Not my cup of tea. Two random 4 cost minions isn't exactly game breaking and while Standard will have a hard time reducing this card's cost in a significant way, Wild has simply way better pay off cards for that kind of playstyle.
Solid Weapon that can also be played with Toy Boat or Ship's Cannon (in Wild) online. It would have needed +1 statpoint in any of the two places to be awesome, but it's a good card as it is.
I agree with everyone else that the Mini is solid, but the fact that it's hidden behind a bad base form will probably mean it doesn't see much play. I'll pass on this one.
It looks a bit too expensive to me to really work out. If you play it on curve, your opponent should usually be able to remove it. If you don't, you only have 5 Mana for other stuff. Maybe some cost reduction shenanigans can help but I heavily doubt the effort is worth the result. Weird card for now.
Meme card, too much and too little RNG at the same time for my taste. One proc isn't going to get you very far and the pool is just too bad. I prefer Wishing Well which I can usually trigger multiple times which makes up for the inevitable low rolls.
It doesn't look very good to me at first glance, but I'm also missing one crucial bit of info here: Do the Hounds that are summoned have Rush? I'd somehow expect this based on experience, but the card doesn't say so...
I actually like it. It will be free early in the game, it helps against aggro and later you'll usually use it after Odyn came down when 2 Mana for 6 Armor isn't too shabby either.
A card that I should really like, but for some reason the art just doesn't click with me haha
Am not a fan of the effect either, no keywords like rush isn't great so it's definitely a combo card with Jungle Gym which could popoff
Also, not sure if it works like this or is a bug, but I saw in a stream that playing this with a full board apparently does nothing, which is weird, cause you'd expect the existing dogs to be buffed
I'm afraid already, but maybe I just have a general Priest trauma. The obvious combo with new Raza is one thing, but this also supports Hedanis shenanigans. The statline is huge for 3 Mana, this won't be easy to remove... very solid tempo card even if you don't immediately use it for a combo.
Solid card for a not so solid archetype. It might come together in Standard at one point thanks to the buff guy and a few other cool additions, but not quite yet.
I'm with Linkblade here. At 3 Mana it would have been good, at 4 it's probably not making the cut. It's a cool enough control tool, but DH really needs a win condition.
I think this might be a sleeper. Hunter has gotten so many cheap ways to flood out Beasts that this will always have enough activators. 3 Durability is insane for 2 Mana and helps maintaining or gaining board control immensly. Very strong card imo!
New Rogue Spell - Everything Must Go!
Not my cup of tea. Two random 4 cost minions isn't exactly game breaking and while Standard will have a hard time reducing this card's cost in a significant way, Wild has simply way better pay off cards for that kind of playstyle.
New Priest Spell - Scale Replica
Targeted draw, thins your deck and for Priest, just filthy
New Warrior Minion - Botface
Could popoff - taunt helps a lot as it's severely understatted for a 9 drop lol, however Mech synergy might just carry
New Rogue Weapon - Watercannon
Solid Weapon that can also be played with Toy Boat or Ship's Cannon (in Wild) online. It would have needed +1 statpoint in any of the two places to be awesome, but it's a good card as it is.
New Paladin Spell - Crafter's Aura
Very strong, will be oppressive af facing it in Arena
Easy in top 10 Pally cards this rotation, even top 5 honestly
New Neutral Minion - Nostalgic Initiate
I agree with everyone else that the Mini is solid, but the fact that it's hidden behind a bad base form will probably mean it doesn't see much play. I'll pass on this one.
New Mage Spell - Yogg in the Box
Random bullsh*t go for no minion mage, love to see it, has insane highroll potential
New Mage Spell - Manufacturing Error
Love it, no minion mage was super fun to play and the more cards to support that archetype, the better haha
New Rogue Minion - Shoplifter Goldbeard
It looks a bit too expensive to me to really work out. If you play it on curve, your opponent should usually be able to remove it. If you don't, you only have 5 Mana for other stuff. Maybe some cost reduction shenanigans can help but I heavily doubt the effort is worth the result. Weird card for now.
New Neutral Minion - Workshop Janitor
Has potential in future expansion when location usage is more common, maybe not the best in this expansion though
New Neutral Minion - Nostalgic Initiate
Seems decent, just popoff on turn 3 with the coin and get the mini out as well
Most likely will be an Arena juicer
New Rogue Weapon - Watercannon
Seems a bit goofy, but it's not the worst weapon, just not quite really at the power level of todays cards
New Rogue Spell - Everything Must Go!
Very expensive for what it does, but knowing Rogue, there's a chance this could popoff
New Priest Minion - Chalk Artist
Meme card, too much and too little RNG at the same time for my taste. One proc isn't going to get you very far and the pool is just too bad. I prefer Wishing Well which I can usually trigger multiple times which makes up for the inevitable low rolls.
New Neutral Minion - Origami Frog
Expensive, but the rush kind of makes up for it, will be great against a buffed Pally minion for sure though
New Hunter Weapon - Remote Control
It doesn't look very good to me at first glance, but I'm also missing one crucial bit of info here: Do the Hounds that are summoned have Rush? I'd somehow expect this based on experience, but the card doesn't say so...
New Mage Minion - Triplewick Trickster
Damage isn't anything to scoff at but as a tempo play, it just seems underwhelming for the body
New Warrior Spell - Safety Goggles
I actually like it. It will be free early in the game, it helps against aggro and later you'll usually use it after Odyn came down when 2 Mana for 6 Armor isn't too shabby either.
New Hunter Spell - R.C. Rampage
A card that I should really like, but for some reason the art just doesn't click with me haha
Am not a fan of the effect either, no keywords like rush isn't great so it's definitely a combo card with Jungle Gym which could popoff
Also, not sure if it works like this or is a bug, but I saw in a stream that playing this with a full board apparently does nothing, which is weird, cause you'd expect the existing dogs to be buffed
New Priest Minion - Papercraft Angel
I'm afraid already, but maybe I just have a general Priest trauma. The obvious combo with new Raza is one thing, but this also supports Hedanis shenanigans. The statline is huge for 3 Mana, this won't be easy to remove... very solid tempo card even if you don't immediately use it for a combo.
New Warrior Spell - Quality Assurance
Solid card for a not so solid archetype. It might come together in Standard at one point thanks to the buff guy and a few other cool additions, but not quite yet.
New Demon Hunter Spell - Workshop Mishap
I'm with Linkblade here. At 3 Mana it would have been good, at 4 it's probably not making the cut. It's a cool enough control tool, but DH really needs a win condition.
New Priest Minion - Papercraft Angel
Always love these statlines, nice effect on it's own, not to mention it's crazy combo potential with Raza the Resealed
New Warrior Spell - Safety Goggles
Really nice card, especially against Aggro when they just whittle all your armour away and you need it for the synergies
New Hunter Location - Jungle Gym
I think this might be a sleeper. Hunter has gotten so many cheap ways to flood out Beasts that this will always have enough activators. 3 Durability is insane for 2 Mana and helps maintaining or gaining board control immensly. Very strong card imo!