Minimum two cards and maybe more? Seems like a card to always keep in mind for any deck that's struggling to find card draw, though not an auto-include anywhere. Maybe also useful for Handlock?
Kind of weak, but I think it still might be good enough to make the cut in a Standard Handlock attempt. Though they did get a lot of other support, so maybe not?
Might see a bit of play in Deathrattle Demon Hunter, but I think they have tighter lists than you might expect and better cards to run instead of this. Bit too random when you have things with Rush and reliable effects.
I don't know if this is the intended interaction, but this didn't gain buffs when drawn for me. By which I mean, I drew it using the Druid spell that lowers its Cost, and only one the original was lowered to 0 mana - the copy happened before the buff.
Really sours me on its capabilities, unfortunately, because it means it's not as powerful for Hunter to draw with Ingenuity (as an example).
No idea about Standard, but I love this card in Duels. It's insanely strong with the ping Hero Power, and can lead to some really cool combo turns depending on your treasures.
If Handlock is playable, you're playing this in it. It's essentially your Mountain Giant, though of course it becomes worse as you start to run out of gas.
A defensive tool for sure, but not one I can totally picture the use for. I think it might be fringe playable depending on the meta - there's definitely a few decks I can imagine where this would be the perfect counter.
Really nice inclusion for the Questline deck, since you want to make sure you don't die too quickly - against an aggro deck that might pose a threat to you this helps so much.
I've been having some success with this card in the dumpster tiers, but I don't think it pans out higher up the ladder. Maybe a one-of in a deck that happens to run quite a few Divine Shields already?
I completely missed the Guardian Animals synergy until it was pointed out here. I now understand why this has Tradeable. Won't make that happen in Hunter, but I see what they were going for.
Glad to see some different options for Hunter that aren't necessarily just going face. I think it's funny that one of the best targets for this - Trampling Rhino - would actually facilitate going face more, but y'know. Thought that counts and all.
I'm gonna make some garbage deck with only Survival of the Fittest and Cenarion Ward in it and be very disappointed when I can't ramp quickly anymore. I also completely forgot about the anti-synergy with Vibrant Squirrel as I was imagining the deck in my head, so maybe I should just wait for someone else to make the deck first =P
Well, changing your Hero Power at the start of the game is one way to make Shadowform work, I guess. There are actually a lot of really good Shadow spells, so while losing out on Holy spells does hurt I think this could be quite fun at least.
Having Rush makes this way better. It means it's not awful to just include in a deck not specifically built for it, with the idea that occasionally you can pop in an extra 5 damage to something while making trades.
Question is, does Hunter really want to be trading that much?
Super good card for the Questline, but also just solid in other decks. Essentially has "Battlecry: Deal 3 damage" on top of the Rush, with potential for more if it lives.
I don't think this is ever worth running. If you didn't include a spell in your deck, why would you specifically want to Discover it? Why not just run a card that could Discover it, but can also get you cards good enough that you included them, like Venomous Scorpid?
I mean, at least you get the Coin first? I'd rather play cards that don't give my opponent things though, as has been the case with pretty much every similar card that wasn't stupid aggressive (or combo material).
Minimum two cards and maybe more? Seems like a card to always keep in mind for any deck that's struggling to find card draw, though not an auto-include anywhere. Maybe also useful for Handlock?
Kind of weak, but I think it still might be good enough to make the cut in a Standard Handlock attempt. Though they did get a lot of other support, so maybe not?
Play it in Pirate Warrior and nowhere else. Very straightforward card, honestly.
Might see a bit of play in Deathrattle Demon Hunter, but I think they have tighter lists than you might expect and better cards to run instead of this. Bit too random when you have things with Rush and reliable effects.
I don't know if this is the intended interaction, but this didn't gain buffs when drawn for me. By which I mean, I drew it using the Druid spell that lowers its Cost, and only one the original was lowered to 0 mana - the copy happened before the buff.
Really sours me on its capabilities, unfortunately, because it means it's not as powerful for Hunter to draw with Ingenuity (as an example).
No idea about Standard, but I love this card in Duels. It's insanely strong with the ping Hero Power, and can lead to some really cool combo turns depending on your treasures.
If Handlock is playable, you're playing this in it. It's essentially your Mountain Giant, though of course it becomes worse as you start to run out of gas.
A defensive tool for sure, but not one I can totally picture the use for. I think it might be fringe playable depending on the meta - there's definitely a few decks I can imagine where this would be the perfect counter.
I get it, but this card is just so boring. Like, I'm not interested in how good it might be, because the effect is just so dull.
Really nice inclusion for the Questline deck, since you want to make sure you don't die too quickly - against an aggro deck that might pose a threat to you this helps so much.
Don't even have to do anything to get the effect, just set and forget. Sounds incredible to me!
I've been having some success with this card in the dumpster tiers, but I don't think it pans out higher up the ladder. Maybe a one-of in a deck that happens to run quite a few Divine Shields already?
I completely missed the Guardian Animals synergy until it was pointed out here. I now understand why this has Tradeable. Won't make that happen in Hunter, but I see what they were going for.
Glad to see some different options for Hunter that aren't necessarily just going face. I think it's funny that one of the best targets for this - Trampling Rhino - would actually facilitate going face more, but y'know. Thought that counts and all.
I'm gonna make some garbage deck with only Survival of the Fittest and Cenarion Ward in it and be very disappointed when I can't ramp quickly anymore. I also completely forgot about the anti-synergy with Vibrant Squirrel as I was imagining the deck in my head, so maybe I should just wait for someone else to make the deck first =P
Well, changing your Hero Power at the start of the game is one way to make Shadowform work, I guess. There are actually a lot of really good Shadow spells, so while losing out on Holy spells does hurt I think this could be quite fun at least.
Having Rush makes this way better. It means it's not awful to just include in a deck not specifically built for it, with the idea that occasionally you can pop in an extra 5 damage to something while making trades.
Question is, does Hunter really want to be trading that much?
Super good card for the Questline, but also just solid in other decks. Essentially has "Battlecry: Deal 3 damage" on top of the Rush, with potential for more if it lives.
I don't think this is ever worth running. If you didn't include a spell in your deck, why would you specifically want to Discover it? Why not just run a card that could Discover it, but can also get you cards good enough that you included them, like Venomous Scorpid?
I mean, at least you get the Coin first? I'd rather play cards that don't give my opponent things though, as has been the case with pretty much every similar card that wasn't stupid aggressive (or combo material).