I think they accidentally turned the original Priest one into the Rogue one and then needed a last second replacement for it. The Priest one could be 1 mana and I still don’t think it would be worth playing. Its only saving grace is if somehow a minion survives all three turns, that’s +6 health on it.
I also really like the Warrior one, because self-damage Warrior was always my favorite archetype for that class.
1 Like
imma just put dun baldar bunker and secret set into my turn 4 OTK hunter deck.
and please don’t explain the OTK deck if you know about it.
we don’t want a nerf.
hahah I was thinking the same thing: “I don’t think I’d even play this at 1 mana…in fact, I might get mad if Wandmaker gave it to me at 1 mana”
If there was a “When your minions gain health, you restore that much health” type of minion…maybe? but for real, that card is pretty lame.
mh that´s a lot of objectives so…
Shaman: that is some ridiculous value for the mana, and with the 3/4 freeze summoned the turn you play this you don´t even lose much tempo.
Warlock: they really want to push the imp/sacrifice arechtype, and they might well succeed. pretty similar to the Shaman one for 1less mana if you can get the 1/1 imps reliably
Warrior: solid for control, might work with the frenzy set the never quite took off
Priest: compared to Paladin it feels very bad, even so it´s just kinda meh…too slow to really push an aggressive shadow deck and to little value for everything else, if it at least would heal aswell for some synergies.
DH: reliable token support, great.
Paladin: quite some potential, as they can still just drop 3 minions each turn midgame with the ridiculous man reductions currently. But probably still too slow to make it work in a quest deck. we´ll see.
Druid: free stealth token is very nice for wideboard druids, especially with the new mark of the wild handing those beasts 3/3 on top.
Hunter: draw 3 for 2 mana is already really good+cost reduction
Mage: yea well i mean…depends entirely on the aiming rng, for 10mana i hate it
Rogue: they really should have swapped this and Priest. Still, assuming we get a deathrattle Rogue going it´ll be decent.
1 Like
I was honestly expecting ‘at the end of your turn, restore X health to all friendly characters, lasts 3 turns’ where X is something reasonable based on the mana cost. Then I remembered that the player base gets irrationally upset at healing.
1 Like
Yesterday driving home I was thinking what the Priest objective would be. I laughed and actually said “Something stupid like 2 mana your minions gain 2 health at the end of your turn” because I was thinking about the DH one that was +attack for 2 mana and I thought +2 health for the same mana because you don’t get the benefit immediately makes sense.
Little did I know it was actually worse than that lol
1 Like
Mage if it gets to lategame super strong.
Rogue deathrattles is ok but in future i am hoping for more support
Secret hunter is back o…o.
It’s interesting that you are quick to dismiss the warrior one, warrior likes damaged minions, even if the standard doesn’t have a lot of support for it now, I think it will be viable at some point and it’s decent in wild, the major downside is that it doesn’t happen until your end of turn, I think that it could help you draw 8 cards with battle rage if you can put down sticky minions and has combo potential with blood guard.
1 Like