Primal Fusion - allows for evegreen Totem synergy, showcases new players that Totems are not mere minions and amplifies Shaman's buffs as their strength.
Seashore Guide - a simple Murloc buffer, but a good one at that. Makes Shaman the premiere Murloc class. Still not sure if it should be a 2/2 or a 3/2.
Molten Blast - as much as I hate to break the rule I pointed to myself when trying to include Scholomance cards into the Hunter rework, this will probably make the cut. Some may say that it limits design space due to tying the number of elementals summoned to the damage, and I do have a bit of concers too. But in the end, it can make up for strong archetypes over an extended period of time, and at it's base is stable enough.
Hot Spring Guardian - gives Shaman a decent early game bodyguard and some healing.
Earth Elemental - now with it's art reworked and with it's functionality slightly changed. It's still a solid defensive body, but it can now deal with something by attacking. It can still be nice with Ancestral Spirit like it used to, but now that combo can be more proactive.
Elementary Reaction - card draw is still needed for the class despite being its weakness, but this card combines both card draw and generation to give Shaman an evegreen tool to draw, generate value and, most importantly, have a reason to play Elemental decks.
Whirlwind Spear - gives you a weapon to control early boards. Note that damaging one of the target's neighbours does not damage you simultaneously.
Primalfin Totem - I… just want Shaman to have more evegreen Murloc synergy. It's also a Totem at the same time, contributing to Totem synergies.
Volcano - has always been a great AoE for Shaman, so they deserve it. Also shows the RNG side of Shaman more than Lightning Storm.
Thunderhead - a better Overload synergy card overall, makes playing such cards more beneficial. Also comes with the revert of its buff to better match the power level Classic Set demands.
Tornado - a silly removal tool, truly embracing Shaman's random nature. But on average, you will deal with a lot of board states at the expense of some Overload. Still not sure if ti should be here, but that is probably the problem with massive Hall of Fame rotations, just like my Rogue core set changes where I also HoF'd around 48% of their set.
Charged Hammer - embodies Shaman's burst side. It's a timely investment, but it gives you access to a good damaging tool.
Neptulon - a massive card generation tool, but Murlocs are on average not the biggest factors in swinging you the game. And still gives you a tool to get Murlocs, which cements their place in Shaman's arsenal.