Three mana draw two is already a playable card. The option to draw four makes it even better. You can get acceptable value early to mid game and good value late game.
I guess it could come in handy late game to try and fish for something useful. The only problem is that the low cost card that you feel is good enough to swap for a random other card in your deck just became an option to top deck next turn.
Endless corruption options are cool. How many do you need to make this a good card? It would need to sit in your opening hand or be drawn by turn three and be corrupted for at least 3-4 turns to make a good minion coming down. So a turn 5 two mana 5/5 or turn 6 two mana 6/6 is what you hope for?
This one is interesting. As with other cards, it looks strong by itself, but what deck do you put it in? A full murloc deck doesn't want to generate random legendaries. Decks without a lot of murlocs just won't generate consistent board states where this is useful.
Good enough to run out on turn one or later game to find an extra copy of something to deal with a board. I think this will go in a mindrange style hunter.
This on turn three makes at least one secret in your deck have the added effect of summoning the body. Anything sticking on future turns is just mana discounts. Still, if there are good enough secrets to run, this could become a staple in secret mage.
This will be interesting if Hunter gets enough deathrattles to make this worthwhile. I saw someone earlier commentin about the option to trigger this after the leper gnome quest completion. I'm not sure Hunter will want to do that with eight mana, but maybe it works out. They might be low enough on cards by that point that an eight mana spell to bring up 6 face damage is sufficient.
Multiple corrupt mechanics is pretty exciting. I think this and one neutral card are the only ones that corrupt more than once. This will be a good card for many warlock decks.
So Priest will often have a decent number of spells in hand, but I feel llike this is a clunky activation effect. I don't know if it is strong enough and consistent enough to fit in the Priest's game plan.
I loved the animation from this on the reveal stream. I guess this compares most to Arcane Missiles and Cinderstorm for mage. One mana cheaper for the same damage as CInderstorm, but limited to minion damage only.
I love that we finally have a chance to attack the correct enemy. Makes me feel so much better about playing ogres. Do we have enough of these guys to make a full on ogre deck?
I don't see good enough stats here to justify giving your opponent a random minion that will be playable next turn. This one probably dissapears into the island of misfit toys.
Demon Hunter doesn't have much in the way of spell damage boosts outside the neutral cards. Those aren't played much anyway in the current DH lists. This is just a heal for three spell that won't remove much. I don't know, it just doesn't look good enough to play.
Four mana for a random seven drop might be ok. I would really need to look at the available pool to see what the high roll, low roll, and average roll would be.
I think this will be a commonly included card. There are enough minion types that you will almost certainly be able to proc this with at least one mana discount. The legendary that draws and the weapon that buffs the menagerie do target dragons, so it will be even easier to get in hand.
Three mana draw two is already a playable card. The option to draw four makes it even better. You can get acceptable value early to mid game and good value late game.
More DH attack buffs. Makes the OTK options for that new legendary even more viable.
I guess it could come in handy late game to try and fish for something useful. The only problem is that the low cost card that you feel is good enough to swap for a random other card in your deck just became an option to top deck next turn.
Endless corruption options are cool. How many do you need to make this a good card? It would need to sit in your opening hand or be drawn by turn three and be corrupted for at least 3-4 turns to make a good minion coming down. So a turn 5 two mana 5/5 or turn 6 two mana 6/6 is what you hope for?
This one is interesting. As with other cards, it looks strong by itself, but what deck do you put it in? A full murloc deck doesn't want to generate random legendaries. Decks without a lot of murlocs just won't generate consistent board states where this is useful.
Good enough to run out on turn one or later game to find an extra copy of something to deal with a board. I think this will go in a mindrange style hunter.
This on turn three makes at least one secret in your deck have the added effect of summoning the body. Anything sticking on future turns is just mana discounts. Still, if there are good enough secrets to run, this could become a staple in secret mage.
This will be interesting if Hunter gets enough deathrattles to make this worthwhile. I saw someone earlier commentin about the option to trigger this after the leper gnome quest completion. I'm not sure Hunter will want to do that with eight mana, but maybe it works out. They might be low enough on cards by that point that an eight mana spell to bring up 6 face damage is sufficient.
Multiple corrupt mechanics is pretty exciting. I think this and one neutral card are the only ones that corrupt more than once. This will be a good card for many warlock decks.
And another divine shield taunt for Paladin. Mage will probably start runnin arcane explosion more now to deal with all of these.
So Priest will often have a decent number of spells in hand, but I feel llike this is a clunky activation effect. I don't know if it is strong enough and consistent enough to fit in the Priest's game plan.
I loved the animation from this on the reveal stream. I guess this compares most to Arcane Missiles and Cinderstorm for mage. One mana cheaper for the same damage as CInderstorm, but limited to minion damage only.
Maybe this works but I think it is hard to hold onto this for the corrupt value. This one will more often be corrupted by happenstance than by design.
I love that we finally have a chance to attack the correct enemy. Makes me feel so much better about playing ogres. Do we have enough of these guys to make a full on ogre deck?
I don't see good enough stats here to justify giving your opponent a random minion that will be playable next turn. This one probably dissapears into the island of misfit toys.
Demon Hunter doesn't have much in the way of spell damage boosts outside the neutral cards. Those aren't played much anyway in the current DH lists. This is just a heal for three spell that won't remove much. I don't know, it just doesn't look good enough to play.
More secret mage support for Standard. Is the available secret pool good enough that we will want to run secret mage in standard?
This is pretty decent. Summoning extra tokens will always have upsides especially in an evolve scenario.
Four mana for a random seven drop might be ok. I would really need to look at the available pool to see what the high roll, low roll, and average roll would be.
I think this will be a commonly included card. There are enough minion types that you will almost certainly be able to proc this with at least one mana discount. The legendary that draws and the weapon that buffs the menagerie do target dragons, so it will be even easier to get in hand.