Summoning three rush minions is easy for both highlander and midrange Hunter. This card will definitely included in both decks. The synergy with Zul'jin is also interesting, especially if the Wyverns are summoned after the side quest.
very powerful, being able to take out two minions of your choice is very powerful. This probably won't survive the attacks unless you are just punching Healing Totems and silver hand recruits.
Dealing 4 damage is worth 3 mana, so dealing 4 damage to two targets would be worth 6 mana, also, assuming this doesn't die on the first punch, you can hit the same minion twice dealing 8 damage to any one target.
This also has a chance of leaving a body behind, not to mention it is a mech, and neutral.
This is a very powerful common and will be used in any deck that needs the removal.
Goru the Mightree - 4 - The taunt body for the cost is good. There's not really enough treant support but even one or two cards that generate them will make this very good value.
Mindflayer Kaahrj - 5 - Great value even with a medium minion but it's crazy good if you can get a really high value minion out of the deathrattle.
Embiggen - 4 - I want to see it in action. On first glance, it looks like a card you love to get early with a mulligan that can keep tempo. Mid to late game it is a solid play to bump the value of everything you draw. Interesting... I could see it being terrible or great, so it probably will be conditional enough to warrant a downgrade.
Stormhammer - 5 - Top score only for this rotation. It shouldn't be too hard to get at least 1 extra swing and you'll likely get more.
Tentacled Menace - 3 - Decent body but the ability is too volatile and could easily be the key to your opponent's victory.
Wyrmrest Purifier - 3 - Again a very volatile result. In general, class cards are better than their neutral counterparts but it's not an even trade based on cost. Turning all those sick DoD dragons into weenies would suck.
Chronobreaker - 5 - Busted. Deathrattle at least gives you a chance to deal with it and trade favorably, but more often than not this will wreck the board, one way or the other.
Cobalt Spellkin - 4 - Better in some classes but all 9 have a reasonably good pool of 1 cost spells for this rotation. Solid value.
Depth Charge - 1 - The rare times you pull this off will be hysterical. But very, very rare.
Treenforcements - 4 - 1 mana 2/2 or a nice buff plus taunt. Versatility is a good thing.
Bronze Explorer - 5 - Broken. Triggers all the dragon synergy and kicks a discovered dragon to your hand to trigger more. And lifesteal... because it wasn't already awesome as a 2/3 tribe discover. I have always tinkered with dragon pal and will enjoy what he can put together in wild constructed now.
EVIL Quartermaster - 5 - Maybe the insane number of dragons will make lackeys feel a bit underwhelming and make me rethink this score.
Platebreaker - 3 - Most likely a vanilla card. Love that they finally had the cajones to print this card, though.
With all of the dragons flying around this expansion, it looks like this will often be an 8/8 rush for 4, which is not at all bad. Even you happen not to be playing against such a deck, the stats aren't terrible so it looks like a reasonable tech card.
random pirate at low cost sounds nice..but there isn't really any game breaking pirate cards that you can get to turn the table..but for a pirate deck this is pretty good.
Well, it is cheap and gets you a lackey, but doesn't seem all that good. It would be support for cheap spell priest, which doesn't look like it will be a thing.
Does this win the bingo spot for "class card in disguise"?
I don't see this being used in any classes but warrior. You could do it in paladin with perhaps Sword of Justice, or maybe Truesilver Champion (although I am not sure that will be necessary with the new paladin card, Lightforged Zealot). But I am not sure paladin has enough weapons for that to be consistent.
Rogue definitely doesn't want this, if you are playing this in a rogue deck it means you have either come to terms with the fact that this basically prevents you from using your hero power, and decided it was worth it anyway, or you completely missed that synergy.
There are also the other classes in wild that got legendary weapons back in KaC, but the only ones that got break-able weapons are Druid, which I guess you could make something happen, but I am not sure what. Hunter, but you don't want to play minions in that deck. Paladin okay, this actually seems pretty powerful, if you can get multiple of these going at once it will be crazy, and it doesn't even seem that slow because all you have to do is play the weapon once, and then the other two guys can come out at any point in the game, even if this deck isn't good, it will certainly be fun for some paladin players. Rogue but we already covered that with the hero power and all this wouldn't be even a little bit consistent. Shaman but this weapon is just bad, getting extra copies of a bad card doesn't always make it better. And warrior, but recruiting doesn't always work well with small battlecry minions such as this.
So all in all, a very powerful warrior card, but it doesn't work with the other classes, perhaps paladin, but at least for standard this will mainly be a warrior card.
Not seeing anything other than a 0 mana spell for spell synergies if they become a thing in the future. This is just a possible "building block" for something in the future so not relevant in the foreseeable future.
Card draw is always strong in hunter decks. However, this card competes with a lot of strong cards in the 3 mana slot, and I think that cards like Animal Companion, Eaglehorn Bow, and Master's Call are still stronger.
Seems meh. If it had charge, that would be another story.
gonna be a long time before we see Charge minions off tokens. There arent any in Standard expansions including the upcoming expansion. Last one was frozen throne for Paladin - Chillblade Champion.
In the new cards I see a lot of support for an overload/burn deck. This could slot in as a finisher, activating overload effects and enhancing burn damage in one beefy go.
This card is amazing. It can be played both in early and late game, and fits in almost every Hunter archetype, since every hunter match comes to the point where you start accumulating damage by clicking hero power. This card on it's own might lead to a comeback of Face Hunter.
New Druid Spell - Aeroponics
Really strong, gives you more fuel in the weakest part of token druid.
New Hunter Spell - Clear the Way
Summoning three rush minions is easy for both highlander and midrange Hunter. This card will definitely included in both decks. The synergy with Zul'jin is also interesting, especially if the Wyverns are summoned after the side quest.
New Neutral Minion - Gyrocopter
very powerful, being able to take out two minions of your choice is very powerful. This probably won't survive the attacks unless you are just punching Healing Totems and silver hand recruits.
Dealing 4 damage is worth 3 mana, so dealing 4 damage to two targets would be worth 6 mana, also, assuming this doesn't die on the first punch, you can hit the same minion twice dealing 8 damage to any one target.
This also has a chance of leaving a body behind, not to mention it is a mech, and neutral.
This is a very powerful common and will be used in any deck that needs the removal.
New Druid Minion - Shrubadier
Pretty good with AoE buffs.
New Neutral Minion - Hoard Pillager
Yeah there's been a lot this expansion.
Descent of Dragons: Arena Impact
Goru the Mightree - 4 - The taunt body for the cost is good. There's not really enough treant support but even one or two cards that generate them will make this very good value.
Mindflayer Kaahrj - 5 - Great value even with a medium minion but it's crazy good if you can get a really high value minion out of the deathrattle.
Embiggen - 4 - I want to see it in action. On first glance, it looks like a card you love to get early with a mulligan that can keep tempo. Mid to late game it is a solid play to bump the value of everything you draw. Interesting... I could see it being terrible or great, so it probably will be conditional enough to warrant a downgrade.
Stormhammer - 5 - Top score only for this rotation. It shouldn't be too hard to get at least 1 extra swing and you'll likely get more.
Tentacled Menace - 3 - Decent body but the ability is too volatile and could easily be the key to your opponent's victory.
Wyrmrest Purifier - 3 - Again a very volatile result. In general, class cards are better than their neutral counterparts but it's not an even trade based on cost. Turning all those sick DoD dragons into weenies would suck.
Chronobreaker - 5 - Busted. Deathrattle at least gives you a chance to deal with it and trade favorably, but more often than not this will wreck the board, one way or the other.
Cobalt Spellkin - 4 - Better in some classes but all 9 have a reasonably good pool of 1 cost spells for this rotation. Solid value.
Depth Charge - 1 - The rare times you pull this off will be hysterical. But very, very rare.
Treenforcements - 4 - 1 mana 2/2 or a nice buff plus taunt. Versatility is a good thing.
Bronze Explorer - 5 - Broken. Triggers all the dragon synergy and kicks a discovered dragon to your hand to trigger more. And lifesteal... because it wasn't already awesome as a 2/3 tribe discover. I have always tinkered with dragon pal and will enjoy what he can put together in wild constructed now.
EVIL Quartermaster - 5 - Maybe the insane number of dragons will make lackeys feel a bit underwhelming and make me rethink this score.
Platebreaker - 3 - Most likely a vanilla card. Love that they finally had the cajones to print this card, though.
Dragonmaw Poacher
With all of the dragons flying around this expansion, it looks like this will often be an 8/8 rush for 4, which is not at all bad. Even you happen not to be playing against such a deck, the stats aren't terrible so it looks like a reasonable tech card.
New Warrior Minion - Sky Raider
It does if you are playing a pirate deck.
Legends of Runeterra - Developer Interview
If you still don’t know about fireboy and watergirl on hudgames, you should try it now to catch up with people around you since everyone’s into it.
New Hunter Minion - Phase Stalker
Casting a Secret from deck for 2 mana is good, but Secret Hunter has already Subject 9, which is in my opinion stronger than this card.
New Neutral Minion - Skyfin
a bit costly for 2 murlocs..imagine getting two tiny fins..you would smash your face on the keyboard..
New Warrior Minion - Sky Raider
random pirate at low cost sounds nice..but there isn't really any game breaking pirate cards that you can get to turn the table..but for a pirate deck this is pretty good.
Whispers of EVIL
Well, it is cheap and gets you a lackey, but doesn't seem all that good. It would be support for cheap spell priest, which doesn't look like it will be a thing.
New Neutral Minion - Blazing Battlemage
Wasn't that 2 mana?
New Neutral Minion - Hoard Pillager
Does this win the bingo spot for "class card in disguise"?
I don't see this being used in any classes but warrior. You could do it in paladin with perhaps Sword of Justice, or maybe Truesilver Champion (although I am not sure that will be necessary with the new paladin card, Lightforged Zealot). But I am not sure paladin has enough weapons for that to be consistent.
Rogue definitely doesn't want this, if you are playing this in a rogue deck it means you have either come to terms with the fact that this basically prevents you from using your hero power, and decided it was worth it anyway, or you completely missed that synergy.
There are also the other classes in wild that got legendary weapons back in KaC, but the only ones that got break-able weapons are Druid, which I guess you could make something happen, but I am not sure what. Hunter, but you don't want to play minions in that deck. Paladin okay, this actually seems pretty powerful, if you can get multiple of these going at once it will be crazy, and it doesn't even seem that slow because all you have to do is play the weapon once, and then the other two guys can come out at any point in the game, even if this deck isn't good, it will certainly be fun for some paladin players. Rogue but we already covered that with the hero power and all this wouldn't be even a little bit consistent. Shaman but this weapon is just bad, getting extra copies of a bad card doesn't always make it better. And warrior, but recruiting doesn't always work well with small battlecry minions such as this.
So all in all, a very powerful warrior card, but it doesn't work with the other classes, perhaps paladin, but at least for standard this will mainly be a warrior card.
Whispers of EVIL
Not seeing anything other than a 0 mana spell for spell synergies if they become a thing in the future. This is just a possible "building block" for something in the future so not relevant in the foreseeable future.
New Mage Spell - Elemental Allies
Someone will find a way to make Elemental Mage work in Standard just for this. Mark my word.
New Hunter Minion - Diving Gryphon
Card draw is always strong in hunter decks. However, this card competes with a lot of strong cards in the 3 mana slot, and I think that cards like Animal Companion, Eaglehorn Bow, and Master's Call are still stronger.
Parachute Brigand
gonna be a long time before we see Charge minions off tokens. There arent any in Standard expansions including the upcoming expansion. Last one was frozen throne for Paladin - Chillblade Champion.
New Mage Minion - Violet Spellwing
A great source for cheap spells for plenty of synergies.
New Warrior Spell - Awaken!
WAY TOO COSTLY for invoking and aoe dmag..you're better off using the weapon to invoke..this is uselss
New Warrior Weapon - Ritual Chopper
nice and cheap for invoking war. can be used early to avoid late game turn skips..
Squallhunter
In the new cards I see a lot of support for an overload/burn deck. This could slot in as a finisher, activating overload effects and enhancing burn damage in one beefy go.
New Warrior Minion - Skybarge
pirate war's exclusive ship's canon! let's hope the cancerous pirate war doesn't make a come back..
New Hunter Spell - Toxic Reinforcements
This card is amazing. It can be played both in early and late game, and fits in almost every Hunter archetype, since every hunter match comes to the point where you start accumulating damage by clicking hero power. This card on it's own might lead to a comeback of Face Hunter.