Assassinate but it can cost (0). Will see play in C'Thun, the Shattered decks, and probably in other lists that just run things like Ticket Master which still gets it down to a 2 mana kill spell.
I see a lot of excitement for the disruption potential, but honestly I don't think it really does enough to warrant the hype. It delays the game by a turn, and doesn't even stop your opponent from doing things on that turn. By turn 10 the effect is flavour text, so you need to play it before then unless you plan on dumping two at once, and to what end? What does this actually do, really?
1 mana 2/5 Taunt plus a Fiery War Axe? Seems good. Even if we considered the pre-nerf mana cost this is insane. Definitely gets added to Pirate lists, and honestly seems good enough to run in lists where the tribe doesn't even matter that much, if at all.
For N'Zoth Paladin, this is a free 2/3 body to come back with N'Zoth, God of the Deep and draws your Circus Amalgam or other dragon. The issue is, I don't think N'Zoth can be a sole win condition, and I'm not sure if it fits with the Libram package.
Utterly insane when you've built your deck right. I must admit that I did have an amusing Duels moment where my opponent failed to clear my Demon Hunter board with this, so it can backfire (and is obviously terrible in the mirror) but in general this is a really efficient one-sided board clear.
Once the combo with Lorekeeper Polkelt in Wild is figured out, I'll for sure be running that. In Standard, it's just pretty good value, so it probably sees play honestly.
Weave in some free damage if you were already planning on playing a spell that turn. Not exactly mind blowing, but something to help smooth early ramp turns perhaps?
Ah, the card I said would combo with Tenwu, like a fool. Obviously since this is a Deathrattle it has no applications there, but its still a very good card and I expect it to see play in midrange-y Tempo-y Rogue decks. Maybe not straight aggro, but who knows - you need something to Corrupt your Sweet Tooth.
I guess if you're running a Y'Shaarj Priest then this finds its way into it, but the sheer randomness of the card makes me doubt it'll see play anywhere else. It's especially terrible un-Corrupted, so you definitely need to be waiting on it, and at that point why aren't you just running a 6 or 7 drop?
This gets run regardless of whether or not the Whatley thing takes off. It's almost always at least a 4 mana 5/5 Rush with how many incidental Tribes you could be running, and when it gets even lower its pretty damn good.
edit: Blizzard indicate the are going to replace the last 6 packs with a total of 1350 gold. This means these graphs are not currently accurate. Though I still maintain even level 50 is less gold than just quests in the old system (now 5,450g vs 7260g), and for far more effort.
One of the causes for confusion when people are assessing the new rewards track system, is that it's not clear how much gold XP is worth.
This is complicated by the fact that it changes depending on what level you've reached.
If you finish at level 50, your 192,200XP equated to 21.85 Gold per 1000XP.
This is in contrast to the early levels which go as high as 78.43 Gold per 1000XP, or level 100 which nears 30 Gold per 1000XP.
I only went to level 100, because quite frankly, unless you are example 1 in Celestation's 2 examples from his twitter post, and play 5 hours each and every day (i.e. a third of your waking life), the vast majority of people will get no where near level 100 let alone level 150 unless changes are made.
edit: gold reward graph scaled by XP, marking levels 25,50,75.
gold per 1000 XP where the XP of non gold reward levels is accumulated until gold is rewarded for an average:
For the longest time I thought this was a fucking frog. Like, the little tassels were its front legs raised in a gesture of mysticism, and it was standing on a sort of rock or something with the crystal ball in front of it. I glossed over the Mech tag and assumed it read Beast.
I don't know, I have nothing to say about the card, that's all I can think about.
Besides the fringe combo potential, I think Silas Darkmoon is too slow for the cost. Also, I don't think Silas is the best answer to the situation where your opponent has a high priority minion on the outside of their board, as you spend most of your turn taking the minion and giving them a minion back. IF your opponent has multiple substantial minions on board, Silas just feels like such an inefficient play.
New Rogue Spell - Malevolent Strike
Assassinate but it can cost (0). Will see play in C'Thun, the Shattered decks, and probably in other lists that just run things like Ticket Master which still gets it down to a 2 mana kill spell.
New Warlock Minion - Revenant Rascal
I see a lot of excitement for the disruption potential, but honestly I don't think it really does enough to warrant the hype. It delays the game by a turn, and doesn't even stop your opponent from doing things on that turn. By turn 10 the effect is flavour text, so you need to play it before then unless you plan on dumping two at once, and to what end? What does this actually do, really?
New Warrior Minion - Sword Eater
1 mana 2/5 Taunt plus a Fiery War Axe? Seems good. Even if we considered the pre-nerf mana cost this is insane. Definitely gets added to Pirate lists, and honestly seems good enough to run in lists where the tribe doesn't even matter that much, if at all.
New Paladin Minion - Redscale Dragontamer
For N'Zoth Paladin, this is a free 2/3 body to come back with N'Zoth, God of the Deep and draws your Circus Amalgam or other dragon. The issue is, I don't think N'Zoth can be a sole win condition, and I'm not sure if it fits with the Libram package.
New Neutral Minion - Wriggling Horror
Obvious Zoo and Aggro bait. Does it make the cut in those lists? Maybe? I'm not convinced, but I tend to undervalue cards like this so who knows.
New Neutral Minion - Optimistic Ogre
Great joke on a bad card. Still, I like seeing amusing twists on old things, even if they're trash.
New Neutral Minion - Silas Darkmoon
This is a very expensive tech card, I think.
New Warlock Minion - Fire Breather
Utterly insane when you've built your deck right. I must admit that I did have an amusing Duels moment where my opponent failed to clear my Demon Hunter board with this, so it can backfire (and is obviously terrible in the mirror) but in general this is a really efficient one-sided board clear.
New Priest Minion - G'huun the Blood God
Once the combo with Lorekeeper Polkelt in Wild is figured out, I'll for sure be running that. In Standard, it's just pretty good value, so it probably sees play honestly.
New Druid Spell - Lunar Eclipse
Weave in some free damage if you were already planning on playing a spell that turn. Not exactly mind blowing, but something to help smooth early ramp turns perhaps?
New Rogue Minion - Ticket Master
Ah, the card I said would combo with Tenwu, like a fool. Obviously since this is a Deathrattle it has no applications there, but its still a very good card and I expect it to see play in midrange-y Tempo-y Rogue decks. Maybe not straight aggro, but who knows - you need something to Corrupt your Sweet Tooth.
New Rogue Minion - Sweet Tooth
I want it to be good, but it's too hard to get corrupted and played.
New Priest Minion - Blood of G'huun
I love this card and can't wait to run two of them.
New Priest Spell - Auspicious Spirits
The kind of card I hope priest plays: bad.
New Rogue Minion - Sweet Tooth
The little leaked card! Definitely seeing play in aggro decks, that's for sure - that attack bump is no joke, and hidden behind Stealth? Easy.
New Priest Minion - Fortune Teller
I hate it on gender principle: priest taunt. Boo.
New Priest Spell - Auspicious Spirits
I guess if you're running a Y'Shaarj Priest then this finds its way into it, but the sheer randomness of the card makes me doubt it'll see play anywhere else. It's especially terrible un-Corrupted, so you definitely need to be waiting on it, and at that point why aren't you just running a 6 or 7 drop?
New Warrior Minion - Tent Trasher
This gets run regardless of whether or not the Whatley thing takes off. It's almost always at least a 4 mana 5/5 Rush with how many incidental Tribes you could be running, and when it gets even lower its pretty damn good.
How much Gold is XP worth?
edit: Blizzard indicate the are going to replace the last 6 packs with a total of 1350 gold. This means these graphs are not currently accurate. Though I still maintain even level 50 is less gold than just quests in the old system (now 5,450g vs 7260g), and for far more effort.
One of the causes for confusion when people are assessing the new rewards track system, is that it's not clear how much gold XP is worth.
This is complicated by the fact that it changes depending on what level you've reached.
So using data from https://outof.cards/hearthstone/2200-the-rewards-track-how-long-to-get-to-level-50-644000-experience-required-to-get-to-level-150 I've charted the data - though I might be out by 1 level. This chart averages the value in gold of 1000XP based on what level you finish on the rewards track. Example:
If you finish at level 50, your 192,200XP equated to 21.85 Gold per 1000XP.
This is in contrast to the early levels which go as high as 78.43 Gold per 1000XP, or level 100 which nears 30 Gold per 1000XP.
I only went to level 100, because quite frankly, unless you are example 1 in Celestation's 2 examples from his twitter post, and play 5 hours each and every day (i.e. a third of your waking life), the vast majority of people will get no where near level 100 let alone level 150 unless changes are made.
edit: gold reward graph scaled by XP, marking levels 25,50,75.
gold per 1000 XP where the XP of non gold reward levels is accumulated until gold is rewarded for an average:
New Priest Minion - Fortune Teller
For the longest time I thought this was a fucking frog. Like, the little tassels were its front legs raised in a gesture of mysticism, and it was standing on a sort of rock or something with the crystal ball in front of it. I glossed over the Mech tag and assumed it read Beast.
I don't know, I have nothing to say about the card, that's all I can think about.
New Shaman Weapon - Whack-A-Gnoll Hammer
I want this and weapon/aggro shaman to be good.
New Neutral Minion - Silas Darkmoon
Besides the fringe combo potential, I think Silas Darkmoon is too slow for the cost. Also, I don't think Silas is the best answer to the situation where your opponent has a high priority minion on the outside of their board, as you spend most of your turn taking the minion and giving them a minion back. IF your opponent has multiple substantial minions on board, Silas just feels like such an inefficient play.
New Druid Minion - Umbral Owl
It's no Mulchmuncher. I know, different decks and such, but the same effect: do what your deck does, get free rush minion.
New Hunter Minion - Trampling Rhino
Looks cooler than it is.
New Rogue Spell - Swindle
Far out.