Even if this gets the buff it still super loses to Flamestrike as well as a bunch of the 5 dmg boardclears, which is really bad if you are behind on board and this play was supposed to stabilize you. Probably won't see play.
This is definitely not bad, though it remains to be seen just how good it is. It allows the Priest to discover cards from a very specific set of possibilities, which is a very powerful effect. You could use it to create answers against all types of threats, as well as get combo pieces into your hand. Might be really good, but depends on the types of Priest decks that come around.
I just don't see why you would pay 4 mana for this thing. Unless you can revive it over and over again. Maybe something like that will be possible. But only 1 time revival is not good enough IMO.
Though it's an interesting effect, I had to go with "Bad". All the big legendaries that see play will do something immediately (Boom, Rag, Geddon, Ysera etc.) or do something big when they die. The point is that your opponent has no way of stopping them before they've already had an impact. But Swamp King Dred will die from hard removal a bunch of the time, having been nothing more than a 7 mana 9/9.
Hopefully Blizz has learned enough from past mistakes to finally get away from summon random stuff/gain random cards type effects. Fingers crossed at least. This will be the first expansion I don't pre-purchase. If it fails, I will only play HS on a very casual basis.
I actually can't decide if this is underpowered or overpowered. It starts out weak, but it has a massive blowout potential. Maybe add 1 durability and attack minions only?
A LOT better than the add random cards mechanics they've been pushing previously. With only 10 possibilities it's much easier for the opponent to anticipate outcomes and play around them.
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Ice Rager is rotating out, this can't summon it either. You can get either a 5/1 or a 1/5. Also if there's some new rager in Un'goro.
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Even if this gets the buff it still super loses to Flamestrike as well as a bunch of the 5 dmg boardclears, which is really bad if you are behind on board and this play was supposed to stabilize you. Probably won't see play.
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It's a bit less bullshit than the mage and rogue 1 drops, but only slightly so. Why won't blizz stop with the insane RNG 1 drops???
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This is definitely not bad, though it remains to be seen just how good it is. It allows the Priest to discover cards from a very specific set of possibilities, which is a very powerful effect. You could use it to create answers against all types of threats, as well as get combo pieces into your hand. Might be really good, but depends on the types of Priest decks that come around.
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I just don't see why you would pay 4 mana for this thing. Unless you can revive it over and over again. Maybe something like that will be possible. But only 1 time revival is not good enough IMO.
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Though it's an interesting effect, I had to go with "Bad". All the big legendaries that see play will do something immediately (Boom, Rag, Geddon, Ysera etc.) or do something big when they die. The point is that your opponent has no way of stopping them before they've already had an impact. But Swamp King Dred will die from hard removal a bunch of the time, having been nothing more than a 7 mana 9/9.
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Hopefully Blizz has learned enough from past mistakes to finally get away from summon random stuff/gain random cards type effects. Fingers crossed at least. This will be the first expansion I don't pre-purchase. If it fails, I will only play HS on a very casual basis.
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Calling Jeweled Macaw - Battlecry: Draw a beast from your deck.
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I actually can't decide if this is underpowered or overpowered. It starts out weak, but it has a massive blowout potential. Maybe add 1 durability and attack minions only?
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A LOT better than the add random cards mechanics they've been pushing previously. With only 10 possibilities it's much easier for the opponent to anticipate outcomes and play around them.
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