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  • New Mage Minion - Malygos, Aspect of Magic

    Very cheap at 5-mana and t1he upgraded Mage spells are very powerful. Only drawback is the kinda wonky statline, though its resilient health means that it is a prime target to survive, be copied and played again. A very good card.

  • New Hunter Minion - Dwarven Sharpshooter

    A good card when played on curve. This on turn 1 plus a targeted hero power on turn 2 lets you kill a 2/3 and keep the Sharpshooter alive or just outright wipe out a 3/2 or 2/2. It’s value is probably going to diminish sharply once past the early turns though.

  • Whispers of EVIL

    i don't see any applications for this yet. might be a good tempo card but it's really low value

  • New Hunter Spell - Corrosive Breath

    Dealing 3 damage to a minion for 2 mana is already good. The upside is just a nice bonus, but the card is plenty playable without it.

  • New Hunter Minion - Primordial Explorer

    Poison means it will probably trade well, it is a Dragon and replaces itself with another Dragon in hand. Another workhorse card if any Dragon-based Hunter deck forms.

  • New Hunter Spell - Clear the Way

    This played alongside Unseal the Vault is rather scary to me. You already play a few Rush minions in Unseal the Vault or summon Locusts with Rush from Desert Spear and Swarm of Locusts. You can complete this sidequest, get another medium-sized Rush minion and tick up Unseal the Vault that much quicker.

  • New Hunter Minion - Phase Stalker

    Well-statted 2-drop, Beast tag, effectively draws cards for you. Only issue is what kind of deck will be happy to play this card and then spend time and mana using the Hero Power often enough to get value out of it? Perhaps the Even Hunter concept I mentioned above? Not sure about Standard though.

  • New Hunter Minion - Diving Gryphon

    I think this is a fantastic card. Essentially a removal tool that guarantees drawing a second removal tool since even with the barest support will draw your second Diving Gryphon.

  • New Hunter Spell - Toxic Reinforcements

    The ability to summon three minions upon completion makes me think of Unseal the Vault. However using the Hero Power 3 times is going to cut into your ability to play lots of small minions. This might not make the cut for that reason, requiring lots of hero powers to activate.

  • New Hunter Weapon - Stormhammer

    Oddly one of the few cards that synergizes with Dragons but requires them on board rather than in hand. A decent removal tool and one that never “runs out” so long as you keep a Dragon alive, but a very boring weapon in the end, and swinging into minions constantly is going to hurt for a class that can't reliably regain health.

  • Disciple of Galakrond

    easily the best invoke card printed. + a 1 drop for priest. good card

  • New Hunter Minion - Dragonbane

    This card makes me consider Even Hunter in Wild as a possible deck. The randomness is a bit of an issue since it might go face when you really want to clear something, but the 1-mana hero power off Genn plus this makes for a potentially huge swing. In Standard I’m less sure since it will have to wait until turn 6 to be played alongside a hero power. It’s powerful enough to be targeted for destruction immediately if just played on curve. Though why this isn’t given the Inspire keyword I do not understand.

  • New Hunter Minion - Veranus

    Good stats, Dragon tag, powerful effect. Only downside is that while it applies an Equality style effect, Hunter is probably not equipped to actually clear that board of debuffed minions, so you might still take a beating unless you happen to have Explosive Trap up as well. Hunter has never been particularly good at playing Control style decks so this might not cut it in the end.

  • Grave Rune

    might be good in ressurrect or deathrattle priests. insane with khartut for example

  • New Druid Spell - Strength in Numbers

    Potentially huge upside, letting you summon a big thing early by playing a few medium sized minions in the midgame. Or in the lategame it lets you double up on big guys by playing a 10-cost minion and yanking out another huge minion onto the board.

  • New Druid Minion - Shrubadier

    Another obvious Treant Token card. Develops the board very early with 2 bodies to benefit from any buffs you play. Good enough to play but boring in effect.

  • New Druid Minion - Emerald Explorer

    Very basic card but a reliable one. A dragon that replaces itself in hand with another dragon, but does not itself need a dragon to activate it’s effect. Decent stats, protects you with taunt. A workhorse card.

  • New Druid Spell - Treenforcements

    Probably does too little in terms of the buff. Simply generating a 1-cost 2/2 is probably far better, providing a nice curve into Dendrologist on Turn 2. Again, assuming a Treant Token deck actually forms and isn’t just swept away by the various new AoE tools also released this expansion, this is probably worth running just to hit the ground running as early as Turn 1.

  • New Druid Spell - Aeroponics

    Very good assuming that a Treant Token Druid actually materializes. A friend pointed out a cute combo in Wild of Poison Seeds into Aeroponics even in a non-Treant Druid deck, since having even 2 minions of your own replaced with Treants will be a huge discount. Branching Paths and Ultimate Infestation probably handle card draw more reliably in the end.

  • New Druid Spell - Breath of Dreams

    Card draw and ramp combined for 2 mana is fantastic, especially since the card demands dragon synergy and dragons tend to be medium- to high-cost cards.

  • New Druid Spell - Embiggen

    People are saying this card is good for an aggro/token style Druid deck but I’m on the fence about it. You want to play this earlier so that it hits a lot of minions but this card taking up space in your opening hand means one less minion or one less spell to buff the minions you have on board right now. And the fact that it raises the cost of your small swarmy minions limits your ability to flood the board efficiently. Worth keeping an eye on though just for the huge stat boost.

  • New Druid Spell - Secure the Deck

    Meme-tier card that can enable amusing Gonk shenanigans but probably not competitive by any means.

  • Righteous Cause

    takes too much setup for the opponent to mess things up when the counter is on 4. too predictable, can be played around relatively easy. i don't see this working

  • New Druid Minion - Goru the Mightree

    Seems to be far too expensive for a card that synergizes with Treant tokens. A deck that would use Treants will probably aim to stick a wide board, buff it and go face quickly to kill the opponent. It won’t want to wait around until turn 7 for an incremental buff of +1/+1. Especially since this is attached to a legendary, meaning it is a one-of that you might not even draw. To put it another way, Dark Pharaoh Tekahn had the same wording and would give 1/1 Lackeys a permanent buff of effectively +3/+3 and even that was not enough to make Zoolock relevant or justify a deck that uses Tekahn, and Tekahn was at least relatively cheap as a 5 mana 4/4.

  • New Druid Minion - Ysera, Unleashed

    Might have worth in Standard as a late-game value bomb. Possible cute play in Wild using Turn 9 Ysera, Unleashed into Turn 10 Ultimate Infestation to try and floor the board with big dragons. Definitely going to be suffering from “high-roll, low-roll” issues though since lots of dragons have poor stats or get value from a Battlecry that will be missed because of the Dream Portal putting them directly into play. How good it is will depend on the speed of the meta that forms, since you need time to play Ysera and to draw the Portals to make good use of her.