I love to see a card to deal with massive minions when there's more than one threat looming. Handbuff Paladin would hate this, for example. It's not like it's insane, because you need to hit a few targets for it to be worth it, but having the option is nice.
Love to see that 'at enemies' there. Can't wait to see a highlight of someone waiting ages for the spell to finish because it keeps casting 0-mana spells.
Seems really good, but I share the concerns that even this isn't strong enough for an optimised list. Maybe in a proper Big Paladin where you need as many big options as you can get.
I really want to like them, but my god is that a lot of work to make good. Feels like the Hero Power could've done something more interesting to help spice things up.
Easily gets slotted into any Paladin deck with handbuffs. I'm interested in seeing if it finds a place elsewhere too - Libram decks and others that use on-board buffs wouldn't mind something that gets double payout from them.
It's a huge Dragon that always Consecrates. Ignore the Honorable Kill, it's another one where it's basically just a minute bonus if you happen to line up an exact kill on something, no need to fret about getting it every time.
Absolutely stellar card, couldn't agree more with the analysis on why it's good even without comboing it. The fact that there are plenty of combo options to permanently steal a minion is just gravy.
I don't mind seeing Inner Fire return for a bit. It's a cool combo that probably restricted designs a bit, but having something similar in an expansion feels alright.
Wish this cost a bit less, because it looks really unimpressive compared to many of the others. Can Priests reliably set up enough of a board to make this worth it?
You want to be running minions on the low end of your Big Spell decks anyway, so having them have such great stats seems like they're really trying to push this. I'm down.
Doesn't even need to be in a dedicated Hero Power deck, the utility of a free Freeze at some point is great for anything looking to stall out the game a bit longer.
Love that this copies cards, makes running the 10 mana spell that pulls from your deck much more interesting when you can still play those cards in the lead up to it as well.
The Hero Power is just a straight upgrade on the regular Hero Power - I have no idea why you wouldn't just run this in every Standard Demon Hunter deck. You don't even really need to be doing much comboing with it, it's just good.
Really good card for Spell Mage, of course. You want to make sure you hit that Honorable Kill, but when you do it's amazing.
I love to see a card to deal with massive minions when there's more than one threat looming. Handbuff Paladin would hate this, for example. It's not like it's insane, because you need to hit a few targets for it to be worth it, but having the option is nice.
Love to see that 'at enemies' there. Can't wait to see a highlight of someone waiting ages for the spell to finish because it keeps casting 0-mana spells.
Seems really good, but I share the concerns that even this isn't strong enough for an optimised list. Maybe in a proper Big Paladin where you need as many big options as you can get.
I really want to like them, but my god is that a lot of work to make good. Feels like the Hero Power could've done something more interesting to help spice things up.
I like it, but it feels a bit slow. I'd rather just play Big Spells in my Big Spell decks and not worry about laddering up a smaller one.
Super sick card all around. I wouldn't be surprised if Rustrot Viper shot up in play thanks to cards like this.
Easily gets slotted into any Paladin deck with handbuffs. I'm interested in seeing if it finds a place elsewhere too - Libram decks and others that use on-board buffs wouldn't mind something that gets double payout from them.
It's a huge Dragon that always Consecrates. Ignore the Honorable Kill, it's another one where it's basically just a minute bonus if you happen to line up an exact kill on something, no need to fret about getting it every time.
Absolutely stellar card, couldn't agree more with the analysis on why it's good even without comboing it. The fact that there are plenty of combo options to permanently steal a minion is just gravy.
Good card to pump up a minion for Bless. Situationally good as an actual AoE, but since Spell Damage can't buff it I don't see that as its main use.
Reevaluating every Priest card in Standard based on Bless now, and that makes this pretty good! I like the effect regardless, heal payoffs are fun.
I don't mind seeing Inner Fire return for a bit. It's a cool combo that probably restricted designs a bit, but having something similar in an expansion feels alright.
Wish this cost a bit less, because it looks really unimpressive compared to many of the others. Can Priests reliably set up enough of a board to make this worth it?
Tutoring for a card that you can also play that turn, potentially drawing you even more if it's something like Hand of A'dal? I see the utility.
You want to be running minions on the low end of your Big Spell decks anyway, so having them have such great stats seems like they're really trying to push this. I'm down.
Doesn't even need to be in a dedicated Hero Power deck, the utility of a free Freeze at some point is great for anything looking to stall out the game a bit longer.
Love that this copies cards, makes running the 10 mana spell that pulls from your deck much more interesting when you can still play those cards in the lead up to it as well.
The Hero Power is just a straight upgrade on the regular Hero Power - I have no idea why you wouldn't just run this in every Standard Demon Hunter deck. You don't even really need to be doing much comboing with it, it's just good.
8 damage removal split across two bodies? Usually isn't hard to kill off the first one, so I can see this getting a lot of play.