Going to be an arena bomb card that will win a lot of games. You won't run this but you will be glad to discover this from the new lackey and other dragon generation cards.
Doomsayer for earlier game and people who can't afford it. Some buffing of it can let it live for another turn for control in the early game. However, the alternative 0/7 minion is just better.
Pretty neat as dragons tend to have powerful battlecries, which allows you to better make use of it. Its low cost makes it easy to use and the stats are reasonable to be played for tempo
Seems pretty good when you can somewhat control what weapons are destroyed. The body goes good with aggressive decks that want to go face with a weapon. The pirate tag is also good for the aggro pirate decks
Welp here's the tech to all the dragons roaming out there—will most of the time be played as a 4 mana 8/8 rush. This makes it quite dangerous to play small dragons early game as you risk having to deal with a big minion early on due to you controlling a dragon.
A great card to turn your small leftover minions into good rush dudes. This seem insane in arena as it seems to help both in controlling the board and gaining presence for the board—good body and effect for the cost.
Guess it's made for decks that run dragons as a draw engine and minion summoning. However, many dragons have good battlecries, which are usually preferable to having the body on the board.
Seems to be a very fun card to play, although similar to Renounce Darkness, you don't get thee cost discount, which can be pretty big in terms of maintaining tempo.
I guess some people are going to find some sort of fun way to play this card by giving the opponent a useless hero power. Otherwise, it seems to just be a good stated 2-cost minion for arena
Just a solid arena card that acts as a disincentives for the opponent to use their hero power due to the lost lingering until the hero power is used again. However, won't see play outside of arena.
Seems like a pretty fun and interesting card to play, but not really viable in any deck due to the inconsistency again. You can also get unlucky with the discover pool and you would loss value from any battlecry dragon you discover
Too inconsistent and would be used similar ways Holy Wrath has been used as you would be trying to hit your opponent lost cost cards with your high cost cards.
Doesn't really fit well into dragon decks as random murlocs also tend to be on the weaker side compare to other minions. Not consistent enough to be good.
Very solid early game pirate generation for pirate warrior. Wild pirate warrior is going to be glad to have additional strong 1-drop to take over the game quickly.
Too expensive for the small AoE and the 3 attack from the invoke effect. Just isn't strong enough to justify putting it in any warrior deck. Already Warpath is better for small AoE
Becomes a 4 attack the first time you play it, which is useful for removing early game minions. In wild this has to compete with other weapon style cards that are more consistent and can better make use of Upgrade!
Reminder of Ship's Cannon but 1 mana more expensive with 2 more hp. This is harder to remove and would be a nice addition to pirate warrior in wild as an additional source of damage.
Just a pretty solid early to mid game removal. With dragons, you get additional armor to help sustain yourself. Just a solid card that might be a little too niche to see play compare to other warrior midgame removal cards
Spell version of Supercollider, which despite costing less has 2 less uses. Although you don't take damage from attacking, the 2 additional use is worth the extra mana and damage.
Going to be an arena bomb card that will win a lot of games. You won't run this but you will be glad to discover this from the new lackey and other dragon generation cards.
Doomsayer for earlier game and people who can't afford it. Some buffing of it can let it live for another turn for control in the early game. However, the alternative 0/7 minion is just better.
Pretty neat as dragons tend to have powerful battlecries, which allows you to better make use of it. Its low cost makes it easy to use and the stats are reasonable to be played for tempo
Seems pretty good when you can somewhat control what weapons are destroyed. The body goes good with aggressive decks that want to go face with a weapon. The pirate tag is also good for the aggro pirate decks
Welp here's the tech to all the dragons roaming out there—will most of the time be played as a 4 mana 8/8 rush. This makes it quite dangerous to play small dragons early game as you risk having to deal with a big minion early on due to you controlling a dragon.
A great card to turn your small leftover minions into good rush dudes. This seem insane in arena as it seems to help both in controlling the board and gaining presence for the board—good body and effect for the cost.
Guess it's made for decks that run dragons as a draw engine and minion summoning. However, many dragons have good battlecries, which are usually preferable to having the body on the board.
Seems to be a very fun card to play, although similar to Renounce Darkness, you don't get thee cost discount, which can be pretty big in terms of maintaining tempo.
I guess some people are going to find some sort of fun way to play this card by giving the opponent a useless hero power. Otherwise, it seems to just be a good stated 2-cost minion for arena
Just a solid arena card that acts as a disincentives for the opponent to use their hero power due to the lost lingering until the hero power is used again. However, won't see play outside of arena.
Seems like a pretty fun and interesting card to play, but not really viable in any deck due to the inconsistency again. You can also get unlucky with the discover pool and you would loss value from any battlecry dragon you discover
Too inconsistent and would be used similar ways Holy Wrath has been used as you would be trying to hit your opponent lost cost cards with your high cost cards.
Doesn't really fit well into dragon decks as random murlocs also tend to be on the weaker side compare to other minions. Not consistent enough to be good.
Seems pretty good for super value generation but the cost makes it very hard to properly pull it off and play it properly without any discount.
Very solid early game pirate generation for pirate warrior. Wild pirate warrior is going to be glad to have additional strong 1-drop to take over the game quickly.
Too expensive for the small AoE and the 3 attack from the invoke effect. Just isn't strong enough to justify putting it in any warrior deck. Already Warpath is better for small AoE
Becomes a 4 attack the first time you play it, which is useful for removing early game minions. In wild this has to compete with other weapon style cards that are more consistent and can better make use of Upgrade!
Reminder of Ship's Cannon but 1 mana more expensive with 2 more hp. This is harder to remove and would be a nice addition to pirate warrior in wild as an additional source of damage.
Just a pretty solid early to mid game removal. With dragons, you get additional armor to help sustain yourself. Just a solid card that might be a little too niche to see play compare to other warrior midgame removal cards
Spell version of Supercollider, which despite costing less has 2 less uses. Although you don't take damage from attacking, the 2 additional use is worth the extra mana and damage.