Hmm. Perhaps then it is the combination of Control Warrior and Control Shaman doing the work of keeping it vaguely undercontrol.
I can imagine that nullifying cards like Dyn-o-matic as MH uses so many mechs, is pretty strong.
Mech Paladin's healing makes sense for versus Mech Hunter.
I don't know what Party Rogue is either in fairness. :-D
It sounds fun.... it probably isn't... lol
3
The second one is not discounted.
1
Keleseth would have a major problem with the tempo loss. You can't run 1-drops or otherwise you are not drawing Prince Keleseth . You can't run 2 drops because of Keleseth. And on turn 3 you want to play this to draw Keleseth? Turn 4 you play a 4/4 Keleseth and Hero power and on turn 5 you get your investment back... That is so brutally slow that running keleseth is pointless.
1
Not a card that will be included without any bigger plan. An arbitrary 1 drop like Argent Squire turns into a Silvermoon Guardian which never saw competitive play (4 mana 3/3 with divine shield). And other 1 drops are not good enough either. Without 1 drops, it can't really be a midrange or aggro deck and the buff's usefulness seems limited.
As others have said, maybe in a combo deck. Or control to fish Wild Pyromancer out of your deck (although equality would undo the buff anyway). But I can't really think of anything that is low cost and really wants a +2/+2 buff for a 3 mana tempo loss.
Edit: As mentioned above, Immortal Prelate might be a good enough payoff. Although you still can't run 1 drops and maybe not even 2 drops to make drawing the prelate consistent enough. I am still not convinced of this card, but this is at least something...
1
They also nerfed these cards because they are classic and will always be in standard. And they where part of most decks. So now they are worse and might be replaced by other cards. Best thing would've been to rotate the classic set as a whole. But they didn't and so it has to go one card at a time by either Hof or by nerf...
1
You don't draw more cards than you have in hand. At least that is what I understand from Plot Twist (card text: "Shuffle your hand into your deck. Draw that many cards"). You shuffle your hand into your deck. Augmented Elekk shuffles the same cards again into your deck. Plot twist draws you cards equal to your previous hand size.
Elekk is a nice tool to avoid fatigue. But if you have a good hand, you probably don't want to shuffle it into your deck. And if you don't have a good hand (for that matchup), you probably don't want to have the bad cards in your deck either. So I don't think Augmented Elekk is a great combo (unless it is aimed at avoiding fatigue but I expect that to be a rare issue).
5
Instead of asking to rework an entire mechanic for a fringe matchup that you lost, be happy that you learned how it works and move on. That'd be easier for everyone.
2
Unseen Saboteur states that the opponent casts the spell. Just to specify, the owner of the twinspell should receive the twin.
So if "he casts my twinspell", then I get the copy.
1
That is pretty much what I was thinking. It is a little bit better that you can also heal your minions, but the smaller minions are harder to heal because they have little health and often just die when trading. And more important, you do not want to give up tempo just to heal them (or yourself), at least not in a deck when you want to make a powerplay on turn 5 (ideally you want to get ahead and not catch up).
Zandalari Templar didn't work out in Paladin, so I think this will not work out in Druid. Although, looking at the condition ( Crystal Stag only needs 5 health) might make it more affordable. And generally, 5 mana two 4/4 rush is a great deal...
1
If armor would be healing...
The card is really great if the battlecry triggers, but how on earth will druid heal 5 with reasonable cards. And more difficult healing 5 by turn 5. Later it is still good tempo, but the reason to play this would be the great turn 5.
Nah, I guess this dies the same death as the Paladin healing minions. And Paladin had much better possibilities to make it work.
Edit: just saw the new spell. That could work, but it is still awkward to play. Turn 1 the 1/3 battlecry 5 damage + 5 armor minion, turn 2 heal... sounds like a mediocre start. I still think if Paladin couldn't pull it of, druid will not either.
1
Card text sounds like the battlecry would be optional. But I guess not. So far killing your own minions for a bonus effect never worked (only Power Overwhelming was used). At least this time you get other minions, so maybe. But I doubt it.
Anyway, this expansion puts a lot of weight into the value game. Lets see whether the tempo driven nature of hearthstone gives enough space for the cards...