After you play Silas Darkmoon, a permanent neutral booth (Darkmoon Faire) will appear in the middle left section of the battlefield (opposite end of the "End Turn" button). It holds 3 cards that are stolen from either decks (example: 2 from your deck, 1 from your opponent's; or all 3 from your opponent's). Players can then play any of those cards during their turn as though they are holding them in their hand. If a player decides to play 1 of those cards, the booth will steal a card from that player's deck to replenish the 'stock'. Until a deck is empty, the booth always holds 3 cards at any time.
This card can potentially ruin combo/OTK decks (i.e. Quest Mage, Highlander Priest etc.) if it pulls the combo pieces out from the deck into the booth and you play them during your turn to destroy your opponent's win condition. However by doing so, the important cards left in your deck can also be pulled out in the similar way. The opponent can refrain playing cards from the booth so that their cards can't be stolen from the deck (apart from the initial steal). From another perspective, this card allows players to cycle their decks quickly.
Example: Lowest cost card you're holding is Barnes, highest is Mind Control; Lowest cost card your opponent's holding is Jade Idol, highest is Nourish.
This is just a favorable example. The outcome might be devastating if you use this inappropriately. If you have 2 or more same cost lowest/highest cost cards, a random card from those is picked.
3
6
Lightning Storm , Volcano
0
Either they die together or they're never apart!
2
4
5
Doomerang
6
Sprint
A very versatile card - Play this aggressively (somewhat like Firelands Portal); or fetch for cards when you run out of resources.
7
3
9
Darkmoon Faire:
After you play Silas Darkmoon, a permanent neutral booth (Darkmoon Faire) will appear in the middle left section of the battlefield (opposite end of the "End Turn" button). It holds 3 cards that are stolen from either decks (example: 2 from your deck, 1 from your opponent's; or all 3 from your opponent's). Players can then play any of those cards during their turn as though they are holding them in their hand. If a player decides to play 1 of those cards, the booth will steal a card from that player's deck to replenish the 'stock'. Until a deck is empty, the booth always holds 3 cards at any time.
This card can potentially ruin combo/OTK decks (i.e. Quest Mage, Highlander Priest etc.) if it pulls the combo pieces out from the deck into the booth and you play them during your turn to destroy your opponent's win condition. However by doing so, the important cards left in your deck can also be pulled out in the similar way. The opponent can refrain playing cards from the booth so that their cards can't be stolen from the deck (apart from the initial steal). From another perspective, this card allows players to cycle their decks quickly.
2
Example: Lowest cost card you're holding is Barnes, highest is Mind Control; Lowest cost card your opponent's holding is Jade Idol, highest is Nourish.
Play Twist of Destiny: Barnes now costs (1), Mind Control costs (5), Jade Idol costs (4), Nourish costs (10).
This is just a favorable example. The outcome might be devastating if you use this inappropriately. If you have 2 or more same cost lowest/highest cost cards, a random card from those is picked.
2
0
If C'Thun is not in your deck, hand or battlefield, the effect does not repeat.
5
3
Synergy with Mass Dispel