On turn 1, it's a worse Town Crier which was a very good play just about any time. That said, it can be better as the added stats is immediately usable and it's pretty easy to Corrupt it.
In Wild, it would be a lot better to just Banana Buffoon instead, and even in Standard, symmetrical effects are usually not good. The only place it could have a home in is Mill, but that's a very niche home.
The way I see it, it's just a faster Knuckles since it has Rush, but also deals slightly less damage. 5 mana 5/5 Rush is decent, but the upside is fairly marginal in most cases. It might see play, but it seems like it might barely not be good enough to.
1/5 statline is pretty good for Poisonous minions, although if you want something to be guaranteed Poisonous, it might just be better to run Primordial Explorer instead. That said, it's a good target for buffs.
2 mana 1/5 is annoying to get past. Not all classes are capable of doing 5 damage on turn 2, and the 5 damage later in the game can soak up a bit of damage.
1/3 stats is not too great, although it can still kill a 1-Health minion if it needs to. The 1/1 tokens can also be good as cheap chip damage, or for ETC. This card doesn't look like much, but I wouldn't be too surprised if it turns out to be a bit better than expected.
It can be used as a way to pseudo-Silence your opponent's board, although I think Evolve and Devolve both accomplish the purposes set out by this card better. That said, it might be run anyway as just a counter to Libram Paladin.
This seems like it could be quite strong. 2/3 Silver Hand Recruits, and your other 1-Health minions get buffed as well. That's not even considered Lothraxion allows you to get 2/3s with Divine Shield ever turn with a Hero Power.
And both of them are odd-Cost, which is even better for them.
It's a 3 mana 2/5 with a good effect, so it has a chance somewhere, particularly if Miracle Priest is ever a thing which it most likely won't be here, but it might in the future with the right support. I don't see it working too great right now, but this is definitely a card to watch out for in future sets.
Even though it only costs 2 more mana than Shadow Essence for twice the size, it seems too slow. At 8 mana, you might as well have just played the card instead in most instances.
If N'Zoth Druid is a thing, then this seems to fill the Elemental part of that deck. Summoning a 10/10 with Rush and Taunt is really good for N'Zoth, but even in just general Big Druid decks, this seems to fit well too. Strength in Numbers can use this card pretty well, and Druid's general ability to ramp is also good.
Small Embiggen bonus is that its Cost will only increase once if you play two Embiggens since it will cost 10 when you play the first one. Most likely won't be extremely useful, but it's a funny thing to think about.
On turn 1, it's a worse Town Crier which was a very good play just about any time. That said, it can be better as the added stats is immediately usable and it's pretty easy to Corrupt it.
In Wild, it would be a lot better to just Banana Buffoon instead, and even in Standard, symmetrical effects are usually not good. The only place it could have a home in is Mill, but that's a very niche home.
Eh.
It has bad stats and it only hits one minion, any random minion. Not gonna be good.
So we got Trample added to the game.
The way I see it, it's just a faster Knuckles since it has Rush, but also deals slightly less damage. 5 mana 5/5 Rush is decent, but the upside is fairly marginal in most cases. It might see play, but it seems like it might barely not be good enough to.
1/5 statline is pretty good for Poisonous minions, although if you want something to be guaranteed Poisonous, it might just be better to run Primordial Explorer instead. That said, it's a good target for buffs.
Yeah, I don't think this will work out. It's really slow and the payoff isn't strong enough to justify the slow speed.
Now this is just the biggest insult to Magma Rager yet, costing 2 mana and having Taunt. And on a bad statline for Taunting as well.
Although that said, it's still probably bad.
3 mana 3/4s with good Battlecries usually see play, and the Battlecry on this one is pretty good, so it'll probably see some play somewhere.
Doesn't seem like it will be good. Stolen Goods didn't work out, and this doesn't really seem any better.
2 mana 1/5 is annoying to get past. Not all classes are capable of doing 5 damage on turn 2, and the 5 damage later in the game can soak up a bit of damage.
And Silverback Patriarch is once again, feeling sadness in the corner.
1/3 stats is not too great, although it can still kill a 1-Health minion if it needs to. The 1/1 tokens can also be good as cheap chip damage, or for ETC. This card doesn't look like much, but I wouldn't be too surprised if it turns out to be a bit better than expected.
Honestly it's not that bad. Seems like an average-ish Neutral Common to me, except slightly stronger. It could be good, or not.
A Savannah Highmane for Warlock. The fact that it has Taunt and the tokens are larger makes it seem like it should be pretty good.
It can be used as a way to pseudo-Silence your opponent's board, although I think Evolve and Devolve both accomplish the purposes set out by this card better. That said, it might be run anyway as just a counter to Libram Paladin.
Seems like a pretty strong card. 4 mana 2/5 for a Taunt is not that bad, and it has a roughly 3 mana Battlecry.
So this seems OP with Zaladris.
Fuck.
This seems like it could be quite strong. 2/3 Silver Hand Recruits, and your other 1-Health minions get buffed as well. That's not even considered Lothraxion allows you to get 2/3s with Divine Shield ever turn with a Hero Power.
And both of them are odd-Cost, which is even better for them.
It's a 3 mana 2/5 with a good effect, so it has a chance somewhere, particularly if Miracle Priest is ever a thing which it most likely won't be here, but it might in the future with the right support. I don't see it working too great right now, but this is definitely a card to watch out for in future sets.
Even though it only costs 2 more mana than Shadow Essence for twice the size, it seems too slow. At 8 mana, you might as well have just played the card instead in most instances.
If N'Zoth Druid is a thing, then this seems to fill the Elemental part of that deck. Summoning a 10/10 with Rush and Taunt is really good for N'Zoth, but even in just general Big Druid decks, this seems to fit well too. Strength in Numbers can use this card pretty well, and Druid's general ability to ramp is also good.
Small Embiggen bonus is that its Cost will only increase once if you play two Embiggens since it will cost 10 when you play the first one. Most likely won't be extremely useful, but it's a funny thing to think about.