Wait: a random spell? From your class, or from any class? In one case, it can be great if you have encyclopaedic knowledge of your class cards, in the other case it is casino royale.
For DH: 1 and 2: all good, but not very impactful. 3mana spells are all removal, 2/3 are specific enemy minion targeted. 4: to situational. 5: could work weirdly, or give you a strong advantage. 6: there is only Skull of Gul'dan, I wonder whether the second one will also be cast as outsider? If so, this is a massive powerplay. 7: If you play Cycle of Hatred, it has 50% to play the same - which is a big board clear.
Won't do the other classes, since they have way more cards.
-------------------------------------------
If it is not class specific, it get's weird: (only looking at 3mana +)
value is everything that helps you, but doesn't have an immeadiate impact on the board. (armor gain, good deathrattles, card advantage, mana gain)
friendly buff is everything that can already help you this turn -hero attack and buffs on friendly minions.
onesided boardclear is not targeted, but can effect either side.
weird is everything else, including invoking cards.
Mana cost-number
draw
summon
random damage
weird
enemy removal
value
random buff
friendly buff
single removal
onesided boardclear
enemy boardclear
symmetric boardclear
4-36
2 (upside)
4 (situational)
6 (mixed bag)
2
-
7
2
1
3(downside)
1
7 (weak/ situational)
3
5-27
2 (2)
4
3.5(upside)
2
1
1
3
2
3:upside
2.5
1
2
6-16
3.5 (3)
3.5
2
1
0.5
2.5
-
2(upside)
-
2
7-7
2 (4/5)
3:(2 from deck)
-
-
-
-
-
-
-
-
2
2
4 mana: 36 cards. Weird: Glide, Fiendish Rites. Since the swingy random cards are mostly not strong enough to fuck you over, and there is a lot of value, most cards will help you.
5 mana: 27 cards. ([Hearthstone Card (Duel) Not Found] and [Hearthstone Card (Metamorphorsis) Not Found] are the weirds ones.This is a wide variety of spells, and 14 of the 27 are just as likely to be bad as to be good for you.
6mana: 16 cards here: weird: Darkest Hour - ugh. that's 9 mostly good out of 16, while the other 7 can majorly swing the situation the other way.
7mana: will mostly be good if you have an empty hand and are behind on board.
Not fast, but 1/1s die a lot easier than Da Undatakah and it's mana cost is lower. And the deathrattles don't need to be that busted for this to be worth playing.
I think this will see play, I'm just not sure how powerful it truly is. It's effect is slow and if there's a lot of weapons in the meta, so will weapon removal.
A 3 mana 6 health minion is hard to kill, as [Hearthstone Card (Flying Carpet) Not Found] has proven. I just don't think that it's effect is good enough.
New Neutral Minion - Enchanted Cauldron
I like this card. Trush but fun. =)
New Mage & Rogue Minion - Jandice Barov
This is a good card. But sometimes, it will summon copies of itself. Only a matter of time.
New Neutral Minion - Enchanted Cauldron
Wait: a random spell? From your class, or from any class? In one case, it can be great if you have encyclopaedic knowledge of your class cards, in the other case it is casino royale.
For DH: 1 and 2: all good, but not very impactful. 3mana spells are all removal, 2/3 are specific enemy minion targeted. 4: to situational. 5: could work weirdly, or give you a strong advantage. 6: there is only Skull of Gul'dan, I wonder whether the second one will also be cast as outsider? If so, this is a massive powerplay. 7: If you play Cycle of Hatred, it has 50% to play the same - which is a big board clear.
Won't do the other classes, since they have way more cards.
-------------------------------------------
If it is not class specific, it get's weird: (only looking at 3mana +)
value is everything that helps you, but doesn't have an immeadiate impact on the board. (armor gain, good deathrattles, card advantage, mana gain)
friendly buff is everything that can already help you this turn -hero attack and buffs on friendly minions.
onesided boardclear is not targeted, but can effect either side.
weird is everything else, including invoking cards.
4 mana: 36 cards. Weird: Glide, Fiendish Rites. Since the swingy random cards are mostly not strong enough to fuck you over, and there is a lot of value, most cards will help you.
5 mana: 27 cards. ([Hearthstone Card (Duel) Not Found] and [Hearthstone Card (Metamorphorsis) Not Found] are the weirds ones.This is a wide variety of spells, and 14 of the 27 are just as likely to be bad as to be good for you.
6mana: 16 cards here: weird: Darkest Hour - ugh. that's 9 mostly good out of 16, while the other 7 can majorly swing the situation the other way.
7mana: will mostly be good if you have an empty hand and are behind on board.
New Neutral Minion - Vectus
Whisper: This is a Hunter card. ;)
New Druid & Shaman Minion - Speaker Gidra
Not sure about this one. It has rush and windfurry, but you need to pair it with a fairly big spell to really make it good.
New Druid & Hunter Spell - Guardian Animals
We probably will not see this card in any deck.
New Neutral Minion - Vectus
Not fast, but 1/1s die a lot easier than Da Undatakah and it's mana cost is lower. And the deathrattles don't need to be that busted for this to be worth playing.
New Neutral Minion - Divine Rager
A rager that's not 3 mana? If only I could rate it 0 stars.
All kidding aside, this isn't a great card. If [Hearthstone Card (Scarlett Crusader) Not Found] doesn't see play, this won't either.
New Warrior Weapon - Reaper Scythe
A good weapon with a very nice effect. Because Warrior just didn't have enough removal already.
New Paladin Spell - First Day of School
Spellburst activator and value generator. Paladin will run this.
New Neutral Weapon - Sphere of Sapience
I think this will see play, I'm just not sure how powerful it truly is. It's effect is slow and if there's a lot of weapons in the meta, so will weapon removal.
New Neutral Minion - Headmaster Kel'Thuzad
I like the card. The effect is powerful, but specific enough that Kel'thuzad won't become an auto-include.
New Neutral Minion - Fishy Flyer
Yeah, I think these ghost cards just aren't fast enough to see play.
New Neutral Minion - Crimson Hothead
Dragon decks could use a 4-mana beefy taunt.
New Neutral Minion - Enchanted Cauldron
A 3 mana 6 health minion is hard to kill, as [Hearthstone Card (Flying Carpet) Not Found] has proven. I just don't think that it's effect is good enough.
New Druid & Hunter Spell - Guardian Animals
Might this give Embiggen Druid a new direction? There's a question, does this card work with the original cost or a card's current cost?
New Neutral Minion - Sorcerous Substitute
Shaman has some ways to make this work. But will that be reliable enough?
New Paladin Minion - Goody Two-Shields
It's a good card, especially with the discounted librams.
New Neutral Minion - Enchanted Cauldron
Just pack filler.
Excesively random, even for arena.
New Priest Minion - Cabal Acolyte
Lazul's Scheme and Wave of Apathy have a Direct synergy with that.
And don't forget Scarlet Subjugator.
Priest have tons of cheap usefull spells and can get value from this card. 3.5/5 for me.
New Druid & Shaman Spell - Runic Carvings
Shaman can buff his totems with 0 mana spells, don't underestimate It.
Totem shaman was near to be an ok deck last expansion, now shaman gets 2 new totems and that spell.
Maybe it will not be opresive or tier 1, but will see play for sure.
New Mage Minion - Firebrand
It's a decent early play even if you do face a slower deck. A 3 mana 3/4 is nothing to sneeze at.
New Druid & Shaman Spell - Runic Carvings
Not great for the totems, not enough synergy that cares about summoning or having loads of totems on board. But the treant part might be useful.
New Priest Spell - Power Word: Feast
I'm going to try and make aggro buff Priest work once again. I'll probably fail, but this card will be in that deck.
New Priest Minion - Cabal Acolyte
It's a decent card. Don't know if Priest has room for it in their current deck though.