Spell Mage makes it's return to Standard! How will it fare without any Incantor's Flows remains to be seen, but this is sure to be the card with the highest Win Rate either way.
If there's a slow Mage deck, you know they're packing 2 of these. Just make you regret throwing down giants in their faces, just gaining armor from them while stalling to nuke the board.
Given that this is a Discover to summon and not totally random, in practice I think this is going to be far more consistent than people give it credit for. Sure there's still a handful of low rolls, but it's very unlikely that they'll fill up your options, nevermind twice.
Discovering Secrets is... fine, rotation does trim it back down to make discovering Counterspells and Explosive Runes easy. Probably only sees play in the Spell Mage though.
If this is ever competitive, it's off the back of Horn of Winter. Otherwise, I'm not seeing Frost Death Knight making a comeback this expansion with such meager support. Ah well, there's always next expansion.
Very good handbuff target. Minor synergy with Sickly Grimewalker giving this poisonous, so that it only shoots 1 needle at any given minion, but that's more of a tech inclusion and needs you to buff this to a decent attack anyway.
Bit limited on what Big Beasts are available in Standard, but likely still pretty good. People will probably pop the 0/5 for you, fearing about you getting extra value with Yelling Yodeler, but you can still follow that up with the mini anyway!
Center piece for Painted Canvasaur and Jungle Gym, though more suited for the latter. As others have said, prefilling the board enough to make these into 3 4/4s or 4 3/3s is probably the most ideal statline to get out of this.
I love love love the visual reference to Crackling Razormaw, that is among the first hunter cards I've collected and played around with when I started playing.
Unfortunately, this isn't as great of a card on curve, and most of the Extra effects keywords aren't particularly effective on 1/1s
Given that Hunter has gotten more than a few board filling cards, getting the location to deal 7 damage each proc is not out of the question. And given that this is Hunter that we're talking about, every bit of burn only makes it easier for them to close out the game with Hero powers and Kill Commands.
Very good, can also pair with the small handbuff package from last year to buff up Misha and Huffer. Guess Leokk on command when you do have a wide RC dog board is also very nice.
Seem okay. I'm unsure if bringing this back will be worth that many corpses. Probably isn't unless you can buff it a bit. You'll also need to be able to generate a lot of corpses, but I believe that is unholy's specialty.
This is a weird one, but I'm erring towards the side of not that good. Might be fine if you hit something that spawns tokens, but good luck if you picked anything that deals damage because it's totally random.
Even better than a Defile, as you don't have to string along a 1, a 2, a 3 etc heath minion to nuke everything, you can "skip" some breakpoints just by having enough minions dying from the resulting AoE waves. Pairs well with Crop Rotation for this reason. The only thing it might not do as consistently is dealing with minions that pop out after a deathrattle/reborn.
New Mage Minion - Watercolor Artist
A fine tutor, can even curve into a Blizzard if that's how you want to build your deck.
New Mage Spell - Manufacturing Error
Spell Mage makes it's return to Standard! How will it fare without any Incantor's Flows remains to be seen, but this is sure to be the card with the highest Win Rate either way.
New Mage Spell - Frost Lich Cross-Stitch
5 mana is a bit high, though I will say it wouldn't be too hard to kill a minion with 4 damage.
New Mage Minion - Sleet Skater
If there's a slow Mage deck, you know they're packing 2 of these. Just make you regret throwing down giants in their faces, just gaining armor from them while stalling to nuke the board.
New Mage Spell - Spot the Difference
Given that this is a Discover to summon and not totally random, in practice I think this is going to be far more consistent than people give it credit for. Sure there's still a handful of low rolls, but it's very unlikely that they'll fill up your options, nevermind twice.
New Mage Minion - Triplewick Trickster
Feels like a good arena card for Mage, not too sure if an Elemental Mage can claw it's way to relevancy in Standard though.
New Mage Spell - Hidden Objects
Discovering Secrets is... fine, rotation does trim it back down to make discovering Counterspells and Explosive Runes easy. Probably only sees play in the Spell Mage though.
New Death Knight Minion - Shambling Zombietank
Even with it being cheaper than Swarmguard, I think that the corpse cost to get copies of this is way too high to replace those
New Death Knight Minion - Rambunctious Stuffy
If this is ever competitive, it's off the back of Horn of Winter. Otherwise, I'm not seeing Frost Death Knight making a comeback this expansion with such meager support. Ah well, there's always next expansion.
New Death Knight Minion - Darkthorn Quilter
Very good handbuff target. Minor synergy with Sickly Grimewalker giving this poisonous, so that it only shoots 1 needle at any given minion, but that's more of a tech inclusion and needs you to buff this to a decent attack anyway.
New Hunter Minion - Hemet, Foam Marksman
For every Hydralodon, there's 2-3 Hi'reeks, pass.
New Hunter Minion - Mystery Egg
Bit limited on what Big Beasts are available in Standard, but likely still pretty good. People will probably pop the 0/5 for you, fearing about you getting extra value with Yelling Yodeler, but you can still follow that up with the mini anyway!
New Hunter Spell - R.C. Rampage
Center piece for Painted Canvasaur and Jungle Gym, though more suited for the latter. As others have said, prefilling the board enough to make these into 3 4/4s or 4 3/3s is probably the most ideal statline to get out of this.
New Hunter Minion - Painted Canvasaur
I love love love the visual reference to Crackling Razormaw, that is among the first hunter cards I've collected and played around with when I started playing.
Unfortunately, this isn't as great of a card on curve, and most of the Extra effects keywords aren't particularly effective on 1/1s
New Hunter Location - Jungle Gym
Given that Hunter has gotten more than a few board filling cards, getting the location to deal 7 damage each proc is not out of the question. And given that this is Hunter that we're talking about, every bit of burn only makes it easier for them to close out the game with Hero powers and Kill Commands.
New Hunter Spell - Patchwork Pals
Very good, can also pair with the small handbuff package from last year to buff up Misha and Huffer. Guess Leokk on command when you do have a wide RC dog board is also very nice.
Hearthstone is Changing Game Rules for Mana, Sigils, Objectives, and Auras
How many Auras? 5 at a time?
Max 2 Secrets/ 3 Auras etc?
New Hunter Minion - Toyrannosaurus
I think this is worse than Darkmoon Tonk, this either needs to deal more damage or hit more than one target.
New Hunter Weapon - Remote Control
It may just be 1/1 Mech-Beasts without any keywords, but adding tokens turn after turn should not be underestimated. Very flexible card.
New Hunter Spell - Fetch!
A light Master's Call type card, so if you can build around the latter, you should absolutely consider running this too.
New Death Knight Minion - Dr. Stitchensew
Opponent either needs to steal him with Sylvanas or wipe the board clean with a Reno, because this is the stickiest of minions since Rattlegore
New Death Knight Minion - Rainbow Seamstress
Rainbow card for Rainbow decks, though just specing into Blood and Unholy gives you the best keywords imho
New Death Knight Minion - Shambling Zombietank
Seem okay. I'm unsure if bringing this back will be worth that many corpses. Probably isn't unless you can buff it a bit. You'll also need to be able to generate a lot of corpses, but I believe that is unholy's specialty.
New Death Knight Spell - Silk Stitching
This is a weird one, but I'm erring towards the side of not that good. Might be fine if you hit something that spawns tokens, but good luck if you picked anything that deals damage because it's totally random.
New Death Knight Spell - Threads of Despair
Even better than a Defile, as you don't have to string along a 1, a 2, a 3 etc heath minion to nuke everything, you can "skip" some breakpoints just by having enough minions dying from the resulting AoE waves. Pairs well with Crop Rotation for this reason. The only thing it might not do as consistently is dealing with minions that pop out after a deathrattle/reborn.