Now this is a card whose design I approve of! A drawback with healing effects is that they don't work if I have full health, but this gives me a chance to heal as much as I want. I don't know if it would be worth inclusion, but it would be worthwhile to find out.
A pity it went to Paladin, which has had a hard time using its healing cards.
There's no safe bet I'd be up against a deck that would kill this minion with an attack instead of a spell. Also, I'd need another minion on the board to have a chance of triggering this minion's effect.
No matter how good the effect, there is too much risk paying 7 mana to summon a minion that can be hard-removed for 5 mana. Not to mention the fact that it would take 2 turns of setup to benefit from this minion's effect.
That said, this card does have enough attack that triggering its Overkill would be easy if it survived its initial turn.
So many Druid cards revealed with Hero attack synergy but none yet that boost Hero attack. I can't remember these synergies ever being relevant to the game, and so far have no reason to suspect they will be.
I'm not sure if this can compete with Saronite Chain Gang. Perhaps Blizzard is trying for more evolution synergies by including cards that summon lots of minions?
I'd need two Pirates on the field to get good value out of this. Having two minions down is a tall order when I am playing Fungalmancer, which is cheaper and requires no minion-type synergies. Even if I could get two Pirates consistently, not being able to control the targets of a 6-mana spell is a serious drawback.
All the major Paladin decks I have seen while playing this game have been minion-based, not spell-based. Still, I hope this card will help to push Paladins in a new direction.
I thought Prince Keleseth's effect was costly, but this one takes the cake! I do not see myself casting this spell and then surviving long enough to take advantage of it, though it might be fun to try.
If there is one class that could make use of Overkill cards, it's the class with Hunter's Mark.
Still, this card will have a hard time competing with Flanking Strike. The increased power and value are offset by the increased cost and reduced consistency.
0
Now this is a card whose design I approve of! A drawback with healing effects is that they don't work if I have full health, but this gives me a chance to heal as much as I want. I don't know if it would be worth inclusion, but it would be worthwhile to find out.
A pity it went to Paladin, which has had a hard time using its healing cards.
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Drawing three cards for three mana is a great deal, although making the all Beast deck needed to use this card means dropping Houndmaster.
Perhaps this could work in a moderately slow deck with a few powerful Beasts, so I'd have a guaranteed way to draw them.
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There's no safe bet I'd be up against a deck that would kill this minion with an attack instead of a spell. Also, I'd need another minion on the board to have a chance of triggering this minion's effect.
1
No matter how good the effect, there is too much risk paying 7 mana to summon a minion that can be hard-removed for 5 mana. Not to mention the fact that it would take 2 turns of setup to benefit from this minion's effect.
That said, this card does have enough attack that triggering its Overkill would be easy if it survived its initial turn.
1
So many Druid cards revealed with Hero attack synergy but none yet that boost Hero attack. I can't remember these synergies ever being relevant to the game, and so far have no reason to suspect they will be.
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Fascinating: a variation on Shadowstep that is a minion instead of a spell and boosts the minion's stats instead of its mana cost.
Sadly, the only deck where I've seen these "bounce" effects used is Quest Rogue, and I don't know if Shamans have decks that can use this.
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Ooh, I like this one! It's Dark Pact but with an effect suited for Zoo decks instead of Control decks.
It would be tricky for a minion-based deck to benefit from destroying its own minions, but I'd like to see someone pull it off.
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I'd say that 4 attack gives a good chance at triggering the Overkill, but I can't for the life of me think of any deck this card could thrive in.
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I'm not sure if this can compete with Saronite Chain Gang. Perhaps Blizzard is trying for more evolution synergies by including cards that summon lots of minions?
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I'd need two Pirates on the field to get good value out of this. Having two minions down is a tall order when I am playing Fungalmancer, which is cheaper and requires no minion-type synergies. Even if I could get two Pirates consistently, not being able to control the targets of a 6-mana spell is a serious drawback.
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All the major Paladin decks I have seen while playing this game have been minion-based, not spell-based. Still, I hope this card will help to push Paladins in a new direction.
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For a 2-cost minion, I normally want to activate its effect on curve, but I can't do that with this card.
Compare this with Murkspark Eel, which I am guaranteed to inflict damage with when I play it, and it is no contest.
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I thought Prince Keleseth's effect was costly, but this one takes the cake! I do not see myself casting this spell and then surviving long enough to take advantage of it, though it might be fun to try.
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I cannot remember ever facing a deck using the similar Primalfin Champion, and have no reason to believe that I will ever encounter this card.
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If there is one class that could make use of Overkill cards, it's the class with Hunter's Mark.
Still, this card will have a hard time competing with Flanking Strike. The increased power and value are offset by the increased cost and reduced consistency.