1. kingsbane (my rogue decks suck, but like oil wpn rogue in wild, also would help getting 500 wins, <200 to go) 2. Skull (seems fun) 3. Twig 4. Dragon
rest are meh, might be fun, but not excited for them.
terrible card. Only +1 health compared to Sen'jin Shieldmasta, yet held back by an atrocious requirement of 3 armor to attack, which druids tend to not have early on (unless you build around it, which lol if just for this card).
straight trash, and its an epic, so this will be one you'd hope not to ever get. 9 mana, play ysera, and a 2/4. Wouldn't this miss ysera's end of turn effect too? so you're giving up ysera's card for a 2/4 minion. I suppose deathwing/malygos would be alright to pull, but at 9 mana it just seems like your not getting too much value. The dragons need to be IN your deck to recruit, and by turn 9, you'd almost have any relevant ones in your hand, at least the chances skew against you, and if you play them before this, it's a dead card deep into the late game.
amazing card with all the new spells added. Otherwise, potentially not worth it over blizzard/flamestrike due to arcane intellect/secrets/frostbolt/glyph being in most of standard mage decks. it'll just be an rng card (yet the best way to abuse the effect is to build around it to get maximum effectiveness).
Great card, you'd need to have cast two spells before hand to make this good, but anymore than that and it becomes a super scary card. dragons means dragonfire immunity (though priest has scream now). tempo mage with firelands and flamestrike/blizzard will want this card in addition to their dk, makes that deck more relevant in the late game.
damn, priest getting every single good card in the set. any "summon a minion that died" effect is always bonkers. This helps the quest a butt ton, aka, good looking bursting quest priest down with an aggro deck now. Used early game, used mid-game, used late game, it's relevant no matter what. extra loot hoarder + or oracle for more cards? sure. the barnes + obdisian deck will be more insane, and in wild...skies the limit for priest with this card.
Priest is obviously going to be broken, with multiple top decks to face against, and that spellstone benefits them all. 4 spells by turn 7 is super common, and bringing back 3 guys is crazy enough, whether big priest or razakus. Will be the most hated card to face against, for sure.
The hunter one seems cute. only 1 secret to upgrade is super easy, and 3 3/3's on turn 5 is already better than Force of Nature. Not that it sees play, but it might have if they were 3/3's. I think it'll be good, and secret hunter just got a powerful tool that might make the deck work. If you can pull of 4 3/3's on turn 5 (going first), it's pretty much gg unless priest/druid saved their coin to Dragonfire Potion/Spreading Plague.
2
1. kingsbane (my rogue decks suck, but like oil wpn rogue in wild, also would help getting 500 wins, <200 to go)
2. Skull (seems fun)
3. Twig
4. Dragon
rest are meh, might be fun, but not excited for them.
2
what even is this?
9
terrible card. Only +1 health compared to Sen'jin Shieldmasta, yet held back by an atrocious requirement of 3 armor to attack, which druids tend to not have early on (unless you build around it, which lol if just for this card).
1
straight trash, and its an epic, so this will be one you'd hope not to ever get. 9 mana, play ysera, and a 2/4. Wouldn't this miss ysera's end of turn effect too? so you're giving up ysera's card for a 2/4 minion. I suppose deathwing/malygos would be alright to pull, but at 9 mana it just seems like your not getting too much value. The dragons need to be IN your deck to recruit, and by turn 9, you'd almost have any relevant ones in your hand, at least the chances skew against you, and if you play them before this, it's a dead card deep into the late game.
2
amazing card with all the new spells added. Otherwise, potentially not worth it over blizzard/flamestrike due to arcane intellect/secrets/frostbolt/glyph being in most of standard mage decks. it'll just be an rng card (yet the best way to abuse the effect is to build around it to get maximum effectiveness).
2
Great card, you'd need to have cast two spells before hand to make this good, but anymore than that and it becomes a super scary card. dragons means dragonfire immunity (though priest has scream now). tempo mage with firelands and flamestrike/blizzard will want this card in addition to their dk, makes that deck more relevant in the late game.
-1
damn, priest getting every single good card in the set. any "summon a minion that died" effect is always bonkers. This helps the quest a butt ton, aka, good looking bursting quest priest down with an aggro deck now. Used early game, used mid-game, used late game, it's relevant no matter what. extra loot hoarder + or oracle for more cards? sure. the barnes + obdisian deck will be more insane, and in wild...skies the limit for priest with this card.
4
Priest is obviously going to be broken, with multiple top decks to face against, and that spellstone benefits them all. 4 spells by turn 7 is super common, and bringing back 3 guys is crazy enough, whether big priest or razakus. Will be the most hated card to face against, for sure.
The hunter one seems cute. only 1 secret to upgrade is super easy, and 3 3/3's on turn 5 is already better than Force of Nature. Not that it sees play, but it might have if they were 3/3's. I think it'll be good, and secret hunter just got a powerful tool that might make the deck work. If you can pull of 4 3/3's on turn 5 (going first), it's pretty much gg unless priest/druid saved their coin to Dragonfire Potion/Spreading Plague.
2
yah the mana wyrm + mirror image makes it hard to beat them.