Not sure if this is a bug or not but the inner fire's effect IS kept after transforming. At least on Chameleos anyway. In a match with a friend just now, I used Lady in White, drew Chameleos, and then Chameleos transformed into a Cairne. The Cairne had 1 attack and had the Lady in White buff on it when I played it. So I can only assume that the inner fire still applies after transformation of a card or this is a bug.
That actually makes sense, but it is a weird interaction. based on interactions with Shifter Zerus, presumably, Chameleos works the same way in keeping any hand buffs/alterations. Emperor Thaurissan ticks reduce the cost of all future iterations, and Grimestreet Outfitter gives all future iterations +1/+1. Lady in White, however, does not give a buff of "giveyour minions attack equal to health," it is a Battlecry that "setsyour minions attack equal to health". Since Chameleos attack was setto it's health (1), all future iterations remain at 1 attack. I'm willing to bet that if Chameleos happened to be Ysera when Lady in White was played, the Attack of all future iterations would have been setat 12.
I wish they made one playable moonkin in the history of the game. ONE.
It would have been so much more interesting if they made Malfurion the Pestilent transform to a Boomkin. They could have even transformed the Shapeshift Hero power into a Moonfire ping, still 1 damage, just allowing you to bypass taunts and not take damage.
I don't see this as a good addition to a quest Druid deck. Even if you get to play this for free after completing the quest, you want to be spending 10 mana on Ultimate Infestation, not a single 10 mana minion.
I just came up against one of these in Arena, and I am sold on this weapon. It doesn't just buff your current board, it buffs everything you play for the next 3 turns too. If anything survives the first round of buffing, it can get a second, third, fourth buff. On an evenly-matched board, or even a slightly-behind board, this thing can turn the tides rather well. Even if you're behind, it can help trade more favorably, and at least stabilize a little bit. The only time I see this being bad is if you have a way-behind board, but that is true of most cards.
This definitely doesn't fit very well into any of the existing Paladin decks, especially since it takes up a slot in the very important 4 mana slot. If someone manages to pull off a deck that is built around the "when your minions lose divine shield" synergy (Bolvar, FirebloodLight's Sorrow), this may may help support it, but I don't see enough tools currently to make a deck like that work.
I feel like this is the strongest Spell Damage minion ever printed. You don't play spell damage minions for board presence, you play them for an extra point of damage to the one spell that you plan on playing right away, and you rarely care about the body that is left behind, or bank on it surviving 'til your next turn. If you play this one mid to late game when it is a 4/1 Rush, you can use the spell damage right away, then take out a mid game/damaged big minion. Potentially two removals in one turn. This is one to watch when the Expansion goes live.
EDIT: Yeah, totally thought this had Rush on it, like the other 2 cards that swap health and attack in the same announcement. Bloodmage Thalnos fills this role much better. I take back all the nice things I said about this card.
This card has interesting synergy/anti-synergy with Unite the Murlocs. Complete the quest, refill your hand with Megafin, then blow up your board with Hagatha, but refill your hand with juicy spells while you're rebuilding the board.
0
0
0
0
0
I don't see this as a good addition to a quest Druid deck. Even if you get to play this for free after completing the quest, you want to be spending 10 mana on Ultimate Infestation, not a single 10 mana minion.
6
I just came up against one of these in Arena, and I am sold on this weapon. It doesn't just buff your current board, it buffs everything you play for the next 3 turns too. If anything survives the first round of buffing, it can get a second, third, fourth buff. On an evenly-matched board, or even a slightly-behind board, this thing can turn the tides rather well. Even if you're behind, it can help trade more favorably, and at least stabilize a little bit. The only time I see this being bad is if you have a way-behind board, but that is true of most cards.
0
In before someone asks if you get to pick the Legendary since it doesn't say random.
18
Angry Chicken Meta incoming.
5
And then your portrait explodes on turn 11.
0
This definitely doesn't fit very well into any of the existing Paladin decks, especially since it takes up a slot in the very important 4 mana slot. If someone manages to pull off a deck that is built around the "when your minions lose divine shield" synergy (Bolvar, FirebloodLight's Sorrow), this may may help support it, but I don't see enough tools currently to make a deck like that work.
-3
I feel like this is the strongest Spell Damage minion ever printed. You don't play spell damage minions for board presence, you play them for an extra point of damage to the one spell that you plan on playing right away, and you rarely care about the body that is left behind, or bank on it surviving 'til your next turn. If you play this one mid to late game when it is a 4/1 Rush, you can use the spell damage right away, then take out a mid game/damaged big minion. Potentially two removals in one turn. This is one to watch when the Expansion goes live.
EDIT: Yeah, totally thought this had Rush on it, like the other 2 cards that swap health and attack in the same announcement. Bloodmage Thalnos fills this role much better. I take back all the nice things I said about this card.
4
The Marsh Queen
You obviously want to have a few 1 cost minions in your hand when you play this, so...
Ravencaller
Tol'vir Warden
40
5
This card has interesting synergy/anti-synergy with Unite the Murlocs. Complete the quest, refill your hand with Megafin, then blow up your board with Hagatha, but refill your hand with juicy spells while you're rebuilding the board.
0
A Hunter with a hand full of cards to be buffed on turn 10 = a dead Hunter on turn 11