Seems like a solid control card to me. 4 mana 3/4 that heals you for 4 is nice against aggro but rewards you for surviving that long by giving you damage that can kill minions or help kill the aggro player. Say you get it early. Drop it to heal 4 and have a 3/4 to help control the board. Say you get it late. You wipe their board and this corrupts. They play something only for you to play this and deal 4 damage to it, killing most aggro cards and leaving you with a 3/4 to trade with.
Actually, this card might not be as bad as it looks. Given you have a fair bit of control over the spells you get. Just gotta find those spell sweet spots.
Except Warlock has much better draw than mage and tends to run a lot more minions than mage, most of which actually work well this this. Not to mention Warlock is already getting more survival tools like the 4/3 Demon that deals 2 damage to everything except demons.
Really solid control card, but... Token wouldn't be too sad to see this either. Protects their tokens from getting traded off and when it does die, you're almost always gonna have something for it to stick on to.
If they hated hunter they would never have given them this card. It's crazy strong. This card literally could not be anything other than a legendary without being overpowered. Mage and paladin are fine to pull secrets out of thin air because most of their secrets aren't that phenomenal. Ice Barrier is okay, Flame Ward is solid but is purely a defensive card, Noble Sacrifice dodges one hit, or Repentance allows paladin to deal with a large threat IF they have some way to damage it. But hunter... Hunter Secrets are the most powerful in the game. Freezing Trap to bounce something, Explosive Trap can nuke a board of small guys, Pressure Plate just outright kills something, Snipe preemptively kills or weakens something before it's had a chance to do anything, Pack Tactics makes your board that little bit more tricky to deal with. And the reason this is all so powerful? It's hunter. The board is their field. These cards give hunter control of the board so well because their minions are so dangerous to keep around and the opponent doesn't have a choice BUT to deal with them. Being able to just pull a freezing, explosive, pressure, pack, etc out of thin air is crazy strong. And while yea you'll whiff on that secret you wanted sometimes, a majority of the time you'll still find another secret you like. And if you don't find one that's immediately useful, maybe it could prove useful later.
This card is... Terrifying. Lapidary + HP, Marrow + Twin/Second, triple Twin/Second, not to mention the numerous other weapons at the disposal of a demon hunter. I can't see this NOT seeing play in almost every single demon hunter. Not that hard to achieve its condition especially when factoring in Wandmakers and the new Stiltstepper which seemed pretty meh at first but now has a lot more potential payoff for playing a low to the ground deck.
3 mana draw 3 in a class that's very good at preventing damage from being taken? Yes, please. Might see a resurface of freeze mage if they get the support they need. Against Hunter and Mage though a little sketchy. But if they're spending 2 mana to hit you in the face that's 2 less mana being used to develop the board. And I don't think anybody is gonna be sad to get this off of Ring Toss
So it's looking like Menagerie warrior is intending to be a tempo-y deck. 5 mana 5/5 Rush is okay as is but get even one cost reduction and it's already worth. And that's not considering if this thing gets bigger thanks to the buff Baton. Could also prove interesting with Playmaker to smash some large threats to pieces. Only shame is no tag on Playmaker but I suppose that's fine when you consider you really don't wanna pull it with N'Zoth
Honestly, I have to disagree. While they may not be the flashiest things we've seen in a while they do offer some strange potential. Not only for this expansion but for future ones. This one right here already gives me some ideas to mess around with using Waxadred, Shadows of Death, Ticket Master, etc. And we haven't even seen all the cards that are coming out either so what else will this pair with?
Curator was incredibly good not to mention the fact that this pulls a Pirate, Dragon, and Mech is very crucial as warrior is know for having fairly good minions of all these tags. Dragon just has a ton of options, namely Deathwing, Mad Aspect or any of the other big dragons, mech can easily be The Boom Reaver or Tomb Warden as solid pickups, and pirate has a few solid options in things like Greenskin, Stickyfinger, and Pillager. And that's assuming you're intending this as a tutor rather than just card draw so you could still play things like Sky Raider, Risky Skipper, or the numerous big dragons and just use this for card draw. Only mech is the real weak spot but between the 2 mentioned, maybe even Omega Devestator could see a slight resurface as something that can just be pulled off this card.
I was gonna say this card is unplayable but then your comment made me realize it can also target enemy minions. Will probably be solid against deathrattle hunter if that gets enough support. But yea, otherwise, not too much to see here.
Edit: The more I think about it the better this card gets. I was thinking too much on stealing a deathrattle but the fact that it steals everything including things like reborn, taunt, lifesteal, rush, etc just make this card so much better. I retract what I said. This card will be quite good.
4
Mage has Fireball for lethal, suddenly turns into Astral Communion. If this doesn't happen there is no Yogg.
0
Seems like a solid control card to me. 4 mana 3/4 that heals you for 4 is nice against aggro but rewards you for surviving that long by giving you damage that can kill minions or help kill the aggro player. Say you get it early. Drop it to heal 4 and have a 3/4 to help control the board. Say you get it late. You wipe their board and this corrupts. They play something only for you to play this and deal 4 damage to it, killing most aggro cards and leaving you with a 3/4 to trade with.
2
Slow claps for you blizzard. Slow claps for you.
0
Actually, this card might not be as bad as it looks. Given you have a fair bit of control over the spells you get. Just gotta find those spell sweet spots.
2
Libram of Hope, Mass Ressurection, and Plague of Death are all 9 mana spells.
0
Hate to burst your bubble but that "this turn" at the end isn't for show.
2
Except Warlock has much better draw than mage and tends to run a lot more minions than mage, most of which actually work well this this. Not to mention Warlock is already getting more survival tools like the 4/3 Demon that deals 2 damage to everything except demons.
0
Really solid control card, but... Token wouldn't be too sad to see this either. Protects their tokens from getting traded off and when it does die, you're almost always gonna have something for it to stick on to.
-5
If they hated hunter they would never have given them this card. It's crazy strong. This card literally could not be anything other than a legendary without being overpowered. Mage and paladin are fine to pull secrets out of thin air because most of their secrets aren't that phenomenal. Ice Barrier is okay, Flame Ward is solid but is purely a defensive card, Noble Sacrifice dodges one hit, or Repentance allows paladin to deal with a large threat IF they have some way to damage it. But hunter... Hunter Secrets are the most powerful in the game. Freezing Trap to bounce something, Explosive Trap can nuke a board of small guys, Pressure Plate just outright kills something, Snipe preemptively kills or weakens something before it's had a chance to do anything, Pack Tactics makes your board that little bit more tricky to deal with. And the reason this is all so powerful? It's hunter. The board is their field. These cards give hunter control of the board so well because their minions are so dangerous to keep around and the opponent doesn't have a choice BUT to deal with them. Being able to just pull a freezing, explosive, pressure, pack, etc out of thin air is crazy strong. And while yea you'll whiff on that secret you wanted sometimes, a majority of the time you'll still find another secret you like. And if you don't find one that's immediately useful, maybe it could prove useful later.
0
This card is... Terrifying. Lapidary + HP, Marrow + Twin/Second, triple Twin/Second, not to mention the numerous other weapons at the disposal of a demon hunter. I can't see this NOT seeing play in almost every single demon hunter. Not that hard to achieve its condition especially when factoring in Wandmakers and the new Stiltstepper which seemed pretty meh at first but now has a lot more potential payoff for playing a low to the ground deck.
-1
3 mana draw 3 in a class that's very good at preventing damage from being taken? Yes, please. Might see a resurface of freeze mage if they get the support they need. Against Hunter and Mage though a little sketchy. But if they're spending 2 mana to hit you in the face that's 2 less mana being used to develop the board. And I don't think anybody is gonna be sad to get this off of Ring Toss
0
So it's looking like Menagerie warrior is intending to be a tempo-y deck. 5 mana 5/5 Rush is okay as is but get even one cost reduction and it's already worth. And that's not considering if this thing gets bigger thanks to the buff Baton. Could also prove interesting with Playmaker to smash some large threats to pieces. Only shame is no tag on Playmaker but I suppose that's fine when you consider you really don't wanna pull it with N'Zoth
1
Honestly, I have to disagree. While they may not be the flashiest things we've seen in a while they do offer some strange potential. Not only for this expansion but for future ones. This one right here already gives me some ideas to mess around with using Waxadred, Shadows of Death, Ticket Master, etc. And we haven't even seen all the cards that are coming out either so what else will this pair with?
0
Curator was incredibly good not to mention the fact that this pulls a Pirate, Dragon, and Mech is very crucial as warrior is know for having fairly good minions of all these tags. Dragon just has a ton of options, namely Deathwing, Mad Aspect or any of the other big dragons, mech can easily be The Boom Reaver or Tomb Warden as solid pickups, and pirate has a few solid options in things like Greenskin, Stickyfinger, and Pillager. And that's assuming you're intending this as a tutor rather than just card draw so you could still play things like Sky Raider, Risky Skipper, or the numerous big dragons and just use this for card draw. Only mech is the real weak spot but between the 2 mentioned, maybe even Omega Devestator could see a slight resurface as something that can just be pulled off this card.
2
I was gonna say this card is unplayable but then your comment made me realize it can also target enemy minions. Will probably be solid against deathrattle hunter if that gets enough support. But yea, otherwise, not too much to see here.
Edit: The more I think about it the better this card gets. I was thinking too much on stealing a deathrattle but the fact that it steals everything including things like reborn, taunt, lifesteal, rush, etc just make this card so much better. I retract what I said. This card will be quite good.