With the hand buff cards that are coming I'm hoping that this is more than just a 4/4 most of the time, but even if it is it's still decent value with the battlecry, which isn't too difficult to activate.
A one mana 1/3 isn't bad. Add to that an effect that could be pretty strong when coupled with something like whirlwind and now we've really got something! If there isn't an achievement for getting this to 17 attack I'll be disappointed.
Lots of value potential, that's for sure. If you're just playing vanilla taunt minions then it's pretty boring, but if you start adding deathrattles to the mix that's where this will shine.
This is an interesting card. The stats are kind of average for the cost, but the taunt is nice. The most armor you can get out of it (without buffs) is 6. The problem is if you can't trigger the frenzy yourself you're at your opponent's mercy, in which case you have to hope that they can't just ping it.
Decent on turn 2, but with the proper setup this can add some decent buffs to the board. I rather like the idea of this in a rush warrior deck, where you can potentially go from nothing to a big board fairly quickly.
Card draw is never bad, and the weapon stats are good for the price. The only hard part is that you have to destroy a minion to get the effect, which won't always be possible.
Hunter has quite a few low cost spells to make this useful, especially with twinspell spells. I think the biggest issue is running out of steam, but maybe the new hunter legendary will help compensate.
Hand buff/taunt warrior support? I like that it copies the card that gets buffed, but I'm not sure where this is supposed to fit in the meta, maybe in wild. I guess we'll see.
More hand buff support. I liked the concept well enough back in Gadgetzan, even if it ended up being the weakest faction. Hopefully they've learned their lesson about revealing which cards in your hand get buffed.
As my late grandfather used to say, "put me down for a dozen!" I'm glad it doesn't lower the cost to (0), because that would be a little too crazy. But in any mage deck with a decent amount of card generation, this is a staple.
Tharrr she be, matey! Good stats, and a decent effect. I don't see a reason not to run this in a weapon centric deck, and I imagine I'd throw it into most pirate decks, as well.
Joking aside, I definitely don't think this will be as strong as our mysterious friend, but it might be a fun to try out secret paladin for a bit again. I'm most curious to see what other potential interactions there will be, such as if you can silence the soldiers to prevent it from returning as a secret, or if you can play a secret while the same secret is currently a soldier (I would assume yes, but you know what they say about assuming).
It's no secret that I like cards that become more useful later in the game. I'm not crazy about the fact that the effect is applied at random, but I guess that's the price that you pay for a pretty good power level.
With the hand buff cards that are coming I'm hoping that this is more than just a 4/4 most of the time, but even if it is it's still decent value with the battlecry, which isn't too difficult to activate.
A one mana 1/3 isn't bad. Add to that an effect that could be pretty strong when coupled with something like whirlwind and now we've really got something! If there isn't an achievement for getting this to 17 attack I'll be disappointed.
Lots of value potential, that's for sure. If you're just playing vanilla taunt minions then it's pretty boring, but if you start adding deathrattles to the mix that's where this will shine.
Since it's poisonous the attack doesn't really matter. It's basically as good as emperor cobra, but it also comes with a spell. Not bad!
This is an interesting card. The stats are kind of average for the cost, but the taunt is nice. The most armor you can get out of it (without buffs) is 6. The problem is if you can't trigger the frenzy yourself you're at your opponent's mercy, in which case you have to hope that they can't just ping it.
I've always liked self-damaging minions for quest priest, and this is no different. Great stats for the cost, once Circle of Healing gets involved.
With Undertaker being un-nerfed I'd say this has a decent chance of seeing play.
Seems this could be good in some rogue decks, since all the poisons are nature spells
Just kidding. This clearly seems like a card meant for druid, when it benefits from the nature spells and some beast synergy
Decent on turn 2, but with the proper setup this can add some decent buffs to the board. I rather like the idea of this in a rush warrior deck, where you can potentially go from nothing to a big board fairly quickly.
Card draw is never bad, and the weapon stats are good for the price. The only hard part is that you have to destroy a minion to get the effect, which won't always be possible.
As with all of the caravan cards the usefulness of this card depends on how often it's able to survive until the next turn.
It's nice that frenzy is starting out with some strong support, although it's strange to see warrior getting resurrect effects.
Hunter has quite a few low cost spells to make this useful, especially with twinspell spells. I think the biggest issue is running out of steam, but maybe the new hunter legendary will help compensate.
Hand buff/taunt warrior support? I like that it copies the card that gets buffed, but I'm not sure where this is supposed to fit in the meta, maybe in wild. I guess we'll see.
More hand buff support. I liked the concept well enough back in Gadgetzan, even if it ended up being the weakest faction. Hopefully they've learned their lesson about revealing which cards in your hand get buffed.
As my late grandfather used to say, "put me down for a dozen!" I'm glad it doesn't lower the cost to (0), because that would be a little too crazy. But in any mage deck with a decent amount of card generation, this is a staple.
Anti-aggro at its finest. Face hunters won't be quaking in their boots, but it's still a decent setback.
Tharrr she be, matey! Good stats, and a decent effect. I don't see a reason not to run this in a weapon centric deck, and I imagine I'd throw it into most pirate decks, as well.
Mysterious Challenger, is that you?
Joking aside, I definitely don't think this will be as strong as our mysterious friend, but it might be a fun to try out secret paladin for a bit again. I'm most curious to see what other potential interactions there will be, such as if you can silence the soldiers to prevent it from returning as a secret, or if you can play a secret while the same secret is currently a soldier (I would assume yes, but you know what they say about assuming).
It's no secret that I like cards that become more useful later in the game. I'm not crazy about the fact that the effect is applied at random, but I guess that's the price that you pay for a pretty good power level.