This is Living Roots with half of each Choose One and the bonus of Beast synergy. I like it. It's not going to change the world or anything but you'll see it played now and again in Beast decks.
If I kiss enough frogs, surely one will be a prince...
The idea of the card is that you will fill up your opponents board with 0 attack minions, which could deny them the ability to play minions from their hand. On the flip side all those minions have taunt so you have to back up your plan with developing your own board in peace before removing the frogs or using spells to burn your opponent down. Or your opponent might have Bloodlust and you lose instantly to a horde of angry frogs!
Edited to match card text to the style of Onyxia/Leroy Jenkins
There's no way I wouldn't accidentally open the pack at some future point. Besides, it would annoy me sitting there. I'm happy enough displaying an old card back instead.
The only one of those that could be well argued should cost zero is Mind Vision. The reason being that you are trading for a random card and it could be reasonably argued that a zero mana cost is a fair price for that.
Secret Paladin is easy to pilot, that's where it gets its reputation. It has strong on-curve minions at every mana point from 1 to 8 (although some lists will contract that to 2-7) and just chucking those things down will win by sheer brute force a decent amount of the time, even with sub-optimal play. Even so it is very easy to make a deck with strong on-curve plays and these kind of Midrange decks are generally pretty bad. The entire strength of Secret Paladin is based around Mysterious Challenger and if that card was nerfed, even slightly, Secret Paladin would die out on the ladder immediately. Overall I think Challenger may be slightly OP but nerfing it would kill the archetype, so you have to be careful.
Try out other classes. Playing all the other classes will make you stronger overall as you will better understand the decisions they have to make. Just playing Mage will make it harder for you to predict what the other player will do as well as you not being able to fully appreciate what kind of plays you make that cause the opponent maximum discomfort.
I have lethal with Rogue in Arena with Zephyr Djinn and another minion on board and Cold Blood in hand. I plan my turn, easy lethal, except I play the Cold Blood first and don't get the combo effect, screwing myself out of lethal. To make things worse I go on to lose the game. Don't play when tired, folks!
Only in very specific circumstances is that true. In general you won't have got all 7 of your Murlocs by the time you use Anyfin so any extra Murlocs from your opponent are a bonus and second of all while a Murloc Knight and his summoned buddies could ruin an OTK they still mean you are filling up the board with 7 Murlocs, which is hell for your opponent to deal with. I play my own version of Midrange Anyfin OTK Paladin and sometimes I'll win from board pressure of suddenly having a huge army of Murlocs that my opponent can't deal with, even if the Murlocs can't immediately OTK the opponent.
1
Extremely boring brawl. Either win or lose easily, entirely down to luck.
0
Thassa pack! 2 Legendaries, an Epic and a Rare. Last pack from my quests too
0
Constant nerfs would create too much free dust. Too much salt too when popular and well liked cards got smashed to let the new stuff shine.
1
This is Living Roots with half of each Choose One and the bonus of Beast synergy. I like it. It's not going to change the world or anything but you'll see it played now and again in Beast decks.
15
If I kiss enough frogs, surely one will be a prince...
The idea of the card is that you will fill up your opponents board with 0 attack minions, which could deny them the ability to play minions from their hand. On the flip side all those minions have taunt so you have to back up your plan with developing your own board in peace before removing the frogs or using spells to burn your opponent down. Or your opponent might have Bloodlust and you lose instantly to a horde of angry frogs!
Edited to match card text to the style of Onyxia/Leroy Jenkins
1
There's no way I wouldn't accidentally open the pack at some future point. Besides, it would annoy me sitting there. I'm happy enough displaying an old card back instead.
0
Congrats to the winner. I think it's a good card that would have a niche place in Joust decks.
8
Life is a cycle
The design of the card is to help combo Rogues draw into what they need.
0
The only one of those that could be well argued should cost zero is Mind Vision. The reason being that you are trading for a random card and it could be reasonably argued that a zero mana cost is a fair price for that.
1
Secret Paladin is easy to pilot, that's where it gets its reputation. It has strong on-curve minions at every mana point from 1 to 8 (although some lists will contract that to 2-7) and just chucking those things down will win by sheer brute force a decent amount of the time, even with sub-optimal play. Even so it is very easy to make a deck with strong on-curve plays and these kind of Midrange decks are generally pretty bad. The entire strength of Secret Paladin is based around Mysterious Challenger and if that card was nerfed, even slightly, Secret Paladin would die out on the ladder immediately. Overall I think Challenger may be slightly OP but nerfing it would kill the archetype, so you have to be careful.
0
Try out other classes. Playing all the other classes will make you stronger overall as you will better understand the decisions they have to make. Just playing Mage will make it harder for you to predict what the other player will do as well as you not being able to fully appreciate what kind of plays you make that cause the opponent maximum discomfort.
3
Flavor text: But how does this benefit me?
Rewards Beast Hunter for having a board late game.
0
I have lethal with Rogue in Arena with Zephyr Djinn and another minion on board and Cold Blood in hand. I plan my turn, easy lethal, except I play the Cold Blood first and don't get the combo effect, screwing myself out of lethal. To make things worse I go on to lose the game. Don't play when tired, folks!
0
Only in very specific circumstances is that true. In general you won't have got all 7 of your Murlocs by the time you use Anyfin so any extra Murlocs from your opponent are a bonus and second of all while a Murloc Knight and his summoned buddies could ruin an OTK they still mean you are filling up the board with 7 Murlocs, which is hell for your opponent to deal with. I play my own version of Midrange Anyfin OTK Paladin and sometimes I'll win from board pressure of suddenly having a huge army of Murlocs that my opponent can't deal with, even if the Murlocs can't immediately OTK the opponent.
0
Play Reynads new Floodlock. It's pretty good.