6 total damage for 3 mana, even if some of it has to go to a minion, is very good. Combine it with Inara for 10 damage anywhere you want plus a 3 damage ping on a minion. Reminds me of Bash - 3 damage plus (minor class theme).
The return of the Fire Fly. Its synergy with Elemental Allies might actually be strong enough that this makes it into spell-based Mage decks that otherwise don't care about Elementals. This is the backbone of any actual Elemental deck.
I'll be running this at least until I manage to clear a full board with it. After that, who knows - it'll depend on the meta probably, since you need a good number of targets for it to be worth including.
Seems too winmore to be worth the deckslot, since if you aren't casting it for 0 it's way too weak, and when you are you're probably already doing just fine.
I wonder if the trigger for the seond summon is that no more Illidari are on board or a counter that seven of them died. Could be a the difference in this getting played or not. Cost seems a bit high for the effect otherwise.
This could have been a thing two or three years ago, when Ramp Druid's whole gameplan was playing big bodies. It would have been an all-star then. Now, it feels like Druid has more powerful things that come out way earlier.
6 damage and you get to draw a card - which even gets buffed? Seems super solid. Definitely not for every deck, but would be shocked if you don't see this a fair amount due at the very least to N'Zoth.
There are so many ways for Demon Hunter to get to 6 Attack, so adding a cheap 1-Cost Rush on top of that sort of swing is just icing on the cake. With all the card draw available to Demon Hunter, they should be able to cheap this out often.
A simple, strong card for Standard Secret Mage. Rigged Faire Game seems much better in light of this, since it'll stick around for this to trigger from.
This is another one that seems strong on paper, but might be hard to implement in practice. Not being able to get value until you draw it and corrupt it will make it dead in hand many times.
New Warrior Spell - Feat of Strength
Obvious throwback to bolster. I feel like Roffle will be updating his list to run a new video with that archetype.
New Neutral Minion - Derailed Coaster
This card is like Zilliax, if Zilliax had been bad.
New Neutral Minion - Darkmoon Dirigible
Most likely only good in arena, since it's not that great on curve
New Shaman Spell - Stormstrike
6 total damage for 3 mana, even if some of it has to go to a minion, is very good. Combine it with Inara for 10 damage anywhere you want plus a 3 damage ping on a minion. Reminds me of Bash - 3 damage plus (minor class theme).
New Neutral Minion - Fleethoof Pearltusk
Strong after being corrupted, but not sure if it's strong enough to take up a deck slot
New Druid Minion - Faire Arborist
A very solid card. But, does solid cut it these days in building decks? Maybe it gets run in token druid for some hand refill.
New Mage Minion - Confection Cyclone
The return of the Fire Fly. Its synergy with Elemental Allies might actually be strong enough that this makes it into spell-based Mage decks that otherwise don't care about Elementals. This is the backbone of any actual Elemental deck.
New Warlock Minion - Revenant Rascal
Quite a disruptive minion, it might work in zoo
New Demon Hunter Spell - Throw Glaive
I'll be running this at least until I manage to clear a full board with it. After that, who knows - it'll depend on the meta probably, since you need a good number of targets for it to be worth including.
New Warlock Minion - Fire Breather
Strong stats and decent AoE, will likely see some play in zoo decks
New Neutral Minion - Parade Leader
Decent card for Warrior, but doubt it'd work on any other class
New Neutral Minion - Strongman
Seems too winmore to be worth the deckslot, since if you aren't casting it for 0 it's way too weak, and when you are you're probably already doing just fine.
New Demon Hunter Spell - Expendable Performers
I wonder if the trigger for the seond summon is that no more Illidari are on board or a counter that seven of them died. Could be a the difference in this getting played or not. Cost seems a bit high for the effect otherwise.
New Druid Minion - Fizzy Elemental
This could have been a thing two or three years ago, when Ramp Druid's whole gameplan was playing big bodies. It would have been an all-star then. Now, it feels like Druid has more powerful things that come out way earlier.
New Druid Spell - Lunar Eclipse
A decent card, will likely see some play
New Rogue Spell - Malevolent Strike
Very strong removal when combined with things like Ticket Master
New Neutral Minion - Claw Machine
6 damage and you get to draw a card - which even gets buffed? Seems super solid. Definitely not for every deck, but would be shocked if you don't see this a fair amount due at the very least to N'Zoth.
New Demon Hunter Minion - Bladed Lady
There are so many ways for Demon Hunter to get to 6 Attack, so adding a cheap 1-Cost Rush on top of that sort of swing is just icing on the cake. With all the card draw available to Demon Hunter, they should be able to cheap this out often.
New Priest Spell - Palm Reading
Very strong card, specially with Galakrond
New Paladin Minion - High Exarch Yrel
A pure paladin Zilliax replacement. Great, just what I wanted to see from them. Is Paladin turning into the controlling grind you down class?
New Mage Minion - Occult Conjurer
A simple, strong card for Standard Secret Mage. Rigged Faire Game seems much better in light of this, since it'll stick around for this to trigger from.
New Warlock Minion - Ring Matron
This card is probably too expensive for Zoo, and doesn't have the defensive stats that slower Warlock decks are looking for in a Taunt.
New Warlock Spell - Wicked Whispers
Seems nuts. Discard the Spider Egg with this and you get an extra two 3/2s on board, plus whatever you had already, which is a great swing.
New Neutral Minion - Strongman
This is another one that seems strong on paper, but might be hard to implement in practice. Not being able to get value until you draw it and corrupt it will make it dead in hand many times.
New Shaman Spell - Dunk Tank
Pretty powerful removal spell for a slow Shaman deck--once the Corrupt goes off it's just a better Swipe.