This was a great read. These lore articles really clarify these aspects of the WoW and Hearthstone lore that I only previously understood in a more broken sense, not as cohesively as I do now.
Seems like the best version of the "Becomes another card" format that's failed to matter year after year.
Locking the value to 5-mana 5/5 regardless of the legendary makes this leagues better than past iterations of the concept (random weapons, completely random minions, random minion from your opponent's hand).
That being said? Not a great card, just better than the previous versions
The hate tech we needed back in Kobolds, but still excellent in wild. Could see play in standard regardless, just depends on what weapons in what classes become real threats. This is a bad vanilla otherwise.
At first I thought this was trash outside of wild, but it could work in a tempo build. Warrior already has what they need for solid aggro. Only downside is there's one of it in your deck, so without this on curve, it might end up being a bad draw later in the match
This is an extremely powerful card going forward, regardless of how relevant armor is to the meta.
this has immediate use in wild. Goodbye infinite armor drui
Hunters put their faith in the light now, eh?
Very strong if enough dragons can exist in a viable deck to support it.
At first I thought this was trash, buuuuuut it could have some real power
This was a great read. These lore articles really clarify these aspects of the WoW and Hearthstone lore that I only previously understood in a more broken sense, not as cohesively as I do now.
uh... wow sure
Early anti-aggro: ok.
As my buddy said, get ready for the Elise Malygos combos from druid
Seems like the best version of the "Becomes another card" format that's failed to matter year after year.
Locking the value to 5-mana 5/5 regardless of the legendary makes this leagues better than past iterations of the concept (random weapons, completely random minions, random minion from your opponent's hand).
That being said? Not a great card, just better than the previous versions
The hate tech we needed back in Kobolds, but still excellent in wild. Could see play in standard regardless, just depends on what weapons in what classes become real threats. This is a bad vanilla otherwise.
At first I thought this was trash outside of wild, but it could work in a tempo build. Warrior already has what they need for solid aggro. Only downside is there's one of it in your deck, so without this on curve, it might end up being a bad draw later in the match
I'm not seeing it with that cost. Maybe some meme combo deck for Towelie or Dane to build for wil
I love the idea of "breaking the rule" and holding two extra cards
handlock back at it again
The first good sidequest that doesn't detract from a deck as a whole just to appease it.
Very good turn 2, even better vs control.
Rez priest thanks you for the turn 4 Psychopomp activator
hoping the cost makes it unplayable because otherwise this is gonna make mechs unbearable
wild will love this for magnetic. not sure about standard yet
this makes Galakrond way scarier (wasn't super scary before)
validating all that heal-based play outside of OTK? could it be?
seems pretty good