Even though the amount of stats you're getting from this are pretty solid, the minions that is summons won't really have any synergy with other meaning that in the end, it's just stats (minus any Deathrattle or end of turn effects you might be lucky enough to get). It's not terrible, but it's probably not that appealing.
This is really strong. Not only because it's a lot of stats, but because it sticks to the board like crazy. It'll probably leave something behind after an AoE. It's good for basically any class, but Death Knight in particular might be a bit fan of this.
Basically Defile for Death Knight. If you're any damage off, you always have your Hero Power to deal 1 extra damage. Or even summon the Ghoul and then give it this Deathrattle for 2 extra damage.
It might be weaker than Defile in some situations, but Defile is one of the strongest cards that has ever been printed, so that really isn't a knock against the card.
It's basically just a Rainbow DK card since I don't think you ever run it in non-Rainbow DK decks. The Reborn is a bit awkward since it'll be reborn as a 3/1 without any of the other keywords.
In Rainbow DK, you just put this in the deck with no real deckbuilding needed since you're already running all of the Runes.
The wording here is a bit confusing. If you aren't aware of this yet, Stitchensew summons the 5-drop, then the 5-drop summons the 3-drops, then the 3-drop summons the 1-drop.
Basically in other words, it's really fucking sticky. It's a bit on the slow side, but the amount of value it has is really high which might make up for that.
It is pretty easy to get this up for DH since they can always Hero Power and the process can be expedited with something like Going Down Swinging.
The only drawback is that Demon Hunter already has a lot of draw, so it's a question of whether or not it really needs or wants this when it needs to be upgraded first.
I don't think it'll be that great. It's hard to get really good value of it, and then there's always board clears. Best use of it is probably Evolve, but even then it seems a bit awkward to set up there.
A bit wonky to use since most 1-Attack or 1-Health minions won't be that useful at this stage in the game, but there's still some neat things you can do with it. It gets back all of your Minis and Paladin can even use it with Amitus, the Peacekeeper.
Temporary spells are a bit of a gamble, but there is a saving grace to this.
Most Frost spells are quite cheap, so you should generally be able to play this and one of the spells on the same turn even it just run 6 or something. The only bad thing about the card is that there's not that much Frost synergy right now.
A 3/2 with all of those keywords is already REALLY good because it trades and keeps board presence. And you even get a 1 mana 1/1 of it which is a convenient ping that also keeps board presence. Seems super good to me.
There is a SHITLOAD of potential here because it can recast so much stuff and it will pretty much always clear a board, do some face damage, and maybe summon minions.
You shouldn't need a spell of every Cost too, so its deckbuilding isn't that restrictive. Seems like it'll probably be pretty good. Its 10 mana Cost is pretty steep, but there will be ways to make it cost less or just survive that long to where you can cast it.
With a magical Dollhouse, you basically have Spell Damage +4. Which isn't quite Malygos, but it's pretty close. Great Ensmallen target too (along with other Spell Damage minions you might be playing).
Good stall for Spell Damage Druid, although the fact that you have to control Spell Damage makes me think your only good bet of getting this to go off is Magical Dollhouse since you probably don't want to use a minion when you cast this.
Even though the amount of stats you're getting from this are pretty solid, the minions that is summons won't really have any synergy with other meaning that in the end, it's just stats (minus any Deathrattle or end of turn effects you might be lucky enough to get). It's not terrible, but it's probably not that appealing.
There's definitely some niche applications where this card can be good. I'm just not fully sure of what those niche applications are.
Maybe decks without much early game runs this as a curve filler?
This is really strong. Not only because it's a lot of stats, but because it sticks to the board like crazy. It'll probably leave something behind after an AoE. It's good for basically any class, but Death Knight in particular might be a bit fan of this.
That and the flavor is really great too.
Probably not.
Decks that want Rush minions likely have better ways of drawing them and it's a Poisonous minion with no board impact.
Druids are really good at drawing which means that you'll definitely draw at least a few of these.
It's very high-rolly and it's unreliable especially since if you draw a Legendary that's already cheap, then it's not really that great.
But it's definitely a really fun card which means that people will at least try to play it.
4 mana 4/3 that gets you 3 really good cards (generally). Will definitely be tried out at least.
And the flavor is of course, fucking phenomenal.
Basically Defile for Death Knight. If you're any damage off, you always have your Hero Power to deal 1 extra damage. Or even summon the Ghoul and then give it this Deathrattle for 2 extra damage.
It might be weaker than Defile in some situations, but Defile is one of the strongest cards that has ever been printed, so that really isn't a knock against the card.
It's basically just a Rainbow DK card since I don't think you ever run it in non-Rainbow DK decks. The Reborn is a bit awkward since it'll be reborn as a 3/1 without any of the other keywords.
In Rainbow DK, you just put this in the deck with no real deckbuilding needed since you're already running all of the Runes.
The wording here is a bit confusing. If you aren't aware of this yet, Stitchensew summons the 5-drop, then the 5-drop summons the 3-drops, then the 3-drop summons the 1-drop.
Basically in other words, it's really fucking sticky. It's a bit on the slow side, but the amount of value it has is really high which might make up for that.
It is pretty easy to get this up for DH since they can always Hero Power and the process can be expedited with something like Going Down Swinging.
The only drawback is that Demon Hunter already has a lot of draw, so it's a question of whether or not it really needs or wants this when it needs to be upgraded first.
I don't think it'll be that great. It's hard to get really good value of it, and then there's always board clears. Best use of it is probably Evolve, but even then it seems a bit awkward to set up there.
A bit wonky to use since most 1-Attack or 1-Health minions won't be that useful at this stage in the game, but there's still some neat things you can do with it. It gets back all of your Minis and Paladin can even use it with Amitus, the Peacekeeper.
Put it in the Spell Damage Druid deck and you have a free 3 damage or sometimes even a -1 mana 3 damage and then just play whatever you want.
In the deck it's absolutely seeing play. We just need to see if Spell Damage Druid becomes a thing.
Temporary spells are a bit of a gamble, but there is a saving grace to this.
Most Frost spells are quite cheap, so you should generally be able to play this and one of the spells on the same turn even it just run 6 or something. The only bad thing about the card is that there's not that much Frost synergy right now.
This is a really good card.
A 3/2 with all of those keywords is already REALLY good because it trades and keeps board presence. And you even get a 1 mana 1/1 of it which is a convenient ping that also keeps board presence. Seems super good to me.
There is a SHITLOAD of potential here because it can recast so much stuff and it will pretty much always clear a board, do some face damage, and maybe summon minions.
You shouldn't need a spell of every Cost too, so its deckbuilding isn't that restrictive. Seems like it'll probably be pretty good. Its 10 mana Cost is pretty steep, but there will be ways to make it cost less or just survive that long to where you can cast it.
The Attack buff is pretty good and the Immune can help with trading whilst keeping board presence, and the Mini is also quite good.
By itself it basically has Spell Damage +2.
With a magical Dollhouse, you basically have Spell Damage +4. Which isn't quite Malygos, but it's pretty close. Great Ensmallen target too (along with other Spell Damage minions you might be playing).
Good stall for Spell Damage Druid, although the fact that you have to control Spell Damage makes me think your only good bet of getting this to go off is Magical Dollhouse since you probably don't want to use a minion when you cast this.
It may look unassuming, but there's environments where this can work out pretty well.
Perhaps it'll be a sleeper? I don't reckon it'll be broken, but it has a chance of being better than we believe it to be.