How would you draw them if they get destroyed? Or do you mean you play Hemet, Jungle Hunter and then this, which would be a dumb, hard to pull off combo
This card is really well designed. It's cheap enough to be played with big Battlecries, it's an elemental so it works in with other cards like Fire Plume Harbinger or you can get it from Servant of Kalimos, and I've always felt Shaman has always had solid Battlecries, like with Fire Elemental, Stone Sentinel, or Kalimos, Primal Lord himself since the 2-Mana Cost is perfect. Maybe I wrote to much, but I just think this card is an auto include for most Shamans
This card is basically a Deadly Shot, but with a bit of Warlock flavor to it, so you have to sacrifice for it. If you build a RP deck or you just want to feel like a true Warlock, this card is good for flavor, but will be a bit clunky
I guess to just fit with the theme of being a Warlock. Not to mention in a Zoolock or a deck with a lot of tokens like Possessed Villager, Devilsaur Egg, or Imp Gang Boss in wild, you can have a few small minions to use as fodder for this spell.
I personally think this card has a lot of potential. If you play it on curve in say a Deathrattle Priest deck, you can have Shifting Shade on turn 4 and if it dies or you trade it, you play this guy and you get another Shade. Small combos like this help make it a useful tool
Babbling Book, Cabalist's Tome, Kabal Courier, etc. An honestly easy quest to basically pay 5 mana for all minions to have Windfury, charge, and end/start of turn effects to go off.
Honestly seems like a solid card. 6 Mana, 5/5, gain +3 attack or health isn't bad, gain Divine Shield makes it a better Sunwalker, Stealth and Can't Be Targeted makes it stick around for a turn.
0
Magma Rager with Deathrattle: Summon a Magma Rager.
Like, I get the "Rager" cards are always going to be a meme, but they're just becoming pack filler at this point
0
If you ran Confuse back during The Grand Tournament, you'll probably like this
-4
How would you draw them if they get destroyed? Or do you mean you play Hemet, Jungle Hunter and then this, which would be a dumb, hard to pull off combo
1
This card is really well designed. It's cheap enough to be played with big Battlecries, it's an elemental so it works in with other cards like Fire Plume Harbinger or you can get it from Servant of Kalimos, and I've always felt Shaman has always had solid Battlecries, like with Fire Elemental, Stone Sentinel, or Kalimos, Primal Lord himself since the 2-Mana Cost is perfect. Maybe I wrote to much, but I just think this card is an auto include for most Shamans
9
So basically you want this card to be dead?
0
Should work alright in Paladin with Steward of Darkshire, but should be decent all around in arena
0
Kind of like a 1-Mana +1/+1 upgrade to Twilight Summoner but gets a +3/+3 upgrade to the deathrattle if it goes off.
2
Basically a worse "Summon 2 Stubborn Gastropod's"
4
This card is basically a Deadly Shot, but with a bit of Warlock flavor to it, so you have to sacrifice for it. If you build a RP deck or you just want to feel like a true Warlock, this card is good for flavor, but will be a bit clunky
2
I guess to just fit with the theme of being a Warlock. Not to mention in a Zoolock or a deck with a lot of tokens like Possessed Villager, Devilsaur Egg, or Imp Gang Boss in wild, you can have a few small minions to use as fodder for this spell.
0
I personally think this card has a lot of potential. If you play it on curve in say a Deathrattle Priest deck, you can have Shifting Shade on turn 4 and if it dies or you trade it, you play this guy and you get another Shade. Small combos like this help make it a useful tool
7
If one Blood of The Ancient One lives, you can use Faceless Manipulator and Time Warp
2
Babbling Book, Cabalist's Tome, Kabal Courier, etc. An honestly easy quest to basically pay 5 mana for all minions to have Windfury, charge, and end/start of turn effects to go off.
0
Though more viable due to the cheaper cost. Basically a Quick Shot with splash damage
7
Honestly seems like a solid card. 6 Mana, 5/5, gain +3 attack or health isn't bad, gain Divine Shield makes it a better Sunwalker, Stealth and Can't Be Targeted makes it stick around for a turn.