As far as Malygos goes (or Maly-goes, if you're into terrible puns), Quest Warlock simply does it better. Not only does it make Malygos cost 0 instead of 4, it can also put Malygos back into the deck in the offchance that you draw it.
Now, as far as Lord Jaraxxus, Deck of Chaos does not represent a 6 mana discount, but rather it represents paying 6 mana up front. Which is good for tempo-ing out Lord Jaraxxus, but it comes at a huge loss of tempo beforehand.
So, here's what I think Deck of Chaos might have a home: a value-oriented Plot Twist hand-lock without the quest. That allows for the loss of tempo for playing Deck of Chaos to eventually be compensated by playing a lot of big boys in a row. Not only that, Plot Twist serves the very important role of redrawing your cards in case you draw your clunky minions and not Deck of Chaos. Unfortunately, the current fast pace of the meta makes me doubt the viablility of the deck.
I'll give this card 4 stars because I really like the design and the deck building challenge this card can provide.
PS: You guys wanted a discount on Darkmoon Rabbit, right? Here it is. PPS: In wild, you can summon a 20 Attack Molten Giant for free if you're at 22 health, which isn't really scary (it's past turn 6), but it is a cute gimmick.
Token DH simply doesn't have a reason to use this nor does it have the time to summon a 5 mana 5/3 that doesn't summon tokens
Big Demon DH likes to keep their demons on their deck to cheat them out and to not clog their hand. However, in this archetype, there is merit in playing this card for generating more answers, which is important because Demon Hunter has very few cards purely designed to answer threats in their arsenal. But even in this scenario, you're probably behind on board and summoning a 5/3 for 5 mana that can be answered swiftly while keeping up pressure on you.
So, on turn 3 you Aldrachi Warblades, the on turn 4 you Twin Slice and Second Slice and still have enough mana to summon 12/12 worth of rushing stats. On turn 4! DH is already pretty strong, they don't need this level of highroll, jeez.
This is a very weird Secret. Once you do figure out that it's Rigged Faire Game, some classes will be able to nullify this every turn with a Hero Power.
Until then though, this will probably be a good Secret for tripping up your opponent for at least a few turns. It not triggering can ironically be a good thing for cards like Cloud Prince or Occult Conjurer. I don't see this doing too much in terms of actually being in the deck, but it'll probably be pretty good when you get it through card generation.
Honestly, if the opponent spends a bunch of mana on Hero Powers just to prevent this from triggering, that means they'll be down on tempo. Unless they're DH, of course. In that case, the tempo loss is so minimal and they can synergise with the punch they did with their cards so well this card becomes very inconsequential.
Ah yes, a Tempo Warrior card. From what is revealed so far, I believe menagerie Warrior will be more tempo oriented rather than summoning a bunch of big guys with N'Zoth, God of the Deep. In fact, I believe N'Zoth, God of the Deep has enough value as a last ditch effort for more midrange-y tempo decks even when summoning a bunch of 3 to 5 drops.
The effect is powerful, but I'm not sure tha current secret pool really encourages a tempo style deck. The most used secret right now is Flame Ward which is not exactly offensive.
If it had some keyword to compensate for the clunkyness of a six drop draw a(some) card(s), it would have been a very powerful card. But looking at how the card is right now, it feels underwhelming which is a shame because the tutor effect is somehow pretty unique in how it plays out.
This is certainly no unity, precision, perfection. It is however a good way to deal with aggro in a deck that can already deal well with aggro. And, more importantly, a deck that's boring as hell to play with.
I feel the thing Dude Paladin needs the most is something that benefits from dudes fighting or dying. That being said, this card is still very interesting in that it corrupts Day at the Faire while it prefers a corrupted Day at the Faire for optimal synergy.
This card can tutor out Risky Skipper and Scion of Ruin for Galakrond Warrior, missing out on only a midrange-y mech that can help the archetype to make a respectable midrange deck. All while having a The Curator vibe which I absolutely love.
In my opinion, the cards that will benefit most from the handbuffs are early game tempo oriented cards, like Faerie Dragon/Evasive Feywing for dragons, Southsea Deckhand for pirates (which can be pretty strong if the weapon still has durability after the attack and Skybarge(?) (I don't see many more early game mechs, but Skybarge by itself can be a 4/7 if you play the weapon on 2 and attack both turns before slapping it on 3 and it can curve out into an 8/7 Evasive Feywing on 4).
Oh wow, talked myself into thinking this card can be good.
Discolock was meta for a while in standard, which means the card isn't totally worthless. But, Discolock tends to be a zoo deck and the best card to discard with this, Boneweb Egg, needs to cost less than the gigantic pool of 1 drops and 2 drops associated with Discolock.
Fal'dorei Strider already proved to be good. This card follows the same ideals. However, one of the reasons Fal'dorei Strider was good back then was cards like Elven Minstrel allowing to keep tempo while drawing. Sure, Stowaway can fill the part (and better with the tokens on the deck), but he requires said tokens to be good, unlike Elven Minstrel, who can be played virtually anytime.
Can definitely be used as another way for Galakrond Warrior to end games. Right now, the deck faces the issue of not being able to actually finish off opponents fast enough and this card represents a Fireball to the face when played alongside activated Scion of Ruin while being itself a tanky minion for its cost.
With this and Hammer of the Naaru, I think it's becoming obvious that Team 5 is pushing a N'Zoth, God of the Deep deck for Paladin. So far, that deck has Carousel Gryphon, Hammer of the Naaru, and Fleethoof Pearltusk of which the weapon can help corrupt the two corrupt cards. Since there are a few corrupt cards in this N'Zoth package, I wouldn't be surprised if Y'Shaarj, the Defiler warrants an inclusion in this package as well. All I'm saying is don't sleep on the potential synergies this and the other aforementioned cards have with these Old Gods.
On a highlander package this can be really interesting, with Dragonqueen Alexstrasza and Sir Finley of the Sands acting as Dragon and Murloc, respectively, even when considering how Zephrys the Great pollutes the elemental pool for N'Zoth, God of the Deep. At least that's the way I see paladins could have an excuse to run so many clunky cards.
As far as Malygos goes (or Maly-goes, if you're into terrible puns), Quest Warlock simply does it better. Not only does it make Malygos cost 0 instead of 4, it can also put Malygos back into the deck in the offchance that you draw it.
Now, as far as Lord Jaraxxus, Deck of Chaos does not represent a 6 mana discount, but rather it represents paying 6 mana up front. Which is good for tempo-ing out Lord Jaraxxus, but it comes at a huge loss of tempo beforehand.
So, here's what I think Deck of Chaos might have a home: a value-oriented Plot Twist hand-lock without the quest. That allows for the loss of tempo for playing Deck of Chaos to eventually be compensated by playing a lot of big boys in a row. Not only that, Plot Twist serves the very important role of redrawing your cards in case you draw your clunky minions and not Deck of Chaos. Unfortunately, the current fast pace of the meta makes me doubt the viablility of the deck.
I'll give this card 4 stars because I really like the design and the deck building challenge this card can provide.
PS: You guys wanted a discount on Darkmoon Rabbit, right? Here it is.
PPS: In wild, you can summon a 20 Attack Molten Giant for free if you're at 22 health, which isn't really scary (it's past turn 6), but it is a cute gimmick.
Ok, so while the card is a pretty interesting one, I can't seem to find where I can slide them in:
In short, Zai, the Incredible is really cool, but really awkward.
Blizzard trying to spread awareness of STIs by making sure your small dudes are protected when they're "reporting for duty".
I'll see myself out.
Control-lock still needs something more to really shine. That being said, the card itself on a vacuum does look good.
So, on turn 3 you Aldrachi Warblades, the on turn 4 you Twin Slice and Second Slice and still have enough mana to summon 12/12 worth of rushing stats. On turn 4! DH is already pretty strong, they don't need this level of highroll, jeez.
Honestly, if the opponent spends a bunch of mana on Hero Powers just to prevent this from triggering, that means they'll be down on tempo. Unless they're DH, of course. In that case, the tempo loss is so minimal and they can synergise with the punch they did with their cards so well this card becomes very inconsequential.
Ah yes, a Tempo Warrior card. From what is revealed so far, I believe menagerie Warrior will be more tempo oriented rather than summoning a bunch of big guys with N'Zoth, God of the Deep. In fact, I believe N'Zoth, God of the Deep has enough value as a last ditch effort for more midrange-y tempo decks even when summoning a bunch of 3 to 5 drops.
The effect is powerful, but I'm not sure tha current secret pool really encourages a tempo style deck. The most used secret right now is Flame Ward which is not exactly offensive.
If it had some keyword to compensate for the clunkyness of a six drop draw a(some) card(s), it would have been a very powerful card. But looking at how the card is right now, it feels underwhelming which is a shame because the tutor effect is somehow pretty unique in how it plays out.
This is certainly no unity, precision, perfection. It is however a good way to deal with aggro in a deck that can already deal well with aggro. And, more importantly, a deck that's boring as hell to play with.
I feel the thing Dude Paladin needs the most is something that benefits from dudes fighting or dying. That being said, this card is still very interesting in that it corrupts Day at the Faire while it prefers a corrupted Day at the Faire for optimal synergy.
This card can tutor out Risky Skipper and Scion of Ruin for Galakrond Warrior, missing out on only a midrange-y mech that can help the archetype to make a respectable midrange deck. All while having a The Curator vibe which I absolutely love.
In my opinion, the cards that will benefit most from the handbuffs are early game tempo oriented cards, like Faerie Dragon/Evasive Feywing for dragons, Southsea Deckhand for pirates (which can be pretty strong if the weapon still has durability after the attack and Skybarge(?) (I don't see many more early game mechs, but Skybarge by itself can be a 4/7 if you play the weapon on 2 and attack both turns before slapping it on 3 and it can curve out into an 8/7 Evasive Feywing on 4).
Oh wow, talked myself into thinking this card can be good.
For some reason, I read it would only target minions and i was like "well, that's bad" and I re-read and thought "well, that's good".
Discolock was meta for a while in standard, which means the card isn't totally worthless. But, Discolock tends to be a zoo deck and the best card to discard with this, Boneweb Egg, needs to cost less than the gigantic pool of 1 drops and 2 drops associated with Discolock.
I like the idea behind the card, but as disruption tools go, it doesn't feel to be very good.
Fal'dorei Strider already proved to be good. This card follows the same ideals. However, one of the reasons Fal'dorei Strider was good back then was cards like Elven Minstrel allowing to keep tempo while drawing. Sure, Stowaway can fill the part (and better with the tokens on the deck), but he requires said tokens to be good, unlike Elven Minstrel, who can be played virtually anytime.
Can definitely be used as another way for Galakrond Warrior to end games. Right now, the deck faces the issue of not being able to actually finish off opponents fast enough and this card represents a Fireball to the face when played alongside activated Scion of Ruin while being itself a tanky minion for its cost.
Works as a 30th card for a more controlish deck. It's not a card that's going to shape the meta, though.
On a highlander package this can be really interesting, with Dragonqueen Alexstrasza and Sir Finley of the Sands acting as Dragon and Murloc, respectively, even when considering how Zephrys the Great pollutes the elemental pool for N'Zoth, God of the Deep. At least that's the way I see paladins could have an excuse to run so many clunky cards.