5 Health is good for a 3 drop, but with the power creep lately and the fact that alot of minions have rush, the minion you find is probably far worse than playing a 3 drop with 5 Health already. Why throw this card into your deck unless you need spell synergy?
3 drops that I would rather play are Injured Blademaster and Circle of Healing.
Bronze Gatekeeper and it has magnetize and taunt so this can get attached to my 2 drop Mech deathrattle if my opponent ignores it.
Hell I could play a Silence Priest and Arcane Watcher instead for a 5/6.
How about Ornery Tortoise and then heal myself with Quest Priest because my opponent hasnt attacked me yet.
If that is true, it does limit the bad 2 cost minions. Which now that I think about it, makes sense with other class based discover cards.
I am not sure if this is better or worse then. I guess on average, it's a decent card in some decks, but I don't think there is a home for it right now.
I do think the RNG is still too far ranging to give you the confidence to throw this in your deck on purpose. I do think that getting this off of the Lackey that discovers a spell is a great choice many times.
Its 2 cards in one. A random 2 drop combined with the Lackey that gives +2 Health (but in this case +3) in one card. Is that good enough to put in your deck on purpose?
Maybe in a Highlander style deck where you need to generate more value, but no existing Priest decks have room to play this card.
Resurrect doesn't want this because it could dilute their resurrect pool. Inner Fire Combo has better cards and is a highly tuned deck already.
Dragon/Invoke Priest is also too restrictive as it is.
Now if they didn't nerf Discover and it still gave a bonus to Priest minions, I think this card would be very very playable. Perhaps even really good.
For example, getting Lightwell is pretty darned good against aggro.
What priest archetype really wants this card? Mostly the inner/spirit decks because you are getting +3 health and you can high roll and possibly get some ridiculous choices on turn 2 with a coin or turn 3 without.
Most minions with 4 health is crazy good. I would dare say that only 2 of them are bad. 2 of 11 neutral 2 drops with 4 health are unwanted. About 8% of the 2 drop minions have 4 health.
About 25 minions with 3 health.
About 70 with 2 health.
About 28 with 1 health.
A few with 5 health and above. About 6 total there.
So I don't have the exact number, but about 130 - 2 drops in the Discover pool. Slightly more than half with 2 Health. About 20% with 1 Health and about the same for 3 Health.
Health Percentage (rounded up or down)
5 + 4%
Because you lose the battlecry and most of the deathrattles for 2 drops are not that great (and more health makes that worse actually), then pure Health seems to be the best measure if this was meant as a combo card.
Based on my feelings, 2 and 3 Health based minions are normal or meh results. 4 and above are what you want and 1 Health is below average. What does that leave us with?
51% of the time, the card is average.
18% of the time, the card is above average.
20% of the time, the discover is trash.
11% of the time, the card choice is amazing.
This does not account for Doomsayer and other 'attack' based cards, so these numbers are not exact. A rough...VERY rough estimate.
What we get is about half the time, the choices are average at 2 Health. 20% you wish you didn't play this card at 1 Health. Slightly above 10% in which the discover is amazing.
To me that means that the discover choices will almost always include a minion with 2 Health.
That seems to lend me to believe that this card will occasionally high roll, but the card is average and you get average results.
I think it's playable, but only if these combo priests want an early game big health minion to win but are willing to risk wasting a card slot.
Maybe in a spell based deck, but I think this is a pass for me after doing the rough math around it.
I mean, if Discover still gave a bonus to class based cards, I would rate this as Meta defining. You know exactly what type of minions you will be getting and have a high chance of making it happen.
This means that you will almost always get a 2 drop from the neutral pool because there alot of them and Discover is not weighted, so you will not be happy with this card.
I mean, getting an Acidic Swamp Ooze gives you a 3/5 on turn 3, but no battlecry. Meh.
Now, if you coin this out on turn 2, its a decent tempo play. It almost always will trade into an early minion for free and most classes wouldn't be able to kill a 3/5 on their turn 3. Even if they do kill it, you might go into the next turn with an empty board as they had to trade their minions away.
You can also get some horrendous choices too. Deathrattle minions would be best though, but not many that seem worth a card.