If you can't take out the Shade before it grows for a few turns, then you'll just have to take it out the same way you would any other big monster once it leaves stealth. Hard removal is great, but so it just wacking it down. Warrior has a few options, actually. Brawl can get rid of it before it unstealths, and a Whirlwind/Execute combo can kill it off after it unstealths no matter its health. Warriors also have the massive amounts of weapons and charging minions and etc to bring it down. And that's beside the fact that if they have almost any form of AoE, it'll be killed off before it can grow much. It only has 2 health until the start of the turn after you dropped it. That's not much different from a Blood Imp. Two whirlwinds, a Holy Nova, a Blizzard, two Arcane Explosions (or an Arcane Explosion with a +spellpower buff), Betrayal, Explosive Shot, etc. There are a lot of ways to deal damage to a minion in stealth.
It's strong, and possibly a little too strong, but I don't think it's unbeatable or overpowered. A more balanced version might say "Gains +1/+1 at the beginning of each of your turns while in stealth," which would give it some synergy with Rogue cards on top of that. But if it went live as is, I think it would be OK.
Edited, Apr 12th 2014 5:44pm by IDrownFish
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