Got Shudderblock and Galactic Projection Orb as my bundle Legendaries (Thanks!)
In 64 packs, I opened 6 Legendaries: Dr. Stichensew, Ci'Cigi, Magtheridon Unleashed, Timewinder Zarimi, Sonya Waterdancer, and Shoplifter Goldbeard. Close to 1 Leggo per 10 packs, a rate I'm OK with.
Got a few of the Legendaries I wanted (was really hoping to crack either Whizbang or Zilliax, oh well), but at least I didn't open Wheel of Death
I think this would need a Draw Rogue to already be a thing for it to see play, Luckily, you've got Gear Shift and the new Giant kind of already pushing that style of play so I think this could be a real deal in Turbo Draw Rogue as an additional cheap/free threat to pay off all the cards that have been drawn - and I know it says it costs 8 but it's always going to cost at most 7 because you draw a card at the beginning of every turn (unless you're in Fatigue, in which case how much this costs is the least of your concerns).
A good minion for Dragon Druid and a good minion for Spell Damage Druid, with that Mini coming along as a cheap way to trigger the various Spell Damage cards in Druid. I think this is probably the best bang-for-your-buck Miniaturize minion in the set. Very strong, very flexible, will see a ton of play.
It's a cool effect, but paying 5 makes it feel a bit too clunky. Obviously if it cost less it would probably be too good, but I don't think we'll be seeing much of this card.
Tradeable Handbuff minion (do minions keep any buffs when you trade them? I don't think they do). It doesn't have Taunt or Rush or anything so I'm not really that excited for a board of big things my opponent can just ignore (although Dance Floor does exist). Costs 6; it's fine, but not going to be a meta breaker.
I'm not sure how good Elemental Mage will be, but this is decent board control for a tempo deck. And it can go face so that already makes it a good card in my book. "Me cast arcane missiles" minion wasn't that good though, so I don't think this will be either.
My knee-jerk reaction to any card that says "random legendary" is to immediately give it one star, but this does add the benefit of keeping the original cost of the card you drew. So maybe you've got some 1-Drops in deck and you can change them into various Legendaries and sometimes those legendaries might be good. I imagine this in a low-curve Aggro Priest because I have a pretty good imagination and not because that kind of deck will ever exist.
So this is your best payoff for Jungle Gym, and it's a pretty neat combo. I'm not sure how often you'll get these two cards together in Hunter, of all classes, but it's something to keep in mind: if you're running Rampage maybe you try out the Jungle Gym to see how good it can be.
Decent minion for a spell-heavy aggro deck, and the mini means you get two for the space of one. It's OK, I'm not imagining this will go very far but maybe there's a deck or two willing to try it out.
Odyn Warrior needed new ways to get Armor on the cheap, not to mention this is a great play to get Armor when you don't have any for cards like Sanitize and Shield Slam. Imagine all the streamers playing against Warrior acting like they're making some 2000 IQ play by putting their opponent to 1 Armor on turn 5.
This is pretty good. This is how you get a lot of Beasts on the board for the variety of cards that want you to have some Beasts on board. I like this for Face Hunter.
A neat little stall and survival tool for Elemental Mage, and the Mini means you get to do it twice (perhaps to the same minion) which can buy you a lot of time.
I don't like this; it's a 5-Cost that doesn't do anything until it dies and then the thing it does when it dies is so very weak that I'm not sure why I went to all that trouble to make this work. The only thing going for it is the existence of Yelling Yodeler and I'm still not that thrilled. Maybe you only play the 5-Cost Egg to get the 1 Cost Mini in hand for a Yodeler combo.
You trade this once, and you get a free 2/1 so if you play a long enough game you can turn this into a ridiculous combo enabler. If Druid has the juice to go the distance this might be an enabler of shenanigans.
Maybe you'd run this as a gap filler in slow Demon Hunter decks, but there's better removal at or under this cost that's easier to control where the damage goes. I don't think this will be good enough.
This should be a neat Discover tool for Thief Rogue, so I'm a fan. You're not guaranteed to hit something amazing, but two copies of a Discovered spell should be decent enough that it's worth running.
There are a lot of really good draw spells in this set, most of them for tribal decks. I really like this for a Dragon Priest, especially if they can find a way to keep all their Dragons below 5 to turn this into a Timewinder tutor spell (or maybe they keep all their other dragons above 5 cost).
I really like this as a board control tool slash value engine for Pirate Rogue, but I'm thinking you'd have to go overboard to turn this into a win condition. It's decent, and Pirate Rogue is one of the decks I'm most intrigued by.
A very strong removal effect, but a little less so than the All-Star Psychic Scream because it only puts one card into the opponent's deck - they pay two and get all their minions back (assuming they have the room in hand) after drawing it, which could be immediately. I think this will see play; it's very annoying and annoying Priest cards see play.
Got Shudderblock and Galactic Projection Orb as my bundle Legendaries (Thanks!)
In 64 packs, I opened 6 Legendaries: Dr. Stichensew, Ci'Cigi, Magtheridon Unleashed, Timewinder Zarimi, Sonya Waterdancer, and Shoplifter Goldbeard. Close to 1 Leggo per 10 packs, a rate I'm OK with.
Got a few of the Legendaries I wanted (was really hoping to crack either Whizbang or Zilliax, oh well), but at least I didn't open Wheel of Death
I think this would need a Draw Rogue to already be a thing for it to see play, Luckily, you've got Gear Shift and the new Giant kind of already pushing that style of play so I think this could be a real deal in Turbo Draw Rogue as an additional cheap/free threat to pay off all the cards that have been drawn - and I know it says it costs 8 but it's always going to cost at most 7 because you draw a card at the beginning of every turn (unless you're in Fatigue, in which case how much this costs is the least of your concerns).
A good minion for Dragon Druid and a good minion for Spell Damage Druid, with that Mini coming along as a cheap way to trigger the various Spell Damage cards in Druid. I think this is probably the best bang-for-your-buck Miniaturize minion in the set. Very strong, very flexible, will see a ton of play.
It's a cool effect, but paying 5 makes it feel a bit too clunky. Obviously if it cost less it would probably be too good, but I don't think we'll be seeing much of this card.
Tradeable Handbuff minion (do minions keep any buffs when you trade them? I don't think they do). It doesn't have Taunt or Rush or anything so I'm not really that excited for a board of big things my opponent can just ignore (although Dance Floor does exist). Costs 6; it's fine, but not going to be a meta breaker.
I'm not sure how good Elemental Mage will be, but this is decent board control for a tempo deck. And it can go face so that already makes it a good card in my book. "Me cast arcane missiles" minion wasn't that good though, so I don't think this will be either.
Good for the Raza deck that is almost certainly coming. Thanks Blizzard, I hate it!
My knee-jerk reaction to any card that says "random legendary" is to immediately give it one star, but this does add the benefit of keeping the original cost of the card you drew. So maybe you've got some 1-Drops in deck and you can change them into various Legendaries and sometimes those legendaries might be good. I imagine this in a low-curve Aggro Priest because I have a pretty good imagination and not because that kind of deck will ever exist.
So this is your best payoff for Jungle Gym, and it's a pretty neat combo. I'm not sure how often you'll get these two cards together in Hunter, of all classes, but it's something to keep in mind: if you're running Rampage maybe you try out the Jungle Gym to see how good it can be.
Decent minion for a spell-heavy aggro deck, and the mini means you get two for the space of one. It's OK, I'm not imagining this will go very far but maybe there's a deck or two willing to try it out.
Odyn Warrior needed new ways to get Armor on the cheap, not to mention this is a great play to get Armor when you don't have any for cards like Sanitize and Shield Slam. Imagine all the streamers playing against Warrior acting like they're making some 2000 IQ play by putting their opponent to 1 Armor on turn 5.
This is pretty good. This is how you get a lot of Beasts on the board for the variety of cards that want you to have some Beasts on board. I like this for Face Hunter.
A neat little stall and survival tool for Elemental Mage, and the Mini means you get to do it twice (perhaps to the same minion) which can buy you a lot of time.
I don't like this; it's a 5-Cost that doesn't do anything until it dies and then the thing it does when it dies is so very weak that I'm not sure why I went to all that trouble to make this work. The only thing going for it is the existence of Yelling Yodeler and I'm still not that thrilled. Maybe you only play the 5-Cost Egg to get the 1 Cost Mini in hand for a Yodeler combo.
You trade this once, and you get a free 2/1 so if you play a long enough game you can turn this into a ridiculous combo enabler. If Druid has the juice to go the distance this might be an enabler of shenanigans.
Maybe you'd run this as a gap filler in slow Demon Hunter decks, but there's better removal at or under this cost that's easier to control where the damage goes. I don't think this will be good enough.
This should be a neat Discover tool for Thief Rogue, so I'm a fan. You're not guaranteed to hit something amazing, but two copies of a Discovered spell should be decent enough that it's worth running.
There are a lot of really good draw spells in this set, most of them for tribal decks. I really like this for a Dragon Priest, especially if they can find a way to keep all their Dragons below 5 to turn this into a Timewinder tutor spell (or maybe they keep all their other dragons above 5 cost).
I really like this as a board control tool slash value engine for Pirate Rogue, but I'm thinking you'd have to go overboard to turn this into a win condition. It's decent, and Pirate Rogue is one of the decks I'm most intrigued by.
A very strong removal effect, but a little less so than the All-Star Psychic Scream because it only puts one card into the opponent's deck - they pay two and get all their minions back (assuming they have the room in hand) after drawing it, which could be immediately. I think this will see play; it's very annoying and annoying Priest cards see play.