Good reward - almost Justicar-level upgrade that also gives a minion an almost BoK - but healing 15 health is a lot, so while you could technically complete the quest at some point without ever building a deck dedicated to the quest, you'll more likely need to include some cards that help you reach that target. Given that healing your opponent's stuff counts, Wild Pyro/Northshire Cleric/Circle of Healing, could be important, and we could even see a resurgence of Injured Blademaster. Reborn minions, of course, may also be viable given that as far as we know they return damaged down to 1 health (rather than having their health set at 1), so can be healed up from that.
Given that it's not super easy to hit in a timely manner I'll wait until we can really start testing it out to see if it fulfills its potential, but a hero power that essentially gives a minion +3/+6 in ideal circumstances is amazing, and even just +3/+3 is great.
That ends up being a 4/6 in stats, for 2 mana. Don't be surprised if someone finds a competitive spot for this sort of card when its total stat to mana ratio is 10 stats for 2 mana.
So, you play Conjurer's Calling on a Sea Giant and you can get two of these?
Pretty sure random minions never include those specifically only available through other cards (ie. you can't get an ambush nerubian as a random 3 drop, and you can't get Galvadon as a random 5 drop).
Decent without being great. Is this that much better than Perdition's Blade? Obviously better in most cases if you get the combo off, but Perditions is just that bit more reliable (same damage on the first turn if you combo it, also potentially spread between 2 targets, more damage if you don't combo it and still gives you that little bit of reach if you need to kill a 3 health minion on turn 3).
That is a pretty darn powerful hero power. At almost-worst it's a 2/2 for 2, making for a straight up upgrade to the hero power (technically the worst is not having a friendly minion to target it, but if you're playing reborn stuff and drawing at least one card a turn how often is that going to come up?); at best you're copying minions with strong abilities.
Hell, imagine running this alongside Mechanical Egg. Even without any magnetic minions they'd have to consider killing it; otherwise each turn you're getting a 2/2 that would deathrattle into an 8/8. To rephrase that, if you get this hero power up your Mechanical Egg becomes a 5 mana 8/8 that that also absorbs at least 5 damage (or, alternatively if they don't deal with it, it's a 5 mana card that lets your hero power create an eventual 10/10 of stats for 2 mana).
Really high ceiling on this card - not sure exactly how you'd abuse it, but it definitely has some capability for abuse. Gets wrecked by any non-destroy effect to remove it (ie. transform, silence, steal etc), but without that it's basically Loot Hoarder with some major potential upside depending on what it discards.
Of note, it can actually go infinite with itself - 2 copies of this in hand, and as long as it's your most expensive card (which likely means you only have this, but not necessarily) then you'll discard one to eventually draw 2; lather, rinse, repeat. I mean, it's not exactly high power infinite value, but it is there.
If it finds itself in some combo deck - which would probably be in wild, but I digress - I imagine people will run it alongside Mortal Coil and/or Dark Pact to avoid getting blown out by silence or transform (or anything else like Cabal Shadow Priest), for a 3 mana way to duplicate a high cost combo card.
That's like saying that Psychic Scream is better than Flamestrike, or Twisting Nether is better than Flamestrike, or Hellfire is better than Consecration, just to name a couple. One-sided effects are almost always going to be more expensive than mirrored effects.
Favorite brawl by far. Those that complain that this is a RNG fail know nothing. This is, in my opinion, the most skill brawl out there. If you are good in arena, you will do well in this brawl.
Game plays similar to arena, testing your drafting ability and understanding of what cards work well and what doesn't work. But you also have the knowledge of what cards are in the opponent's desk, so you have to play accordingly. Tempo vs greed, board control, maximizing value, knowing the best trades... it's all here. Just wish each game didn't take so long. 7-1 so far.
I wish this was an entire game mode, it's the best of hearthstone in one game mode.
2
Good reward - almost Justicar-level upgrade that also gives a minion an almost BoK - but healing 15 health is a lot, so while you could technically complete the quest at some point without ever building a deck dedicated to the quest, you'll more likely need to include some cards that help you reach that target. Given that healing your opponent's stuff counts, Wild Pyro/Northshire Cleric/Circle of Healing, could be important, and we could even see a resurgence of Injured Blademaster. Reborn minions, of course, may also be viable given that as far as we know they return damaged down to 1 health (rather than having their health set at 1), so can be healed up from that.
Given that it's not super easy to hit in a timely manner I'll wait until we can really start testing it out to see if it fulfills its potential, but a hero power that essentially gives a minion +3/+6 in ideal circumstances is amazing, and even just +3/+3 is great.
2
Erm... like... weren't lackeys already more than good enough without being given the Crystal Core treatment?
God damn; we'll be getting 5/4 rushers for 1 thanks to Magic Carpet.
3
I don't think reborn + some extra stats makes Force Tank Max competitive. Solid in arena though.
1
That ends up being a 4/6 in stats, for 2 mana. Don't be surprised if someone finds a competitive spot for this sort of card when its total stat to mana ratio is 10 stats for 2 mana.
1
Solid arena card.
4
Pretty sure random minions never include those specifically only available through other cards (ie. you can't get an ambush nerubian as a random 3 drop, and you can't get Galvadon as a random 5 drop).
2
Decent without being great. Is this that much better than Perdition's Blade? Obviously better in most cases if you get the combo off, but Perditions is just that bit more reliable (same damage on the first turn if you combo it, also potentially spread between 2 targets, more damage if you don't combo it and still gives you that little bit of reach if you need to kill a 3 health minion on turn 3).
2
That is a pretty darn powerful hero power. At almost-worst it's a 2/2 for 2, making for a straight up upgrade to the hero power (technically the worst is not having a friendly minion to target it, but if you're playing reborn stuff and drawing at least one card a turn how often is that going to come up?); at best you're copying minions with strong abilities.
Hell, imagine running this alongside Mechanical Egg. Even without any magnetic minions they'd have to consider killing it; otherwise each turn you're getting a 2/2 that would deathrattle into an 8/8. To rephrase that, if you get this hero power up your Mechanical Egg becomes a 5 mana 8/8 that that also absorbs at least 5 damage (or, alternatively if they don't deal with it, it's a 5 mana card that lets your hero power create an eventual 10/10 of stats for 2 mana).
4
Really high ceiling on this card - not sure exactly how you'd abuse it, but it definitely has some capability for abuse. Gets wrecked by any non-destroy effect to remove it (ie. transform, silence, steal etc), but without that it's basically Loot Hoarder with some major potential upside depending on what it discards.
Of note, it can actually go infinite with itself - 2 copies of this in hand, and as long as it's your most expensive card (which likely means you only have this, but not necessarily) then you'll discard one to eventually draw 2; lather, rinse, repeat. I mean, it's not exactly high power infinite value, but it is there.
If it finds itself in some combo deck - which would probably be in wild, but I digress - I imagine people will run it alongside Mortal Coil and/or Dark Pact to avoid getting blown out by silence or transform (or anything else like Cabal Shadow Priest), for a 3 mana way to duplicate a high cost combo card.
2
That's like saying that Psychic Scream is better than Flamestrike, or Twisting Nether is better than Flamestrike, or Hellfire is better than Consecration, just to name a couple. One-sided effects are almost always going to be more expensive than mirrored effects.