3,5 mana minion, and two minions worth 2 or 2,5 mana. Overall 8 mana value split over multiple bodies (which can be both a good and a bad thing) with trivial condition. Seems good.
But that's only considering the original power level and curve of Hearthstone. From the very start expensive minions were understatted in Hearthstone as the developers were afraid that they'd be too game swinging and hard to remove, thus War Golem is missing a stat and taunt on Lord of the Arena costs not only 1 but 2 stat points. But it should be the exact opposite for two reasons: firstly, there's already the extra stat on each card to compensate for value loss of playing small minions, and secondly, big minions are slow and more situational as you need to have the mana to play them. The power creep and OP 1 drops don't really fix the situation.
So, I think this card will be playable, but crazy good is definitely an exxaggeration.
1
Between this and the spellstone, they're begging us to bring back Malygos druid.
5
Create your own, make a second account to join it, done.
1
-4
If this said, "Destroys the card at the bottom of your deck," 99% of people would not care about it.
4
1
1
Since they announced double gold, I have been offered just one (1) non-40 gold quest. Statistically, I should get a 40 gold quest in 1 out of every three. I got 40/40 on Wed, then 50/40 Thu, then 40/40 Fri, then 40/40 Sat, then 40/40 Sun, then 40/40 Mon, then 40/40 today. And worse of all, THREE TIMES I've gotten a quest like Meek where I can't just not play the class to avoid it. Unbelievable.
1
2
In most QR games I play, I have a 5th bounce available anyway, and almost always playable on the same turn as the fourth.
I will boldly predict right now that this does not kill the deck and does not end the bitching. Or rather, it doesn't kill the deck where it is played now, which is almost exclusively in ranks 16-20, because QR is not competitive outside the bottom half of the ladder.
3
A nerf (or lack of one) is not validation of anybody's opinion. Blizzard didn't like the quest as it was because it was effectively preventing an entire deck archetype of deck from competing. Not because it wasn't balanced as it was.
For the record, I felt the quest condition was fine - it was the reward that was unbalanced, and not because 5/5 is too much; because it was not subject to most removal in the game.