OK for slow Warlock decks that want to deny assets from their control opponents. You don't play this without Corrupting it first, because an 8/8 for 6 that otherwise only has downside just doesn't cut it in serious decks.
This is the card the Resurrect Priest builds around. It's not terribly hard to kill, but if Rez Priest keeps bringing it back it will get very annoying very fast.
This likely wants to be the finisher in aggressive decks like Demon Hunter and Face Hunter--it's probably just barely good enough to make the cut in Tier 2 or 3 aggressive lists that need a few more cards to really be good.
I do believe that Strongman is one of the strongest cards of the set and the strongest corrupt card in Control decks. It provides protection and a proactive play after a big board clear. The weakness of big board clears (like Twisting Nether and Plague of Death) is the fact that they still give all the initiative to the opponent but this card allows you to get on the board immediately after wiping out everything else. The opponent will need to ask themselves if they can go all in on a proactive play or if they need to answer the Strongman beforehand to prevent incoming attacks or value trades. I think it will be a cornerstone card of Control decks until it rotates.
It's OK, the biggest problem is that Secret Mage doesn't feel like it's going to be very powerful in Standard. The place this could make it is in Reno Mage.
Four mana for a random seven drop might be ok. I would really need to look at the available pool to see what the high roll, low roll, and average roll would be.
Apparently the theorycrafters already found a way to break this card in an OTK with Y'Shaarj and the Shaman Quest. I doubt that deck becomes too much of a thing, but this is still a very good card (and might see a nerf if that deck ends up being too good).
Definitely worse than Coldlight Oracle, but that's the point. This might weasel into aggressive Murloc decks that are looking to kill their opponent before they can play the extra card.
I think this will be a commonly included card. There are enough minion types that you will almost certainly be able to proc this with at least one mana discount. The legendary that draws and the weapon that buffs the menagerie do target dragons, so it will be even easier to get in hand.
This is a very powerful early game AoE for slow Warrior decks--think Dark Skies but less dependent on your hand size and can come out a turn earlier. As long as you're playing a Warrior deck whose gameplan doesn't depend on playing early minions, you want this.
I think the new N'Zoth would be too slow and the Mech and Pirate it would rez would be pretty lackluster. I had thought about running Tar Creeper as another tribe to help get cheaper Tent Trashers, but opting for a cheaper pirate like Sky Raider and including Patches the Pirate would probably be the better option since getting a pirate down on T1 and a mech down on T2 enables a 3 mana Tent Trasher on curve if they stick. It would mean playing the quest off curve, or playing the cheap pirate T2 and then Target Dummy and Tent Trasher on T3 but I think you can get away with it. I would probably cut the Bloodsail Cultist and Licensed Adventurers first to make room.
Ithink this will be one of the more regularly played corrupt cards. It should be able to come out soon enough to still matter and is still ok vanilla if you have beast buffs available to you.
New Warlock Minion - Tickatus
OK for slow Warlock decks that want to deny assets from their control opponents. You don't play this without Corrupting it first, because an 8/8 for 6 that otherwise only has downside just doesn't cut it in serious decks.
New Priest Minion - Blood of G'huun
This is the card the Resurrect Priest builds around. It's not terribly hard to kill, but if Rez Priest keeps bringing it back it will get very annoying very fast.
New Neutral Minion - Knife Vendor
This likely wants to be the finisher in aggressive decks like Demon Hunter and Face Hunter--it's probably just barely good enough to make the cut in Tier 2 or 3 aggressive lists that need a few more cards to really be good.
New Shaman Minion - Pit Master
This is pretty decent. Summoning extra tokens will always have upsides especially in an evolve scenario.
Our Thoughts on Hearthstone's Madness at the Darkmoon Faire Neutral Cards (Part 2)
I do believe that Strongman is one of the strongest cards of the set and the strongest corrupt card in Control decks. It provides protection and a proactive play after a big board clear. The weakness of big board clears (like Twisting Nether and Plague of Death) is the fact that they still give all the initiative to the opponent but this card allows you to get on the board immediately after wiping out everything else. The opponent will need to ask themselves if they can go all in on a proactive play or if they need to answer the Strongman beforehand to prevent incoming attacks or value trades. I think it will be a cornerstone card of Control decks until it rotates.
New Mage Spell - Ring Toss
It's OK, the biggest problem is that Secret Mage doesn't feel like it's going to be very powerful in Standard. The place this could make it is in Reno Mage.
New Paladin Minion - Carnival Barker
Another great tool for the recruits, they're getting a lot of love this expansion
New Priest Spell - Auspicious Spirits
Four mana for a random seven drop might be ok. I would really need to look at the available pool to see what the high roll, low roll, and average roll would be.
New Priest Minion - The Nameless One
This has quite a lot of potential, yet another annoying tool in the Priest's arsenal
New Shaman Minion - Pit Master
Lots of stats after being corrupted, might actually see some play
New Neutral Minion - Circus Medic
Apparently the theorycrafters already found a way to break this card in an OTK with Y'Shaarj and the Shaman Quest. I doubt that deck becomes too much of a thing, but this is still a very good card (and might see a nerf if that deck ends up being too good).
New Demon Hunter Spell - Felscream Blast
Might work well with the new legendary minion, or if combined with any sort of spell damage
New Hunter Minion - Mystery Winner
Very strong on turn 1, as it gives an automatic turn 2 play that isn't hero power. Also decent later into the game, when secrets have lots of synergy
New Neutral Minion - Prize Vendor
Definitely worse than Coldlight Oracle, but that's the point. This might weasel into aggressive Murloc decks that are looking to kill their opponent before they can play the extra card.
New Neutral Minion - K'thir Ritualist
Not sure if it's worth playing, given the drawback. Great minion to add to the pool of random 3 cost summons, though
New Warrior Minion - Tent Trasher
I think this will be a commonly included card. There are enough minion types that you will almost certainly be able to proc this with at least one mana discount. The legendary that draws and the weapon that buffs the menagerie do target dragons, so it will be even easier to get in hand.
New Neutral Minion - Horrendous Growth
Not a bad card for sure, it has potential to scale very quickly
Any guesses on what Runestones and Arcane Orbs are?
Thanks - that's very helpful context!
New Neutral Minion - Safety Inspector
A decent card, it might have some potential but only time will tell if it actually works
New Warrior Spell - Minefield
This is a very powerful early game AoE for slow Warrior decks--think Dark Skies but less dependent on your hand size and can come out a turn earlier. As long as you're playing a Warrior deck whose gameplan doesn't depend on playing early minions, you want this.
New Druid Minion - Umbral Owl
Not the greatest of cards, even with the discount I'm not sure it'll fit in any Druid deck
Neo-Menagerie Quest Taunt Warrior
I think the new N'Zoth would be too slow and the Mech and Pirate it would rez would be pretty lackluster. I had thought about running Tar Creeper as another tribe to help get cheaper Tent Trashers, but opting for a cheaper pirate like Sky Raider and including Patches the Pirate would probably be the better option since getting a pirate down on T1 and a mech down on T2 enables a 3 mana Tent Trasher on curve if they stick. It would mean playing the quest off curve, or playing the cheap pirate T2 and then Target Dummy and Tent Trasher on T3 but I think you can get away with it. I would probably cut the Bloodsail Cultist and Licensed Adventurers first to make room.
New Shaman Weapon - Whack-A-Gnoll Hammer
Decent weapon stats, and the buff on top of it makes it playable
New Hunter Minion - Dancing Cobra
Ithink this will be one of the more regularly played corrupt cards. It should be able to come out soon enough to still matter and is still ok vanilla if you have beast buffs available to you.
New Warrior Minion - Tent Trasher
Quite good, and another tool for a menagerie Warrior deck