It's pretty expensive and draw costs mana meaning that you probably won't save that much mana overall on turns you're able to draw a lot and play this, and it's pretty hard to make this really cheap.
Now that I'm writing this out loud, I'm going to say no. Not right now at least.
By itself it's not that strong, but the Mini with Spell Damage +1 might be its saving grace. Cheap Spell Damage has historically been able to find a place.
It'll probably be experimented with, but without Rush or Taunt, it's hard to make a good impact with it and it's also extremely slow to build up since you need to redraw it and then spend 1 Mana to Trade it again.
It keeping the stats and Cost gives it some extra utility over other random Legendary cards, but they're still random Legendaries at the end of the day, so it's almost certainly going to be relegated to fun and nothing else.
Solid board flooder for Hunter. It's a cheap and reliable enabled for Jungle Gym. It's not that hard for Hunter to have minions by the time turn 4 starts, so they can probably get some 3/3s or 4/4s out of this.
In any deck that wants to have Armor, you're probably going to have Armor, so its best case is to be used at the very beginning of the game. Though I guess it's also good to have a bit of extra survivability if you're behind.
I don't think Odyn by himself makes this incredible or anything.
Rune mixing has been the Achilles heel for many deck ideas, but maybe this has the power to push it over the edge. It's removal, a constant source of damage, and a constant source of minions (which in turn means that it still generates Corpses like the base Hero Power). It also just naturally fits into Rainbow DK. This will probably be quite strong.
But why exactly is the Headless Horseman in a toy factory?
The viability of handbuff has always been questionable, but this is certainly a strong handbuff card. Not only is the buff pretty strong, but it also buffs the Mini, which in turn allows you to buff your hand even further.
If handbuff DK finally ends up working, this will be a star performer in that deck.
It's not the worst card in the world. A 4/4 Rush that draws a card is pretty solid and early in the game, needing to deal exactly 4 damage is not going to be that rare...
But of all of the keywords to use in this cycle, why did they pick Honorable Kill? The other two make sense since Spellburst and Corrupt were both successful and well-liked keywords, but Honorable Kill definitely wasn't.
It probably only sees play in Mech decks. We've evolved past the point where smaller Dr. Booms are not much of a problem anymore. At some point, the Mech tag might be its savior though.
It's probably not as strong as some people think it is just because it needs other cards to really get going, but it works really with Holli'dae and Shudderblock.
If Taunt Warrior sees play, then this will see play. If it doesn't, then it won't. I don't think Taunt Warrior is happening in Standard in this set, but there's always the next 2 sets.
This one's pretty hard to evaluate.
It's pretty expensive and draw costs mana meaning that you probably won't save that much mana overall on turns you're able to draw a lot and play this, and it's pretty hard to make this really cheap.
Now that I'm writing this out loud, I'm going to say no. Not right now at least.
It could see play.
It's a Neutral hard removal, but some classes don't have good hard removal. They could probably make pretty good use of this.
By itself it's not that strong, but the Mini with Spell Damage +1 might be its saving grace. Cheap Spell Damage has historically been able to find a place.
It'll probably be experimented with, but without Rush or Taunt, it's hard to make a good impact with it and it's also extremely slow to build up since you need to redraw it and then spend 1 Mana to Trade it again.
In Standard, if new Raza is going to enable a combo, this is definitely going to be part of it. Priest can definitely do something with it.
In Wild, you don't need this since you have old Raza which doesn't require you to keep it on the board.
It keeping the stats and Cost gives it some extra utility over other random Legendary cards, but they're still random Legendaries at the end of the day, so it's almost certainly going to be relegated to fun and nothing else.
Solid board flooder for Hunter. It's a cheap and reliable enabled for Jungle Gym. It's not that hard for Hunter to have minions by the time turn 4 starts, so they can probably get some 3/3s or 4/4s out of this.
Will probably be experimented with.
The condition is very weird.
In any deck that wants to have Armor, you're probably going to have Armor, so its best case is to be used at the very beginning of the game. Though I guess it's also good to have a bit of extra survivability if you're behind.
I don't think Odyn by himself makes this incredible or anything.
It's a pretty decent card and I wouldn't be surprised if it sees play.
I think people just aren't fans of the fact that the card is not that exciting.
Rune mixing has been the Achilles heel for many deck ideas, but maybe this has the power to push it over the edge. It's removal, a constant source of damage, and a constant source of minions (which in turn means that it still generates Corpses like the base Hero Power). It also just naturally fits into Rainbow DK. This will probably be quite strong.
But why exactly is the Headless Horseman in a toy factory?
This is a pretty good Thief Rogue tool. Thief Rogue has always been very hit or miss, but if it hits, it'll probably run this.
I don't think we'll get Thief Rogue in Standard, but they might play this as just a value generator.
In Standard, there's too few good Pirates to use with this at the moment.
Here's to that beach set after this one giving us some new Pirates.
The viability of handbuff has always been questionable, but this is certainly a strong handbuff card. Not only is the buff pretty strong, but it also buffs the Mini, which in turn allows you to buff your hand even further.
If handbuff DK finally ends up working, this will be a star performer in that deck.
A little bit worse than Psychic Scream on average, but I reckon it'll probably have a spot in the meta if Priest ends up being strong.
It's not the worst card in the world. A 4/4 Rush that draws a card is pretty solid and early in the game, needing to deal exactly 4 damage is not going to be that rare...
But of all of the keywords to use in this cycle, why did they pick Honorable Kill? The other two make sense since Spellburst and Corrupt were both successful and well-liked keywords, but Honorable Kill definitely wasn't.
It probably only sees play in Mech decks. We've evolved past the point where smaller Dr. Booms are not much of a problem anymore. At some point, the Mech tag might be its savior though.
It's probably not as strong as some people think it is just because it needs other cards to really get going, but it works really with Holli'dae and Shudderblock.
It lives and dies by Taunt Warrior.
If Taunt Warrior sees play, then this will see play. If it doesn't, then it won't. I don't think Taunt Warrior is happening in Standard in this set, but there's always the next 2 sets.
It is probably going to tried out at the very least because it is a Combustion.
But it is a bit awkward to trigger Outcast and get good value of the excess damage effect at the same time.
I'm already not looking forward to how annoying this is going to be to remove.
Which means that the card is really good.