I'm not sure what class you would want this in. Armor gain makes me think Warrior, but I'm not sure there are any decks that want such a big minion. Demon makes me think Warlock, and perhaps it fits better there.
It's just bad. For less mana you could just discover a spell instead of getting a random one. And worse, your opponent has a level of control over how many spells you get, making it even harder to utilize. There is just no reason to play this, which is a shame since it would be pretty funny to bash my opponent's face in with giant wheels of cheese.
2 mana for 2 extra damage isn't great, but you can always try and use it on a spell with multiple targets to amplify the spell damage, and the 2/3 isn't useless either. Of all the spell damage cards in the game, this is above average.
It won't see play. 4 mana means you won't be able to combo a lot of spells off of this on the turn you play it. And 4 health means it probably won't survive until your next turn. The tradeable keyword is a nice touch, but a bad card is just a bad card whether I draw it now or later.
At first I thought this was a cool card to support quest decks. And then everybody reminded me that Venomous Scorpid is the same only stronger and without the quest requirement.
It's like putting 4 copies of the same card in your deck and having a 32 card deck. I doubt this is the kind of card you want 4 copies of though. Okay, not a perfect analogy.
Always a fan of more draw in shaman. The tutor effect is nice and, obviously, it has strong synergy with the quest. I can definitely see this being used as a way to get your board clear in control decks, or a way to dig for burst and thin out your deck in aggro decks.
In most cases I don't see this getting you more than 6 armor, which is strong but nothing crazy. With the addition of the pirate tribe I can definitely see this being played.
This is possibly one of if not the best handbuff card out there, the added draw makes a huge difference. With this and some of the other support cards this set, handbuff paladin could easily be T-2.
I don't think this will see play. Unless you have a handfull of 1-drops in your hand, the earliest this can reasonably be expected to attack is turn 5. And that is if it is played on turn 2.
Generally it isn't worth going through this much trouble just to get a couple of extra stats.
Very weak on it's own, but becomes very handy very quickly. As a 2/5 that deals 2 damage with lifesteal, it is playable. As a 3/6, it is crazy strong. I don't have a lot of hope for handbuff paladin, but this could help it be a tier 2 at best.
As many have pointed out, this is very similar to Spirit Lash, a control tool which is so strong it is still used in wild amongst the great many board clears priest has at their disposal. And as a bonus, this gets Tradeable too. There is no way this doesn't become a paladin staple for years to come.
I assume/hope if I open a regular or golden Varian, King of Stormwind or Lady Prestor during the preview weekend (or I get it as part of the Stormwind bundle), and then I get the card from the rewards track, I'll be able to dust the duplicate for a full refund the first week? That's how they handled duplicate Mankrik and Blademaster Samuro for Barrens (forum link), but I haven't found a similar announcement for Stormwind.
I just opened my Stormwind packs and got Varian, so I really hope that's the rule, otherwise I just wasted 1200 dust by not waiting till Tuesday...
New Neutral Minion - Mo'arg Forgefiend
I'm not sure what class you would want this in. Armor gain makes me think Warrior, but I'm not sure there are any decks that want such a big minion. Demon makes me think Warlock, and perhaps it fits better there.
New Neutral Minion - Cheesemonger
It's just bad. For less mana you could just discover a spell instead of getting a random one. And worse, your opponent has a level of control over how many spells you get, making it even harder to utilize. There is just no reason to play this, which is a shame since it would be pretty funny to bash my opponent's face in with giant wheels of cheese.
New Mage Minion - Prestor's Pyromancer
2 mana for 2 extra damage isn't great, but you can always try and use it on a spell with multiple targets to amplify the spell damage, and the 2/3 isn't useless either. Of all the spell damage cards in the game, this is above average.
New Neutral Minion - Guild Trader
It won't see play. 4 mana means you won't be able to combo a lot of spells off of this on the turn you play it. And 4 health means it probably won't survive until your next turn. The tradeable keyword is a nice touch, but a bad card is just a bad card whether I draw it now or later.
New Neutral Minion - Goldshire Gnoll
Always glad to see continued support for one of the most iconic warlock decks ever.
Compared to Mountain Giant, you get -3/-4 but it also costs 2 less mana and has rush, which seems like a perfectly fair tradeoff.
New Neutral Minion - Entrapped Sorceress
At first I thought this was a cool card to support quest decks. And then everybody reminded me that Venomous Scorpid is the same only stronger and without the quest requirement.
New Neutral Minion - Encumbered Pack Mule
It's like putting 4 copies of the same card in your deck and having a 32 card deck. I doubt this is the kind of card you want 4 copies of though. Okay, not a perfect analogy.
New Rogue Minion - Loan Shark
Symmetrical effects like this have never been good. Ever. This will be no different.
New Mage Spell - Hot Streak
5 stars without question. History has shown that mages with access to too much mana cheat quickly become very powerful.
New Shaman Spell - Investment Opportunity
Always a fan of more draw in shaman. The tutor effect is nice and, obviously, it has strong synergy with the quest. I can definitely see this being used as a way to get your board clear in control decks, or a way to dig for burst and thin out your deck in aggro decks.
New Warrior Minion - Cargo Guard
In most cases I don't see this getting you more than 6 armor, which is strong but nothing crazy. With the addition of the pirate tribe I can definitely see this being played.
New Neutral Minion - Entrapped Sorceress
Rather than go through all the questlines that will benefit from an extra spell, I'll just say that Mage will probably like this.
New Paladin Minion - Alliance Bannerman
This is possibly one of if not the best handbuff card out there, the added draw makes a huge difference. With this and some of the other support cards this set, handbuff paladin could easily be T-2.
New Neutral Minion - Goldshire Gnoll
Obviously fits in a handlock deck, and any other archetype that often has big hands.
New Neutral Minion - City Architect
Giggling Inventor this is not, not even Better than Safeguard since only the 0/5s have taunt.
New Rogue Minion - SI:7 Operative
Seems fairly lackluster on it's own, but will still likely be played for the rogue quest.
New Neutral Minion - Stockades Prisoner
I don't think this will see play. Unless you have a handfull of 1-drops in your hand, the earliest this can reasonably be expected to attack is turn 5. And that is if it is played on turn 2.
Generally it isn't worth going through this much trouble just to get a couple of extra stats.
New Paladin Minion - Catacomb Guard
Very weak on it's own, but becomes very handy very quickly. As a 2/5 that deals 2 damage with lifesteal, it is playable. As a 3/6, it is crazy strong. I don't have a lot of hope for handbuff paladin, but this could help it be a tier 2 at best.
New Neutral Minion - Stockades Prisoner
Obvious class for this is Rogue. Certainly bad if you can't awaken it until turn 5, but pretty damn good on turn 3.
New Paladin Spell - City Tax
As many have pointed out, this is very similar to Spirit Lash, a control tool which is so strong it is still used in wild amongst the great many board clears priest has at their disposal. And as a bonus, this gets Tradeable too. There is no way this doesn't become a paladin staple for years to come.
New Paladin Minion - Highlord Fordragon
At best you could probably get minimum two triggers, maybe three. But you would have to be pretty lucky to get four triggers or more.
This does generate a lot of stats, but as a 6 mana card which requires a specific deck to be built around it, I don't expect it to be played at all.
Full Details on Hearthstone's New Reward Track for United in Stormwind Including Hero Skins for Guff, Scabbs, Tamsin, and Yrel
I assume/hope if I open a regular or golden Varian, King of Stormwind or Lady Prestor during the preview weekend (or I get it as part of the Stormwind bundle), and then I get the card from the rewards track, I'll be able to dust the duplicate for a full refund the first week? That's how they handled duplicate Mankrik and Blademaster Samuro for Barrens (forum link), but I haven't found a similar announcement for Stormwind.
I just opened my Stormwind packs and got Varian, so I really hope that's the rule, otherwise I just wasted 1200 dust by not waiting till Tuesday...
New Neutral Minion - Flightmaster Dungar
All the set if full of flavor.
But in terms of card, this one is a bit lacking.
New Paladin Minion - Highlord Fordragon
It's not a bad card at all. If you already have a divine shield minion on board, you most likely can guarantee +10/+10 in stats.
New Warlock Minion - Anetheron
Mmmmmm... By turn 4-5 you can really have a full hand.
Let's wait and see. Right now, it's just another big guy for Even Lock.