I don't think the Fel spells Warlock has right now are good enough to deliberately tune your deck such that this always activates; because of that I don't expect this to do that well. Just a bit too much mana for not quite enough effect.
Ridiculously easy to activate in a Control deck, so I guess it's redundancy with Grom as a finisher? I certainly don't mind it, even if overall it's pretty bland for a Legendary.
Agreed with the consensus here that this will too often not trade well, for which the handbuff just isn't a good enough consolation prize. Swap the stats and it'd probably be better.
Not too shabby. Definitely something that needs support cards to be worth it, but having such high Health makes me interested in using it in any class that can buff it even a little bit. Some weird handbuff experiments incoming?
Decent tech card. Even against Quest decks you have the reward that you can kill, which isn't great but is at least something that a lot of decks will have as a target for this guy.
A strange one. Seems quite anti-tempo, but destroying a minion to get a 4/4 isn't all that bad, especially when it's set up so well for synergies. Being able to continue using it for the next few turns is also really good, provided you can keep feeding it.
A surprising trap card for Arena, where normally these weirdly statted minions with drawbacks fare better than in Constructed. You really need enough synergies to make this work, and only Mage can do that reliably (and again, only in Constructed).
I love this card just because it always makes someone lose their mind that they'd choose not to randomly drop an out-of-place Keyword into an expansion, as though there isn't decades of research on reasons why they might or might not want to do that.
Anyway, card seems pretty eh. Can clear boards, but also requires just a tad much investment if you yourself don't have a board too.
The stats themselves are pretty awesome for a Stealth minion. Honorable Kill really does just feel like random bonus text on some of these cards, where the real measure of its power is everything else.
The AoE itself is just a really good effect depending on the meta, so the fact that it also comes with another bonus effect is awesome. Not a slam dunk autoinclude, but very playable under the right conditions.
Warlock doesn't even have that many good Fel spells in Standard. Hell, even in Wild the options aren't great.
Don't get me wrong, a lot of them are fine on their own, but casting them off this just doesn't seem worth including it in the deck over other options, especially when some of the better spells would actively hurt it or would end up targeting randomly.
Notably not worth it if you're just running big things, because the discount is negated by the cards own mana cost. That means this is looking for a home in more aggressive decks that can still keep their hands full enough to make full use of it, something that seems not totally unviable for Warrior.
I've gone back and forth on how much I like this card so many times - it really is just one that needs to be played with before you can prooperly evaluate it, especially since most of its usefulness is very meta dependent.
I like more cards that reward Warlocks for drawing through their decks, especially ones that actively help stabilise you on the board. At just 2 mana I think this seems pretty nice.
I feel like it's unwise to dismiss a Deal 3 Battlecry off the cuff. Needing the Honorable Kill to get decent stats is a blow, of course, but that's still a pretty good effect for a Neutral card to have.
Fun to play around with for Fire Plume's Heart. Not sure how much use it has in Standard, but there are a few neat combos available with the other new cards.
I don't think the Fel spells Warlock has right now are good enough to deliberately tune your deck such that this always activates; because of that I don't expect this to do that well. Just a bit too much mana for not quite enough effect.
Ridiculously easy to activate in a Control deck, so I guess it's redundancy with Grom as a finisher? I certainly don't mind it, even if overall it's pretty bland for a Legendary.
Agreed with the consensus here that this will too often not trade well, for which the handbuff just isn't a good enough consolation prize. Swap the stats and it'd probably be better.
Not too shabby. Definitely something that needs support cards to be worth it, but having such high Health makes me interested in using it in any class that can buff it even a little bit. Some weird handbuff experiments incoming?
It's a fuck-off massive Owl. I love it!
Decent tech card. Even against Quest decks you have the reward that you can kill, which isn't great but is at least something that a lot of decks will have as a target for this guy.
A strange one. Seems quite anti-tempo, but destroying a minion to get a 4/4 isn't all that bad, especially when it's set up so well for synergies. Being able to continue using it for the next few turns is also really good, provided you can keep feeding it.
A surprising trap card for Arena, where normally these weirdly statted minions with drawbacks fare better than in Constructed. You really need enough synergies to make this work, and only Mage can do that reliably (and again, only in Constructed).
If you're including this in a deck it better be reliably costing nothing, otherwise you've wasted the card slot.
I love this card just because it always makes someone lose their mind that they'd choose not to randomly drop an out-of-place Keyword into an expansion, as though there isn't decades of research on reasons why they might or might not want to do that.
Anyway, card seems pretty eh. Can clear boards, but also requires just a tad much investment if you yourself don't have a board too.
Does this make the cut in Shaman for the Freeze synergies? I think it might. Everywhere else it's probably just an Arena card.
The stats themselves are pretty awesome for a Stealth minion. Honorable Kill really does just feel like random bonus text on some of these cards, where the real measure of its power is everything else.
Warrior already has way more consistent Weapon tutors and draw effects in general. Seems a bit pushed out by everything else.
The AoE itself is just a really good effect depending on the meta, so the fact that it also comes with another bonus effect is awesome. Not a slam dunk autoinclude, but very playable under the right conditions.
Warlock doesn't even have that many good Fel spells in Standard. Hell, even in Wild the options aren't great.
Don't get me wrong, a lot of them are fine on their own, but casting them off this just doesn't seem worth including it in the deck over other options, especially when some of the better spells would actively hurt it or would end up targeting randomly.
Notably not worth it if you're just running big things, because the discount is negated by the cards own mana cost. That means this is looking for a home in more aggressive decks that can still keep their hands full enough to make full use of it, something that seems not totally unviable for Warrior.
I've gone back and forth on how much I like this card so many times - it really is just one that needs to be played with before you can prooperly evaluate it, especially since most of its usefulness is very meta dependent.
I like more cards that reward Warlocks for drawing through their decks, especially ones that actively help stabilise you on the board. At just 2 mana I think this seems pretty nice.
I feel like it's unwise to dismiss a Deal 3 Battlecry off the cuff. Needing the Honorable Kill to get decent stats is a blow, of course, but that's still a pretty good effect for a Neutral card to have.
Fun to play around with for Fire Plume's Heart. Not sure how much use it has in Standard, but there are a few neat combos available with the other new cards.