This is pretty good. This is how you get a lot of Beasts on the board for the variety of cards that want you to have some Beasts on board. I like this for Face Hunter.
Rune mixing has been the Achilles heel for many deck ideas, but maybe this has the power to push it over the edge. It's removal, a constant source of damage, and a constant source of minions (which in turn means that it still generates Corpses like the base Hero Power). It also just naturally fits into Rainbow DK. This will probably be quite strong.
But why exactly is the Headless Horseman in a toy factory?
A neat little stall and survival tool for Elemental Mage, and the Mini means you get to do it twice (perhaps to the same minion) which can buy you a lot of time.
I don't like this; it's a 5-Cost that doesn't do anything until it dies and then the thing it does when it dies is so very weak that I'm not sure why I went to all that trouble to make this work. The only thing going for it is the existence of Yelling Yodeler and I'm still not that thrilled. Maybe you only play the 5-Cost Egg to get the 1 Cost Mini in hand for a Yodeler combo.
You trade this once, and you get a free 2/1 so if you play a long enough game you can turn this into a ridiculous combo enabler. If Druid has the juice to go the distance this might be an enabler of shenanigans.
You personally have 2 packs in the top 5 of the leaderboard, both have a golden legendary and 2 golden epics, but the difference between them is over 200,000 (nice packs, btw!). Maybe that golden common multiplied it?
Maybe you'd run this as a gap filler in slow Demon Hunter decks, but there's better removal at or under this cost that's easier to control where the damage goes. I don't think this will be good enough.
This should be a neat Discover tool for Thief Rogue, so I'm a fan. You're not guaranteed to hit something amazing, but two copies of a Discovered spell should be decent enough that it's worth running.
There are a lot of really good draw spells in this set, most of them for tribal decks. I really like this for a Dragon Priest, especially if they can find a way to keep all their Dragons below 5 to turn this into a Timewinder tutor spell (or maybe they keep all their other dragons above 5 cost).
The viability of handbuff has always been questionable, but this is certainly a strong handbuff card. Not only is the buff pretty strong, but it also buffs the Mini, which in turn allows you to buff your hand even further.
If handbuff DK finally ends up working, this will be a star performer in that deck.
I really like this as a board control tool slash value engine for Pirate Rogue, but I'm thinking you'd have to go overboard to turn this into a win condition. It's decent, and Pirate Rogue is one of the decks I'm most intrigued by.
It's not the worst card in the world. A 4/4 Rush that draws a card is pretty solid and early in the game, needing to deal exactly 4 damage is not going to be that rare...
But of all of the keywords to use in this cycle, why did they pick Honorable Kill? The other two make sense since Spellburst and Corrupt were both successful and well-liked keywords, but Honorable Kill definitely wasn't.
A very strong removal effect, but a little less so than the All-Star Psychic Scream because it only puts one card into the opponent's deck - they pay two and get all their minions back (assuming they have the room in hand) after drawing it, which could be immediately. I think this will see play; it's very annoying and annoying Priest cards see play.
I want Undead Buff DK to be good so very, very bad. I'm not in love with this card but I think it could be a decent mid-game buff for your hand full of Undead and I'm obviously willing to give it a go.
It probably only sees play in Mech decks. We've evolved past the point where smaller Dr. Booms are not much of a problem anymore. At some point, the Mech tag might be its savior though.
This is OK, this is one of the few Miniaturize minions where the Mini might actually be worse than the first half, which makes me think that this probably isn't going to see a lot of play.
Minis are really good, but random Minis aren't a reliable way to win the game - add to that the fact that this costs 9 and you're really struggling to make things work. Chemical spill or nothing for this minion, unfortunately.
It's probably not as strong as some people think it is just because it needs other cards to really get going, but it works really with Holli'dae and Shudderblock.
If Taunt Warrior sees play, then this will see play. If it doesn't, then it won't. I don't think Taunt Warrior is happening in Standard in this set, but there's always the next 2 sets.
New Hunter Weapon - Remote Control
This is pretty good. This is how you get a lot of Beasts on the board for the variety of cards that want you to have some Beasts on board. I like this for Face Hunter.
New Warlock Spell - Endgame
if this isnt a 5/5 then dunno what it is
New Death Knight Hero - The Headless Horseman
Rune mixing has been the Achilles heel for many deck ideas, but maybe this has the power to push it over the edge. It's removal, a constant source of damage, and a constant source of minions (which in turn means that it still generates Corpses like the base Hero Power). It also just naturally fits into Rainbow DK. This will probably be quite strong.
But why exactly is the Headless Horseman in a toy factory?
New Mage Minion - Sleet Skater
A neat little stall and survival tool for Elemental Mage, and the Mini means you get to do it twice (perhaps to the same minion) which can buy you a lot of time.
New Hunter Minion - Mystery Egg
I don't like this; it's a 5-Cost that doesn't do anything until it dies and then the thing it does when it dies is so very weak that I'm not sure why I went to all that trouble to make this work. The only thing going for it is the existence of Yelling Yodeler and I'm still not that thrilled. Maybe you only play the 5-Cost Egg to get the 1 Cost Mini in hand for a Yodeler combo.
New Druid Minion - Wind-Up Sapling
You trade this once, and you get a free 2/1 so if you play a long enough game you can turn this into a ridiculous combo enabler. If Druid has the juice to go the distance this might be an enabler of shenanigans.
New Rogue Spell - Thistle Tea Set
This is a pretty good Thief Rogue tool. Thief Rogue has always been very hit or miss, but if it hits, it'll probably run this.
I don't think we'll get Thief Rogue in Standard, but they might play this as just a value generator.
Win a Whizbang's Workshop Pre-order Bundle With Out of Games
You personally have 2 packs in the top 5 of the leaderboard, both have a golden legendary and 2 golden epics, but the difference between them is over 200,000 (nice packs, btw!). Maybe that golden common multiplied it?
New Death Knight Hero - The Headless Horseman
control death knight maybe?
New Demon Hunter Minion - Ball Hog
Maybe you'd run this as a gap filler in slow Demon Hunter decks, but there's better removal at or under this cost that's easier to control where the damage goes. I don't think this will be good enough.
New Rogue Minion - Shoplifter Goldbeard
In Standard, there's too few good Pirates to use with this at the moment.
Here's to that beach set after this one giving us some new Pirates.
New Rogue Spell - Thistle Tea Set
This should be a neat Discover tool for Thief Rogue, so I'm a fan. You're not guaranteed to hit something amazing, but two copies of a Discovered spell should be decent enough that it's worth running.
New Priest Spell - Scale Replica
There are a lot of really good draw spells in this set, most of them for tribal decks. I really like this for a Dragon Priest, especially if they can find a way to keep all their Dragons below 5 to turn this into a Timewinder tutor spell (or maybe they keep all their other dragons above 5 cost).
New Death Knight Minion - Amateur Puppeteer
The viability of handbuff has always been questionable, but this is certainly a strong handbuff card. Not only is the buff pretty strong, but it also buffs the Mini, which in turn allows you to buff your hand even further.
If handbuff DK finally ends up working, this will be a star performer in that deck.
New Rogue Minion - Shoplifter Goldbeard
I really like this as a board control tool slash value engine for Pirate Rogue, but I'm thinking you'd have to go overboard to turn this into a win condition. It's decent, and Pirate Rogue is one of the decks I'm most intrigued by.
New Priest Spell - Repackage
A little bit worse than Psychic Scream on average, but I reckon it'll probably have a spot in the meta if Priest ends up being strong.
New Neutral Minion - Nostalgic Gnome
It's not the worst card in the world. A 4/4 Rush that draws a card is pretty solid and early in the game, needing to deal exactly 4 damage is not going to be that rare...
But of all of the keywords to use in this cycle, why did they pick Honorable Kill? The other two make sense since Spellburst and Corrupt were both successful and well-liked keywords, but Honorable Kill definitely wasn't.
New Priest Spell - Repackage
A very strong removal effect, but a little less so than the All-Star Psychic Scream because it only puts one card into the opponent's deck - they pay two and get all their minions back (assuming they have the room in hand) after drawing it, which could be immediately. I think this will see play; it's very annoying and annoying Priest cards see play.
New Death Knight Minion - Amateur Puppeteer
I want Undead Buff DK to be good so very, very bad. I'm not in love with this card but I think it could be a decent mid-game buff for your hand full of Undead and I'm obviously willing to give it a go.
New Warrior Minion - Fireworker
It probably only sees play in Mech decks. We've evolved past the point where smaller Dr. Booms are not much of a problem anymore. At some point, the Mech tag might be its savior though.
New Neutral Minion - Nostalgic Gnome
This is OK, this is one of the few Miniaturize minions where the Mini might actually be worse than the first half, which makes me think that this probably isn't going to see a lot of play.
New Warrior Minion - Botface
Minis are really good, but random Minis aren't a reliable way to win the game - add to that the fact that this costs 9 and you're really struggling to make things work. Chemical spill or nothing for this minion, unfortunately.
New Shaman Minion - Sand Art Elemental
It's probably not as strong as some people think it is just because it needs other cards to really get going, but it works really with Holli'dae and Shudderblock.
New Warrior Minion - Fireworker
A fun little 5-Drop, probably going to see the most play in Dr. Boom decks or deathrattle Mech decks which may or may not be a thing.
New Warrior Spell - Quality Assurance
It lives and dies by Taunt Warrior.
If Taunt Warrior sees play, then this will see play. If it doesn't, then it won't. I don't think Taunt Warrior is happening in Standard in this set, but there's always the next 2 sets.