Most 2-3 drop minions just have 3 health. A lot of 2 drops have 2 health. It's pretty easy to line up a lot of these HK mechanics just because they're usually cheap early removal.
@CoraxCorvus The Honorable Kill is so easy to line up, and 3 damage is a damage threshold that is typically useful through out the game, the cost of it doesn't matter that much you just wanna get that 3 health minion off the board. It's amazing on a 1 mana card, but it's still good even on a 3 mana card. (The acceptable cost is typically 2 mana. Wrath, Lunar Eclipse, Shadowbomb, etc. etc. etc.)
Amplified Snowfury - Obviously very good. Even outside of hero power and freeze decks, just any slow mage deck wants this.
Clawfury Adept - Also obviously very good. Even as a 2/3 gain 1 attack it's good. I think token druid specifically will just run the 1 drop, but this is great for quest and beast-based druid decks.
Battleworn Vanguard - Good card. Very good card. Nice token synergy, nice weapon synergy, nice hero synergy. Even in quest aggro DH this has some potential.
Corporal - This one's... fine. I dunno where you'd use it, but it's a solid 2 drop that can win an early game board.
Sneaky Scout - Great card. Good in rogue, good in Shadow Priest, good in any deck that wants minions really.
Reconnaissance - Limited to class Deathrattles, so this is a *damn* good card. Really puts some of the DR elements in Rogue on the map in a big way. This can get you primes, get you Lightshower Elemental, get you a bunch of other stuff. Effectively for free.
Scrapsmith - It's good. Lots of value, good in control warrior, good with handbuff stuff, keeps you in the game for a long time.
Coldtooth Yeti - I think this card is deceptively good. Foxy Fraud or just a coin and this is a really strong card in any sort of Tempo Rogue deck. Quest Rogue maybe even wants this.
Deliverance - 3 damage for 3 mana is solid to begin with. The honourable kill just makes it better. Also a pretty easy honorable kill threshold at 3. Most of the time this is just a Serpentshrine Portal without the overload.
Spirit Guide - A lot of these cards are good, but this one is *great*. Limiting classes by not giving them any card draw was silly. This is what we want to see, different classes having a wide *variety* of different types of card draw. Tutors, deathrattles, not just variants of Arcane Intellect. This also has a sort of deck building requirement. It''s a fairly simple deckbuilding requirement, but it's good. Love this card.
Mountain Bear - A big pile of stats. Hard for aggro decks to break through if you can last that long. Kind of a big fat roadblock to Pirate Warrior too. Great synergy with the N'zoth spell, this is almost a Voidlord.
1
Even with nourish I wouldn't say this is necessarily busted. It's strong, puts ramp druid back on the map, but busted? Not necessarily.
3
Seems like a more reasonable reckless flurry. I'm down.
2
Has nice synergy with provoke and devouring swarm or even broom. +2/+2 is a lot of stats.
0
2 warlock cards were missing. Dunno if they still are.
1
Sorry for giving a hypothesis I guess.
I mean if you really want to know you could ask any of the blizz devs that are available on twitter.
0
I imagine it's +1 attack per attack. Or maybe +1/+1 (but I hope not).
3
I mean there are going to be like... 90 druid cards in rotation after this set comes out. You want them to have more than one identity.
The hero card is for slower ramp druids, greedy druids, one last hurrah for Old God-based druids like clown druid and such.
This card is for tempo, token and aggro druid. As well as beast and quest druid.
0
I think you're overthinking it.
Most 2-3 drop minions just have 3 health. A lot of 2 drops have 2 health. It's pretty easy to line up a lot of these HK mechanics just because they're usually cheap early removal.
3
...was this... always a dwarf? I'm confused.
0
What's... wrong with that? It's a mind control card. I don't really see what your problem is with cards that copy your opponent's minions.
0
@Shipmen - Eh, I dunno. If you look at the actual list I see maybe... 6 cards I wouldn't want? It's almost always going to hit something amazing.
https://www.hearthpwn.com/cards/minion?filter-show-standard=y&filter-premium=1&filter-deathrattle=1&filter-class=18428&display=3
@CoraxCorvus The Honorable Kill is so easy to line up, and 3 damage is a damage threshold that is typically useful through out the game, the cost of it doesn't matter that much you just wanna get that 3 health minion off the board. It's amazing on a 1 mana card, but it's still good even on a 3 mana card. (The acceptable cost is typically 2 mana. Wrath, Lunar Eclipse, Shadowbomb, etc. etc. etc.)
2
Amplified Snowfury - Obviously very good. Even outside of hero power and freeze decks, just any slow mage deck wants this.
Clawfury Adept - Also obviously very good. Even as a 2/3 gain 1 attack it's good. I think token druid specifically will just run the 1 drop, but this is great for quest and beast-based druid decks.
Battleworn Vanguard - Good card. Very good card. Nice token synergy, nice weapon synergy, nice hero synergy. Even in quest aggro DH this has some potential.
Corporal - This one's... fine. I dunno where you'd use it, but it's a solid 2 drop that can win an early game board.
Sneaky Scout - Great card. Good in rogue, good in Shadow Priest, good in any deck that wants minions really.
Reconnaissance - Limited to class Deathrattles, so this is a *damn* good card. Really puts some of the DR elements in Rogue on the map in a big way. This can get you primes, get you Lightshower Elemental, get you a bunch of other stuff. Effectively for free.
Scrapsmith - It's good. Lots of value, good in control warrior, good with handbuff stuff, keeps you in the game for a long time.
Coldtooth Yeti - I think this card is deceptively good. Foxy Fraud or just a coin and this is a really strong card in any sort of Tempo Rogue deck. Quest Rogue maybe even wants this.
Deliverance - 3 damage for 3 mana is solid to begin with. The honourable kill just makes it better. Also a pretty easy honorable kill threshold at 3. Most of the time this is just a Serpentshrine Portal without the overload.
Spirit Guide - A lot of these cards are good, but this one is *great*. Limiting classes by not giving them any card draw was silly. This is what we want to see, different classes having a wide *variety* of different types of card draw. Tutors, deathrattles, not just variants of Arcane Intellect. This also has a sort of deck building requirement. It''s a fairly simple deckbuilding requirement, but it's good. Love this card.
Mountain Bear - A big pile of stats. Hard for aggro decks to break through if you can last that long. Kind of a big fat roadblock to Pirate Warrior too. Great synergy with the N'zoth spell, this is almost a Voidlord.
0
It's more like Overkill. Which was... okay. I think this is a lot better.
0
Really ties together hero power mage with elementals and improves tempo.
Also maybe elemental aggro mage?
0
Uh, maybe in wild. But in standard it has plenty of counterplay and is certainly not getting lethal by turn 6.