Neat effect. Might make it into aggro lists who'd appreciate making their boards more resilient sometimes, and like that it eats a removal spell others.
Strange to see Freeze outside of the normal classes, but it really works for what Warrior wants to be doing. I think it's a meta call whether you prefer this or Execute - I don't think you run both.
Snipe but the opponent knows about it? Far better than something like Harbinger Celestia, I suppose, but I'm not a fan of letting your opponent pick how the interaction goes down. Maybe worth it just for the Stealth?
I don't think there's ever a world where you can use this as a tech card, because there's just no way to know you're hitting the right pieces, but I'd love to screw someone over with it just once.
The scraps cost (1), which makes sense but also leaves this feeling a little weak to me. I guess you could combine it with all those cards that generate Coins and Bananas to try and trigger spell synergies, incidentally protecting your minions a bit as you do?
Top end of your aggro really wants to either be buffing minions that can attack, or attacking itself with Charge (or a damaging Battlecry, I guess). Just a 6/6 isn't all that impressive, even on turn 4.
Triggering after the spell is cast means it's quite vulnerable to most removal spells, so you really want to buff it up a little the turn you play it (thankfully buffs will carry over to the copies). There are some decks like Libram Paladin that might find this a little tricky to play around, but I'm not sure what deck would want to play this specifically to counter something like that.
We haven't seen many specific spell school synergy cards take off that weren't just about drawing cards of specific schools - or the Mage Quest, which was really about playing a lot of spells that happened to be of three different schools.
This card has promise though, as Frost Shaman feels like it'll be more minion based than some other spell school decks might be and this is a strong buff to get for following your gameplan.
Stats are great for a card that draws. OK in a deck with a decent number of Frost spells, but I can't think of any situation where you want to be drawing a really specific Frost spell that would make this truly shine.
I only really like this on 5 mana or (preferably) higher - rolling an Argent Squire for (2) mana or a Righteous Protector for (3) sounds miserable, so you really want to be getting to the point that you're guaranteeing at least one +2/+2 buff.
Obviously intended for the Shield Shatter combo, but the earlier comparisons to Heavy Plate aren't particularly wrong either. I think the fact that you can get it down to nothing with just one card is really good, but it'll depend on if you really need to be able to do that whether or not it gets in over Plate.
It's very easy to build your deck in such a way that this costs (0) or close to it whenever you look to play it. I think that Frozen Buckler was a little on the nose, even, but I guess they're trying to push for more Control to pivot from Pirates.
1 mana 1/3s are deceptively good cards in aggro decks - just don't get bogged down in caring too much about always hitting that Honorable Kill and this looks decent.
I noted the potential for this with To the Front! in my Warrior review, but honestly I'm nt sure how much this can really do in Standard. Seems like it might be a bit more fun in Wild, if not a truly competitive deck.
Birthing Pod this is not, but I still really like seeing this effect here. Carefully constructing a deck for maximum laddering up the mana costs seems like a fun challenge.
I think the problem with this card is that you have to be pretty behind to make full use of its effect - you ideally want to be summoning at least 2-3 Beasts for that cost, and if your opponent has that much of a board you better hope that you don't whiff on any of your pulls.
I honestly don't love Secret Hunter as an archetype - I prefer the Beast Hunter fantasy, or trying something ridiculous like Dragon Hunter - but this seems like a strong piece for the deck.
Sometimes delaying a big spell by one turn is all you need, and this does that job well. I don't know that you'd run it without focusing on Secrets overall, but certainly a good addition to the pool.
Love seeing an effect that doesn't force you to do it all on one turn. Solid card for any Hunter deck running a decent number of Beasts, which you may incidentally be doing anyway.
You're probably going to be drawing two spells, because Priest just has so many of each school that you'll just incidentally have enough of each. It's also probably a little too much mana to be a useful tutor for like a specific combo or something, but always worth keeping in mind.
Neat effect. Might make it into aggro lists who'd appreciate making their boards more resilient sometimes, and like that it eats a removal spell others.
Strange to see Freeze outside of the normal classes, but it really works for what Warrior wants to be doing. I think it's a meta call whether you prefer this or Execute - I don't think you run both.
Snipe but the opponent knows about it? Far better than something like Harbinger Celestia, I suppose, but I'm not a fan of letting your opponent pick how the interaction goes down. Maybe worth it just for the Stealth?
I don't think there's ever a world where you can use this as a tech card, because there's just no way to know you're hitting the right pieces, but I'd love to screw someone over with it just once.
The scraps cost (1), which makes sense but also leaves this feeling a little weak to me. I guess you could combine it with all those cards that generate Coins and Bananas to try and trigger spell synergies, incidentally protecting your minions a bit as you do?
Top end of your aggro really wants to either be buffing minions that can attack, or attacking itself with Charge (or a damaging Battlecry, I guess). Just a 6/6 isn't all that impressive, even on turn 4.
Triggering after the spell is cast means it's quite vulnerable to most removal spells, so you really want to buff it up a little the turn you play it (thankfully buffs will carry over to the copies). There are some decks like Libram Paladin that might find this a little tricky to play around, but I'm not sure what deck would want to play this specifically to counter something like that.
We haven't seen many specific spell school synergy cards take off that weren't just about drawing cards of specific schools - or the Mage Quest, which was really about playing a lot of spells that happened to be of three different schools.
This card has promise though, as Frost Shaman feels like it'll be more minion based than some other spell school decks might be and this is a strong buff to get for following your gameplan.
Stats are great for a card that draws. OK in a deck with a decent number of Frost spells, but I can't think of any situation where you want to be drawing a really specific Frost spell that would make this truly shine.
I only really like this on 5 mana or (preferably) higher - rolling an Argent Squire for (2) mana or a Righteous Protector for (3) sounds miserable, so you really want to be getting to the point that you're guaranteeing at least one +2/+2 buff.
Obviously intended for the Shield Shatter combo, but the earlier comparisons to Heavy Plate aren't particularly wrong either. I think the fact that you can get it down to nothing with just one card is really good, but it'll depend on if you really need to be able to do that whether or not it gets in over Plate.
It's very easy to build your deck in such a way that this costs (0) or close to it whenever you look to play it. I think that Frozen Buckler was a little on the nose, even, but I guess they're trying to push for more Control to pivot from Pirates.
1 mana 1/3s are deceptively good cards in aggro decks - just don't get bogged down in caring too much about always hitting that Honorable Kill and this looks decent.
I noted the potential for this with To the Front! in my Warrior review, but honestly I'm nt sure how much this can really do in Standard. Seems like it might be a bit more fun in Wild, if not a truly competitive deck.
Birthing Pod this is not, but I still really like seeing this effect here. Carefully constructing a deck for maximum laddering up the mana costs seems like a fun challenge.
I think the problem with this card is that you have to be pretty behind to make full use of its effect - you ideally want to be summoning at least 2-3 Beasts for that cost, and if your opponent has that much of a board you better hope that you don't whiff on any of your pulls.
I honestly don't love Secret Hunter as an archetype - I prefer the Beast Hunter fantasy, or trying something ridiculous like Dragon Hunter - but this seems like a strong piece for the deck.
Sometimes delaying a big spell by one turn is all you need, and this does that job well. I don't know that you'd run it without focusing on Secrets overall, but certainly a good addition to the pool.
Love seeing an effect that doesn't force you to do it all on one turn. Solid card for any Hunter deck running a decent number of Beasts, which you may incidentally be doing anyway.
You're probably going to be drawing two spells, because Priest just has so many of each school that you'll just incidentally have enough of each. It's also probably a little too much mana to be a useful tutor for like a specific combo or something, but always worth keeping in mind.