All possible versions of this minion:
1) 8/6 Deathrattle: "Summon two 1/1 Plants."
2) 5/6 Can't be targeted by spells or Hero Powers, Deathrattle: "Summon two 1/1 Plants."
3) 5/6 Divine Shield, Deathrattle: "Summon two 1/1 Plants."
4) 5/6 Windfury , Deathrattle: "Summon two 1/1 Plants."
5) 5/6 Taunt, Deathrattle: "Summon two 1/1 Plants."
6) 5/9 Deathrattle: "Summon two 1/1 Plants."
7) 6/7 Deathrattle: "Summon two 1/1 Plants."
8) 5/6 Stealth until your next turn, Deathrattle: "Summon two 1/1 Plants."
9) 5/6 Poisonous, Deathrattle: "Summon two 1/1 Plants."
10) 8/6 Can't be targeted by spells or Hero Powers
11) 8/6 Divine Shield
12) 8/6 Windfury
13) 8/6 Taunt
14) 8/9
15) 9/7
16) 8/6 Stealth until your next turn
17) 8/6 Poisonous
18) 5/6 Can't be targeted by spells or Hero Powers, Divine Shield
19) 5/6 Can't be targeted by spells or Hero Powers, Windfury
20) 5/6 Can't be targeted by spells or Hero Powers, Taunt
21) 5/9 Can't be targeted by spells or Hero Powers
22) 6/7 Can't be targeted by spells or Hero Powers
23) 5/6 Can't be targeted by spells or Hero Powers, Stealth until your next turn
24) 5/6 Can't be targeted by spells or Hero Powers, Poisonous
25) 5/6 Divine Shield, Windfury
26) 5/6 Divine Shield, Taunt
27) 5/9 Divine Shield
28) 6/7 Divine Shield
29) 5/6 Divine Shield, Stealth until your next turn
30) 5/6 Divine Shield,Poisonous
31) 5/6 Windfury , Taunt
32) 5/9 Windfury
33) 6/7 Windfury
34) 5/6 Windfury ,Stealth until your next turn
35) 5/6 Windfury, Poisonous
36) 5/9 Taunt
37) 6/7 Taunt
38) 5/6 Taunt, Stealth until your next turn
39) 5/6 Taunt, Poisonous
40) 6/10
41) 5/9 Stealth until your next turn
42) 5/9 Poisonous
43) 6/7 Stealth until your next turn
44) 6/7 Poisonous
45) 5/6 Stealth until your next turn, Poisonous
-1
Crescendo is a spell so there is no issue there since you, the hero are the one playing and casting the spell card.
Battlecry minions do something when played from hand. "Battlecry: Do something." so when it is written like this "Battlecry: Take Fatigue Damage" it is implied that the minion is the one taking the damage.
Fatigue wasn't really experimented with or have been updated since the game's release so, sure Fatigue damage only ever affected heroes but it is not like they ever experimented with it until today where the wording is confusing on a first glance.
0
Baseline this is 5 mana 7/8 in split stats. It is reasonable but you'd much rather summon at least two imps.
Looks like this Fatigue package is attempting to do Questline Warlock but in a different flavor. I am not really sure how you'd make sure not to kill yourself with Fatigue though since Void Virtuoso and Felstring Harp prevent damage in the first place so you take 0 damage and Crescendo would deal 0 damage.
Seems like the fatigue package is a meme to me.
Edit: At least Crescendo is a meme but the other two could find a slot in Implock deck.
1
Shouldn't the imp card specifically say "Your hero takes fatigue damage".
If we read the two sentences together then it implies that your hero gains the attack and health rather than the imp. Or, it implies that the imp takes the fatigue damage then it gains attack and health based on that damage.
-1
So Warriors yet again get a package that will never get a support in later expansion and a main weak package.
The One-Amalgam Band is not a strong card if you are thinking it is the big payoff for this "menagerie Warrior"
Edit:
Main Weak Package = Menagerie Warrior
Package that will never get further support = Riff Package.
but by all means make my imaginary vote points turn red and negative if that is the only thing giving you comfort.
-2
Reading is hard…
Go back and read my comment again. I mentioned two packages. Repeat after me, one, two.
Not that I can really blame you, the package am talking about is so utter trash that I am not surprised you forgotten it already. I am talking about the Riff package. It is highly likely never going to get any support cards in the future.
The main package Warrior got is this menagerie crap
2
Rather strange looking Shadow Word Death there.
I think it is on the weak side there. Priest aren’t really lacking in terms of single target removal.
I can’t really think of any use for this other than getting over Paladin’s new divine shield cards as they have 3-4 attack.
3
lets say it is a focused form of Hysteria
3
This is a 3 mana do nothing in the first turn it is used. Is it worth it to get what essentially two extra mana crystals for spells each turn? It would smooth out a couple of turns for you and gets you a 1 mana discover a shadow spell with Visions of Darkness so it could work but it requires a lot of setup.
I don’t think this has any use in aggro priest deck as you literally need to waste 3 mana to do nothing for a turn.
1
It is wild that is uninteresting to me. The more cards the less creativity you have. I find myself either playing a single "broken" deck or try out meme decks in wild. There is no real enjoyment for me in wild
1
It is still too early but man Paladins are looking strong. Rogues are also looking strong but I think Paladins have them beat atm