like a good OTK set-up. If that doesn't pan out though, it'll still be great in Arena.
Really aggressive statline is interesting, but ultimately this is too easy to take out. They won't spend much resources sniping it off, leaving them with plenty of mana to deal with whatever it recruits.
Lowest cost board-wide buff Druid has access to, which is something. It'll see experimentation in token decks, because it's literally designed for them, but won't make the cut anywhere else. It doesn't have the versatility for that.
Delayed draw 1, even if it's discounted, seems pretty mediocre. I guess you use it to set up for a pop-off turn with other card draw cards, but overall I'm not impressed with the whole concept.
Not a fan of this ultra card draw direction they're trying for here. Seems pretty mediocre, and invites you to dilute your deck with card draw instead of actual threats.
Nuts with the Questline and an incredibly aggressive card all around. Can even be used defensively if you really have to, which makes it so much better.
Can't think of anything too insane off the top of my head, but that's a really strong tutor to watch out for whenever they print a Fel spell. Works great with the new Legendary since you'll be building around Fel spells anyway.
Big variety of things you can do with this, and it becomes better later in the game as you get to activate more Deathrattles with it. I'm definitely including it in every Priest deck, but only because I'm a sucker for cards like this - still might make the cut in Shadow Priest, I guess.
I mean, you can get a decent number of 2/1s out of it usually - I'd say probably 2 hits average, 3 not out of the realm of possibility - but I don't really know why you'd want to? It's kind of slow and you mess with things like N'Zoth if you were trying for that.
The 3/7 that summons 2/2 Taunts has seen play as a tech card, so I don't count this out immediately. Having said that, the effect is much worse, so I don't anticipate much experimentation before it gets relegated to Arena.
Them being 2/2s is irrelevant, you should always be trying to evolve them anyway. Really good card when part of that kind of combo, but mediocre otherwise.
I was really down on this until I realised it can go face. Seems like a worthy inclusion in an Overload-centric deck, but not something you just toss in if you only have a few. Tradeable obviously great, as always.
Death's Bite was really good in Warrior, and this seems similar. Warrior obviously had synergies for that specific Deathrattle, but you get to curate what Deathrattle ends up on this with your deckbuilding so you can potentially end up with something even nuttier.
Good value generator for Arena. Difficult to include in a combo deck unless you don't mind which combo piece you get extra copies of, which is rarely the case.
Alright in longer Questlines, especially ones which make use of spells themselves. Kind of rubs up against Venomous Scorpid, but maybe you run both?
Can duplicate cards if you have ways of activating the Deathrattle, but outside of Hunter Duels I don't see that happening. Even there it's pretty mediocre in comparison to what else you could be doing.
Shaman already has so many cards for its Elemental lists, I don't know if this makes the cut without a specific combo in mind. They don't particularly need more discounts, and they have better weapons they could be running instead.
Just like with Rustrot, this is the new Silence tech card for as long as it's in Standard. You need Silence? You add this. Really good use of Tradeable.
Maybe worth it in Questline Warlock as a stabiliser. Terrible everywhere else, because you don't want to be going to such low health anyway and it isn't strong without the buff.
I won't immediately write this off, because two minions having Windfury seems like a good OTK set-up. If that doesn't pan out though, it'll still be great in Arena.
Really aggressive statline is interesting, but ultimately this is too easy to take out. They won't spend much resources sniping it off, leaving them with plenty of mana to deal with whatever it recruits.
Lowest cost board-wide buff Druid has access to, which is something. It'll see experimentation in token decks, because it's literally designed for them, but won't make the cut anywhere else. It doesn't have the versatility for that.
Delayed draw 1, even if it's discounted, seems pretty mediocre. I guess you use it to set up for a pop-off turn with other card draw cards, but overall I'm not impressed with the whole concept.
Not a fan of this ultra card draw direction they're trying for here. Seems pretty mediocre, and invites you to dilute your deck with card draw instead of actual threats.
Nuts with the Questline and an incredibly aggressive card all around. Can even be used defensively if you really have to, which makes it so much better.
Can't think of anything too insane off the top of my head, but that's a really strong tutor to watch out for whenever they print a Fel spell. Works great with the new Legendary since you'll be building around Fel spells anyway.
Big variety of things you can do with this, and it becomes better later in the game as you get to activate more Deathrattles with it. I'm definitely including it in every Priest deck, but only because I'm a sucker for cards like this - still might make the cut in Shadow Priest, I guess.
I mean, you can get a decent number of 2/1s out of it usually - I'd say probably 2 hits average, 3 not out of the realm of possibility - but I don't really know why you'd want to? It's kind of slow and you mess with things like N'Zoth if you were trying for that.
No Rush makes this probably not worth it, even in decks that can reliably awaken it only a turn or two later. The body is good, but not that good.
The 3/7 that summons 2/2 Taunts has seen play as a tech card, so I don't count this out immediately. Having said that, the effect is much worse, so I don't anticipate much experimentation before it gets relegated to Arena.
Them being 2/2s is irrelevant, you should always be trying to evolve them anyway. Really good card when part of that kind of combo, but mediocre otherwise.
I was really down on this until I realised it can go face. Seems like a worthy inclusion in an Overload-centric deck, but not something you just toss in if you only have a few. Tradeable obviously great, as always.
Death's Bite was really good in Warrior, and this seems similar. Warrior obviously had synergies for that specific Deathrattle, but you get to curate what Deathrattle ends up on this with your deckbuilding so you can potentially end up with something even nuttier.
Good value generator for Arena. Difficult to include in a combo deck unless you don't mind which combo piece you get extra copies of, which is rarely the case.