It's pretty expensive and draw costs mana meaning that you probably won't save that much mana overall on turns you're able to draw a lot and play this, and it's pretty hard to make this really cheap.
Now that I'm writing this out loud, I'm going to say no. Not right now at least.
I think this would need a Draw Rogue to already be a thing for it to see play, Luckily, you've got Gear Shift and the new Giant kind of already pushing that style of play so I think this could be a real deal in Turbo Draw Rogue as an additional cheap/free threat to pay off all the cards that have been drawn - and I know it says it costs 8 but it's always going to cost at most 7 because you draw a card at the beginning of every turn (unless you're in Fatigue, in which case how much this costs is the least of your concerns).
By itself it's not that strong, but the Mini with Spell Damage +1 might be its saving grace. Cheap Spell Damage has historically been able to find a place.
It'll probably be experimented with, but without Rush or Taunt, it's hard to make a good impact with it and it's also extremely slow to build up since you need to redraw it and then spend 1 Mana to Trade it again.
A good minion for Dragon Druid and a good minion for Spell Damage Druid, with that Mini coming along as a cheap way to trigger the various Spell Damage cards in Druid. I think this is probably the best bang-for-your-buck Miniaturize minion in the set. Very strong, very flexible, will see a ton of play.
It's a cool effect, but paying 5 makes it feel a bit too clunky. Obviously if it cost less it would probably be too good, but I don't think we'll be seeing much of this card.
Tradeable Handbuff minion (do minions keep any buffs when you trade them? I don't think they do). It doesn't have Taunt or Rush or anything so I'm not really that excited for a board of big things my opponent can just ignore (although Dance Floor does exist). Costs 6; it's fine, but not going to be a meta breaker.
I'm not sure how good Elemental Mage will be, but this is decent board control for a tempo deck. And it can go face so that already makes it a good card in my book. "Me cast arcane missiles" minion wasn't that good though, so I don't think this will be either.
It keeping the stats and Cost gives it some extra utility over other random Legendary cards, but they're still random Legendaries at the end of the day, so it's almost certainly going to be relegated to fun and nothing else.
Solid board flooder for Hunter. It's a cheap and reliable enabled for Jungle Gym. It's not that hard for Hunter to have minions by the time turn 4 starts, so they can probably get some 3/3s or 4/4s out of this.
My knee-jerk reaction to any card that says "random legendary" is to immediately give it one star, but this does add the benefit of keeping the original cost of the card you drew. So maybe you've got some 1-Drops in deck and you can change them into various Legendaries and sometimes those legendaries might be good. I imagine this in a low-curve Aggro Priest because I have a pretty good imagination and not because that kind of deck will ever exist.
That's not really true, though. Kazakusan, Odyn, Prime Designate, and Reno, Lone Ranger all see Wild play. I know those aren't 10 mana, but they are lategame cards that usually set up to win by turn 10. The adage is more that you don't reach turn 10 against an aggro or combo deck, which is a moot point since that's also true in Standard. Denathrius would absolutely see play unnerfed, especially in Druid.
So this is your best payoff for Jungle Gym, and it's a pretty neat combo. I'm not sure how often you'll get these two cards together in Hunter, of all classes, but it's something to keep in mind: if you're running Rampage maybe you try out the Jungle Gym to see how good it can be.
In any deck that wants to have Armor, you're probably going to have Armor, so its best case is to be used at the very beginning of the game. Though I guess it's also good to have a bit of extra survivability if you're behind.
I don't think Odyn by himself makes this incredible or anything.
Decent minion for a spell-heavy aggro deck, and the mini means you get two for the space of one. It's OK, I'm not imagining this will go very far but maybe there's a deck or two willing to try it out.
Odyn Warrior needed new ways to get Armor on the cheap, not to mention this is a great play to get Armor when you don't have any for cards like Sanitize and Shield Slam. Imagine all the streamers playing against Warrior acting like they're making some 2000 IQ play by putting their opponent to 1 Armor on turn 5.
Hearthstone is Changing Game Rules for Mana, Sigils, Objectives, and Auras
Because of the whole anniversary thing going on. The core-set is also full of iconic cards from previous sets.
Destiny x Ghostbusters, the Crossover No One Expected
This is a surprise, to be sure. But a welcomed one
Destiny x Ghostbusters, the Crossover No One Expected
When there's something strange...
In your video games...
Who you gonna call?
DES-TIN-EE!!!
New Rogue Spell - Everything Must Go!
This one's pretty hard to evaluate.
It's pretty expensive and draw costs mana meaning that you probably won't save that much mana overall on turns you're able to draw a lot and play this, and it's pretty hard to make this really cheap.
Now that I'm writing this out loud, I'm going to say no. Not right now at least.
New Neutral Minion - Origami Frog
It could see play.
It's a Neutral hard removal, but some classes don't have good hard removal. They could probably make pretty good use of this.
New Rogue Spell - Everything Must Go!
I think this would need a Draw Rogue to already be a thing for it to see play, Luckily, you've got Gear Shift and the new Giant kind of already pushing that style of play so I think this could be a real deal in Turbo Draw Rogue as an additional cheap/free threat to pay off all the cards that have been drawn - and I know it says it costs 8 but it's always going to cost at most 7 because you draw a card at the beginning of every turn (unless you're in Fatigue, in which case how much this costs is the least of your concerns).
New Druid Minion - Chia Drake
By itself it's not that strong, but the Mini with Spell Damage +1 might be its saving grace. Cheap Spell Damage has historically been able to find a place.
New Paladin Minion - Wind-Up Enforcer
It'll probably be experimented with, but without Rush or Taunt, it's hard to make a good impact with it and it's also extremely slow to build up since you need to redraw it and then spend 1 Mana to Trade it again.
New Druid Minion - Chia Drake
A good minion for Dragon Druid and a good minion for Spell Damage Druid, with that Mini coming along as a cheap way to trigger the various Spell Damage cards in Druid. I think this is probably the best bang-for-your-buck Miniaturize minion in the set. Very strong, very flexible, will see a ton of play.
New Neutral Minion - Origami Frog
It's a cool effect, but paying 5 makes it feel a bit too clunky. Obviously if it cost less it would probably be too good, but I don't think we'll be seeing much of this card.
New Priest Minion - Papercraft Angel
In Standard, if new Raza is going to enable a combo, this is definitely going to be part of it. Priest can definitely do something with it.
In Wild, you don't need this since you have old Raza which doesn't require you to keep it on the board.
New Paladin Minion - Wind-Up Enforcer
Tradeable Handbuff minion (do minions keep any buffs when you trade them? I don't think they do). It doesn't have Taunt or Rush or anything so I'm not really that excited for a board of big things my opponent can just ignore (although Dance Floor does exist). Costs 6; it's fine, but not going to be a meta breaker.
New Mage Minion - Triplewick Trickster
I'm not sure how good Elemental Mage will be, but this is decent board control for a tempo deck. And it can go face so that already makes it a good card in my book. "Me cast arcane missiles" minion wasn't that good though, so I don't think this will be either.
New Priest Minion - Chalk Artist
It keeping the stats and Cost gives it some extra utility over other random Legendary cards, but they're still random Legendaries at the end of the day, so it's almost certainly going to be relegated to fun and nothing else.
New Priest Minion - Papercraft Angel
Good for the Raza deck that is almost certainly coming. Thanks Blizzard, I hate it!
New Hunter Spell - R.C. Rampage
Solid board flooder for Hunter. It's a cheap and reliable enabled for Jungle Gym. It's not that hard for Hunter to have minions by the time turn 4 starts, so they can probably get some 3/3s or 4/4s out of this.
Will probably be experimented with.
New Priest Minion - Chalk Artist
My knee-jerk reaction to any card that says "random legendary" is to immediately give it one star, but this does add the benefit of keeping the original cost of the card you drew. So maybe you've got some 1-Drops in deck and you can change them into various Legendaries and sometimes those legendaries might be good. I imagine this in a low-curve Aggro Priest because I have a pretty good imagination and not because that kind of deck will ever exist.
Hearthstone's Patch 29.0 Brings Card Adjustments, Core Set Balance Changes
That's not really true, though. Kazakusan, Odyn, Prime Designate, and Reno, Lone Ranger all see Wild play. I know those aren't 10 mana, but they are lategame cards that usually set up to win by turn 10. The adage is more that you don't reach turn 10 against an aggro or combo deck, which is a moot point since that's also true in Standard. Denathrius would absolutely see play unnerfed, especially in Druid.
New Hunter Spell - R.C. Rampage
So this is your best payoff for Jungle Gym, and it's a pretty neat combo. I'm not sure how often you'll get these two cards together in Hunter, of all classes, but it's something to keep in mind: if you're running Rampage maybe you try out the Jungle Gym to see how good it can be.
New Warrior Spell - Safety Goggles
The condition is very weird.
In any deck that wants to have Armor, you're probably going to have Armor, so its best case is to be used at the very beginning of the game. Though I guess it's also good to have a bit of extra survivability if you're behind.
I don't think Odyn by himself makes this incredible or anything.
New Neutral Minion - Nostalgic Initiate
Decent minion for a spell-heavy aggro deck, and the mini means you get two for the space of one. It's OK, I'm not imagining this will go very far but maybe there's a deck or two willing to try it out.
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New Hunter Weapon - Remote Control
It's a pretty decent card and I wouldn't be surprised if it sees play.
I think people just aren't fans of the fact that the card is not that exciting.
New Warrior Spell - Safety Goggles
Odyn Warrior needed new ways to get Armor on the cheap, not to mention this is a great play to get Armor when you don't have any for cards like Sanitize and Shield Slam. Imagine all the streamers playing against Warrior acting like they're making some 2000 IQ play by putting their opponent to 1 Armor on turn 5.
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