Needed Rush to be worth it, imo. Too small a buff even across many minions, and doesn't gain any stats itself so doesn't actually do much outwith the buff.
Love these cards that draw the cards they're using to buff themselves. Rewards careful deckbuilding and gives you more fuel for later turns. Seems especially good in Handbuff Paladin, where all these keywords are relevant.
I like it, but I don't know what Druid deck I want to run this in right now. Nothing stands out to me as particularly needing this kind of effect, but maybe it's just efficient enough to get run as a good buff.
Reverse of the new Hunter spell. I assume that if your minion dies, enemy minions won't keep attacking it, so no Poisonous shenanigans. Still, good for forcing some trades that opponents might not want to make, especially at 0 mana, so you have all your mana to set up and clear up.
Kind of a weird one. Easy include in a Demon Zoo deck, especially since you can cycle it away if you haven't built a board yet. Don't know how good that kind of deck is though.
I really like the OTK suggestions, though I'm also a fan of just using it to stave off fatigue and being an ever-better board control piece that can eventually snipe the kill. Seems fun!
Insane 2 drop for the Questline, probably doesn't make the cut otherwise. The body is hefty enough that you might be able to land some buffs on it, but taking time out of a turn to Hero Power for the Attack boost isn't worth it except to advance the Questline.
I mean I love it. It's not actually very good, but I want to see what silly interactions it enables. One of those effects that you just want to see in the game as a custom designer.
5/5 absolutely amazing in any Shadow Priest deck, because you need that healing. Not too bad a card outside that as well, since the flexibility of being able to hit face can be really useful and hasn't been as available to Priest lately.
I guess you play this in the Questline Shaman. I'm not big on Overload cards in general, so the synergies for them I usually view even more poorly. I could see a powerful Shaman deck incidentally having enough Overload cards for this to be worth it, I guess.
I like this take on neutral healing. It's not ubiquitously good, you actually have to work for it a little, which means that classes that really want the healing don't just get to slam it in for free.
Love the interpretation of the pun with the effect, even if I don't love the gameplay of it. Two Coins is good if you need them for a combo, I guess, but outside that I wouldn't risk it.
Needed Rush to be worth it, imo. Too small a buff even across many minions, and doesn't gain any stats itself so doesn't actually do much outwith the buff.
Love these cards that draw the cards they're using to buff themselves. Rewards careful deckbuilding and gives you more fuel for later turns. Seems especially good in Handbuff Paladin, where all these keywords are relevant.
I like it, but I don't know what Druid deck I want to run this in right now. Nothing stands out to me as particularly needing this kind of effect, but maybe it's just efficient enough to get run as a good buff.
I don't like such an expensive buff card when cards like Devolving Missiles are very playable right now. You lose so much value on it if they hit.
Reverse of the new Hunter spell. I assume that if your minion dies, enemy minions won't keep attacking it, so no Poisonous shenanigans. Still, good for forcing some trades that opponents might not want to make, especially at 0 mana, so you have all your mana to set up and clear up.
Kind of a weird one. Easy include in a Demon Zoo deck, especially since you can cycle it away if you haven't built a board yet. Don't know how good that kind of deck is though.
I wonder if anyone else has compared this to Eye Beam. Probably not, right?
Seems fine. Playable if you're doing something with the new Legendary, but not strong enough otherwise I don't think.
Demon Hunter is the new Paladin I guess - here's a random Murloc! Can't wait until they get a busted payoff spell for their efforts.
99% of the time you go with the Divine Shield minion, and even then the options vary wildly. Not a fan of this particular iteration of this effect.
My poor Boar Druid... I have built you so badly. I'll keep trying though, and maybe one day I'll get that Sword.
Outside that one deck, I'm not sure you want this. Token Druid isn't super minion heavy right now, but I guess it could switch it up?
I really like the OTK suggestions, though I'm also a fan of just using it to stave off fatigue and being an ever-better board control piece that can eventually snipe the kill. Seems fun!
Insane 2 drop for the Questline, probably doesn't make the cut otherwise. The body is hefty enough that you might be able to land some buffs on it, but taking time out of a turn to Hero Power for the Attack boost isn't worth it except to advance the Questline.
More protection than Fungalmancer, but the buff is what makes that card even marginally good. Look out for it in Arena where it's a decent option.
I mean I love it. It's not actually very good, but I want to see what silly interactions it enables. One of those effects that you just want to see in the game as a custom designer.
5/5 absolutely amazing in any Shadow Priest deck, because you need that healing. Not too bad a card outside that as well, since the flexibility of being able to hit face can be really useful and hasn't been as available to Priest lately.
I guess you play this in the Questline Shaman. I'm not big on Overload cards in general, so the synergies for them I usually view even more poorly. I could see a powerful Shaman deck incidentally having enough Overload cards for this to be worth it, I guess.
I like this take on neutral healing. It's not ubiquitously good, you actually have to work for it a little, which means that classes that really want the healing don't just get to slam it in for free.
I think I prefer just running Taunts (or better cards), even in Handlock or similar decks with big but not Taunted minions.
Love the interpretation of the pun with the effect, even if I don't love the gameplay of it. Two Coins is good if you need them for a combo, I guess, but outside that I wouldn't risk it.
The new weapon tech for as long as it's in Standard, I think. Tradeable is just such a good keyword for cards like this.