I really like the way "Corrupt" interacts with Miniaturize, but their refusal to reuse these keywords is really weird. At least give them the proper keywords once they rotate to Wild.
The base version is not that strong which makes it a bit questionable in terms of power, but the Mini is quite good. The Mini will basically determine if this card lives or dies.
It's delayed compared to Arcane Intellect, but drawing specifically Battlecries can be absurdly powerful with the right setup. Good for Battlecry decks and there's probably some combo deck that can use this too.
Although it's quite limiting since basically all of your minions have to be Pirates to make this really consistent and even in Pirate Rogue, you're probably running at least one or two non-Pirates (like Toy Boat for example).
It's hard for location synergy to be really good since there's just simply not very many of them yet. In a world where each class has more locations, then this is probably decent, but I don't see it yet.
This is pretty good, especially the Mini since the Mini actually gives you a net-profit in Mana, works with Sonya and The Crystal Cove and is a great Combo enabler. The base version is basically a 4/3 for 2 as well.
It's also better than Porcupine because you don't need to wait for it to die to deal its damage or use Deathrattle-trigger cards. It just repeats its effect all on its own.
If Handbuff DK is a deck, then this sees play in that deck.
The base card can provide a really huge buff to a Silver Hand Recruit or something similarly small, and then the Mini is a Subdue that costs 1 less and has a 1/1 body.
Slightly slow to really get going, but in a grindy Paladin deck, it's going to carry pretty hard. Paladin probably has the Standard tools to be able to use it in the long-game. Cardboard Golem of course works wonderfully with it too.
The Minis can potentially provide you a lot of value, but that staline of 9 mana 3/9 is pretty blegh! You're probably going to get a maximum of 4 Minis in most situations and if your opponent hard removes it, then you don't even get anything.
It's not that great with Chemical Spill either since then it's a 5 mana 3/4.
Phenomenal Dragon Priest card since it's always going to drop a pretty huge threat (the higher-Cost Dragon) and something that'll probably help you get to the point where you can play it (the lower-Cost Dragon).
You definitely play it in Dragon Priest. Even if Timewinder is neither your highest nor lowest-Cost Dragon, you still play it with this anyway since it's still drawing 2 Dragons to help you meet Timewinder's requirement.
This is pretty good. Basically Thassarian for Demon Hunter. Same damage output as Thassarrian and it also has Lifesteal and probably more reliably hits minions that you want it to hit since it's not fully random. Thassarian saw play in lots of Frost DK decks and was a Legendary, so surely this will see play too.
Druid can be really good at drawing, so it can probably redraw this pretty reliably. It can set up combos, but you'd need to Trade it a lot of times to do that and then it becomes a bit unwieldy.
I think it's probably best at just being a free or -1 mana 2/1 rather than trying to Trade it a lot for a crazy combo.
The fact that Kobold Apprentice was legitimately played makes me think this will too even if that card is many years old at this point. It doesn't look extremely strong, but it can possibly do some good work. The damage being able to hit face is a double-edged sword though.
New Neutral Minion - Nostalgic Clown
I really like the way "Corrupt" interacts with Miniaturize, but their refusal to reuse these keywords is really weird. At least give them the proper keywords once they rotate to Wild.
The base version is not that strong which makes it a bit questionable in terms of power, but the Mini is quite good. The Mini will basically determine if this card lives or dies.
New Shaman Location - Fairy Tale Forest
It's delayed compared to Arcane Intellect, but drawing specifically Battlecries can be absurdly powerful with the right setup. Good for Battlecry decks and there's probably some combo deck that can use this too.
New Rogue Spell - Dig for Treasure
In Pirate Rogue, this looks to be really good.
Although it's quite limiting since basically all of your minions have to be Pirates to make this really consistent and even in Pirate Rogue, you're probably running at least one or two non-Pirates (like Toy Boat for example).
New Priest Minion - Clay Matriarch
I can already see this becoming really annoying to play against, meaning that it's probably going to be really great.
Definite inclusion in Dragon Priest and maybe just other Priest decks in general.
New Neutral Minion - Workshop Janitor
It's hard for location synergy to be really good since there's just simply not very many of them yet. In a world where each class has more locations, then this is probably decent, but I don't see it yet.
New Neutral Minion - Tar Slime
It's a pretty solid Taunt minion for the price.
It also wins the award for cutest card of the set.
New Rogue Minion - Sandbox Scoundrel
This is pretty good, especially the Mini since the Mini actually gives you a net-profit in Mana, works with Sonya and The Crystal Cove and is a great Combo enabler. The base version is basically a 4/3 for 2 as well.
New Paladin Spell - Flash Sale
Compare it to Pride's Fury.
In exchange for 1 Health, you get a 2/4 with Taunt and Divine Shield. That sounds like a good trade-off in most situations to me.
New Rogue Weapon - Watercannon
Really nice card for Pirates and The Crystal Cove.
If it hits face, then the 1/1 also stays around which in turn means that you're building a board and getting some chip damage in.
New Mage Minion - Puzzlemaster Khadgar
It does so much and for such a long time, and it's not that expensive either. It definitely sees play.
New Hunter Spell - Patchwork Pals
Playing this and then all 3 Animals Companions is equivalent to Call of the Wild.
Except it's better because you can split each part of it around on separate turns or you can handbuff them.
New Death Knight Minion - Darkthorn Quilter
It's also better than Porcupine because you don't need to wait for it to die to deal its damage or use Deathrattle-trigger cards. It just repeats its effect all on its own.
If Handbuff DK is a deck, then this sees play in that deck.
New Paladin Minion - Toy Captain Tarim
This is super great.
The base card can provide a really huge buff to a Silver Hand Recruit or something similarly small, and then the Mini is a Subdue that costs 1 less and has a 1/1 body.
New Mage Minion - Watercolor Artist
Really good Frost synergy card.
Frost spells are generally tools that you hold onto for quite a while, so it's playing well into what you're probably already doing with them.
New Paladin Spell - Crafter's Aura
Slightly slow to really get going, but in a grindy Paladin deck, it's going to carry pretty hard. Paladin probably has the Standard tools to be able to use it in the long-game. Cardboard Golem of course works wonderfully with it too.
New Mage Spell - Manufacturing Error
This card definitely sees play in that no-minion Mage deck.
Now... will that no-minion Mage deck be a thing in Standard?
New Mage Spell - Yogg in the Box
If Puzzle Box was anything to go off of, this will probably be okay.
Such cards like this are just not my favorite thing about the game.
New Warrior Minion - Botface
The Minis can potentially provide you a lot of value, but that staline of 9 mana 3/9 is pretty blegh! You're probably going to get a maximum of 4 Minis in most situations and if your opponent hard removes it, then you don't even get anything.
It's not that great with Chemical Spill either since then it's a 5 mana 3/4.
New Priest Spell - Scale Replica
Phenomenal Dragon Priest card since it's always going to drop a pretty huge threat (the higher-Cost Dragon) and something that'll probably help you get to the point where you can play it (the lower-Cost Dragon).
You definitely play it in Dragon Priest. Even if Timewinder is neither your highest nor lowest-Cost Dragon, you still play it with this anyway since it's still drawing 2 Dragons to help you meet Timewinder's requirement.
New Demon Hunter Minion - Ball Hog
This is pretty good. Basically Thassarian for Demon Hunter. Same damage output as Thassarrian and it also has Lifesteal and probably more reliably hits minions that you want it to hit since it's not fully random. Thassarian saw play in lots of Frost DK decks and was a Legendary, so surely this will see play too.
New Druid Minion - Wind-Up Sapling
Druid can be really good at drawing, so it can probably redraw this pretty reliably. It can set up combos, but you'd need to Trade it a lot of times to do that and then it becomes a bit unwieldy.
I think it's probably best at just being a free or -1 mana 2/1 rather than trying to Trade it a lot for a crazy combo.
New Hunter Minion - Mystery Egg
The Mini version is really strong, but damn is 5 an EXPENSIVE cost for an Egg. One that doesn't summon a minion either.
New Mage Minion - Sleet Skater
Gaining Health as Mage is always pretty good. It helps you stall and it's repeatable, so it might be pretty good.
New Neutral Minion - Nostalgic Initiate
The base form is not so great, but the Mini form can be. Maybe in some sort of Aggro deck, it can be 4 or 5 mana for a 4/5 and a 3/3.
New Mage Minion - Triplewick Trickster
The fact that Kobold Apprentice was legitimately played makes me think this will too even if that card is many years old at this point. It doesn't look extremely strong, but it can possibly do some good work. The damage being able to hit face is a double-edged sword though.