Imagine drawing Malygos with this. Of course, I'd need a few minions other than Malygos I'd be okay with drawing instead, in case I draw Malygos before this card. It's going to be tough to build a deck like that, but I would dearly love it to succeed.
It's a shame that the Druid decks I've encountered have been better at gaining armor than restoring health, or I might be keener on this card. Then again, a lot of the good armor cards are leaving Standard next Year, and it'll be good to see some heals in Druid for a change of pace. At least it's got easy synergy with Crystal Power.
After a whole year without Fandral Staghelm, I finally have a new Choose One synergy card! I approve of the lower cost; it will be easier to set up combos, even if I might not benefit from the new cards right away, since I have to pay extra mana to play them.
I'm not a fan of cards that add to a deck because they rarely pay off.
This card works around that, since I can make use of the cards I added without having to draw them. And the good news is I only need to add one bomb for this card to equal the original Dr. Boom, so synergy should be easy.
A 4/12 Dragon, an extra spell, and a free spell, with a chance for even more free spells; a solid deal. With all the expensive, powerful Mage spells in active use, there's a good chance this guy will help out a lot.
Finally, a Legendary minion generator that I like! Making this a Warlock card was a good idea, since their Hero Power ensures they can draw a lot of the cards they generate.
A new area spell for Shamans to replace Volcano, which I regrettably didn't get to use much.
Also a new type of upgradeable spell to replace the spellstones from Kobolds & Catacombs. Since it upgrades automatically this time, I don't have to worry about building a deck that can consistently upgrade it and make use of its effect. On the other hand, it would be a pain to topdeck this; whatever deck uses a scheme card will have to be able to deal with that.
Value wise, it's a great deal: 20 mana worth of Treants for 16 mana. Furthermore, being a Twinspell means it will take two board clears to stop it, so it is hard to counter without already having a large board presence. Another arrow in the quiver for Token decks.
0
I'm not keen to be unable to control when a heal goes off, since the chance of overhealing hurts this card's consistency.
0
It's a pretty sweet deal: 5 mana worth of stats for 4 mana, and I get two amalgams out of it.
My only concern is that the 1 health amalgams will get taken out too easily, but since I get two I guess I've got a decent shot of using them.
0
Didn't Druids used to have a card like this? Well, it's good to see another class get this power; it's nice to see Paladins get a control card.
1
Imagine drawing Malygos with this. Of course, I'd need a few minions other than Malygos I'd be okay with drawing instead, in case I draw Malygos before this card. It's going to be tough to build a deck like that, but I would dearly love it to succeed.
0
It's a shame that the Druid decks I've encountered have been better at gaining armor than restoring health, or I might be keener on this card. Then again, a lot of the good armor cards are leaving Standard next Year, and it'll be good to see some heals in Druid for a change of pace. At least it's got easy synergy with Crystal Power.
0
After a whole year without Fandral Staghelm, I finally have a new Choose One synergy card! I approve of the lower cost; it will be easier to set up combos, even if I might not benefit from the new cards right away, since I have to pay extra mana to play them.
0
Ah, here's a replacement for Dirty Rat! I missed that card, but the higher cost of this new card makes me hesitant about including it.
I love the illustration though, particularly the faces on the people in the background.
0
It's a shame I can't combine this with Flametongue Totem any more since its cost was increased, or this could have helped my control game.
0
Compare with Iron Hide: I would have to hold onto this card for 20 turns to get the same value out of it.
0
I'm not a fan of cards that add to a deck because they rarely pay off.
This card works around that, since I can make use of the cards I added without having to draw them. And the good news is I only need to add one bomb for this card to equal the original Dr. Boom, so synergy should be easy.
0
It is fitting that the first Lackey card revealed is a Rogue card; they are best suited to make use of cheap cards.
0
A 4/12 Dragon, an extra spell, and a free spell, with a chance for even more free spells; a solid deal. With all the expensive, powerful Mage spells in active use, there's a good chance this guy will help out a lot.
0
Finally, a Legendary minion generator that I like! Making this a Warlock card was a good idea, since their Hero Power ensures they can draw a lot of the cards they generate.
0
A new area spell for Shamans to replace Volcano, which I regrettably didn't get to use much.
Also a new type of upgradeable spell to replace the spellstones from Kobolds & Catacombs. Since it upgrades automatically this time, I don't have to worry about building a deck that can consistently upgrade it and make use of its effect. On the other hand, it would be a pain to topdeck this; whatever deck uses a scheme card will have to be able to deal with that.
0
Value wise, it's a great deal: 20 mana worth of Treants for 16 mana. Furthermore, being a Twinspell means it will take two board clears to stop it, so it is hard to counter without already having a large board presence. Another arrow in the quiver for Token decks.