I want Undead Buff DK to be good so very, very bad. I'm not in love with this card but I think it could be a decent mid-game buff for your hand full of Undead and I'm obviously willing to give it a go.
This is OK, this is one of the few Miniaturize minions where the Mini might actually be worse than the first half, which makes me think that this probably isn't going to see a lot of play.
Minis are really good, but random Minis aren't a reliable way to win the game - add to that the fact that this costs 9 and you're really struggling to make things work. Chemical spill or nothing for this minion, unfortunately.
This is really strong for a variety of Shaman decks. Obviously Elemental Shaman but just imagine landing this in Reno Shaman with Staff of Frogs equipped for a couple extra swings to get a few more frogs out of your turn.
In Wild, you can now play "random spells" cards on 8, 9, and 10 so that's pretty cool. Maybe this is the card that forces you into no minion decks, but I'm still not seeing it. The spells are still random (Wish Upon a Star would be a terrible hit considering that, like, you got no minions).
Yeah, good draw. Pay two, draw two decent minions. Gets them into hand for buffs, gets them into hand so you can play them. Good stuff for Taunt Warrior and I'm not interested in thinking about what other Warrior archetypes can do with this, but I'm sure it's good.
This is for Wish Upon a Star Shaman, for sure. Basically, if you've played a Wish or two, then you can use Shudder to fill the board with five buff taunt bodies and that sounds like something I'm definitely into.
I'm not a fan of this location. Maybe it's a lot easier to get a lot of Beasts on board, but you're basically capped at 7 damage thanks to board space and I'm not really interested in trying to make this work.
Combustion for Demon Hunter. Combustion was pretty darn good for Mage to clean up early game aggression, and the lifesteal attached to outcast makes it very useful as stabilization for Demon Hunter. Going to see play.
So you have to be No Minions to even consider running this card. Feels a lot like Refreshing Spring Water - costs a little more and doesn't refresh the Mana so you can just play anything, and RSW was mostly busted thanks to Incanter's Flow and thankfully we're not seeing that kind of card show up in these reveals.
This is a decent little spell; it feels a bit too fair so what you really want to do with this is draw it with Watercolor Artist. I like it for Elemental Mage, but I'm a weirdo.
No Minion Mage is certainly an intriguing option for deck-building. This card is fine in specifically a No Minion build - it's not a card that's going to force you into no minions, it's just a nice tool to have if you've already decided to be no minions. Considering that Khadgar is a minion, I don't think people are going to be very interested in no minion mage during this expansion.
A neat little card draw minion for Elemental Mage, and I like the cost reduction making an expensive Frost spell a lot easier to cast the longer you hold on to it. However, I don't agree with the flavor: Usually paintings get more expensive the longer they've been around.
This is interesting: The first half of Tarim is obviously going to be used as a buff for a smaller friendly minion, and the second half as a debuff for an enemy minion. A neat little two-for-one for aggro pally; I think there's a ton of gas for that archetype so I'm fairly certain we'll be seeing this guy around. (sidenote: one of the great tragedies of Baku-era standard was that Odd Paladin was so good that the obviously busted 6-Cost Tarim was close to an afterthought).
This is a decent weapon. I can imagine that Pirate Rogue wants to play with it, especially with cards like Toy Boat giving benefits for summoning Pirates. Won't see play outside of Pirates, but that seems perfectly acceptable.
This is really good. Technically, the first half only "costs" 2, then the mini version is like a minion Prep that helps you cheat out basically anything you want. For Pirate Rogue this is an auto-include, I think there will be other kinds of Rogue that give this a run, as well.
This card reminds me of Arbor Up: It's a buff spell that brings along a decent body and can be back-breaking if you've already got a decent board presence. I like this better at the 4 spot than something like Crusader's Aura specifically because it brings with it an Annoy-o-Tron so you can protect whatever minions are already on the board (and the Aura only buffs if the minions are ready to attack).
This is the big payoff for Undead Buff strategies; I want to make this so big that it can machine gun down the entire board with a little left over for the opponent's face. I'm pretty high on this specifically for buff decks, I don't think any other decks will bother.
I want Undead Buff DK to be good so very, very bad. I'm not in love with this card but I think it could be a decent mid-game buff for your hand full of Undead and I'm obviously willing to give it a go.
This is OK, this is one of the few Miniaturize minions where the Mini might actually be worse than the first half, which makes me think that this probably isn't going to see a lot of play.
Minis are really good, but random Minis aren't a reliable way to win the game - add to that the fact that this costs 9 and you're really struggling to make things work. Chemical spill or nothing for this minion, unfortunately.
A fun little 5-Drop, probably going to see the most play in Dr. Boom decks or deathrattle Mech decks which may or may not be a thing.
This is really strong for a variety of Shaman decks. Obviously Elemental Shaman but just imagine landing this in Reno Shaman with Staff of Frogs equipped for a couple extra swings to get a few more frogs out of your turn.
In Wild, you can now play "random spells" cards on 8, 9, and 10 so that's pretty cool. Maybe this is the card that forces you into no minion decks, but I'm still not seeing it. The spells are still random (Wish Upon a Star would be a terrible hit considering that, like, you got no minions).
Yeah, good draw. Pay two, draw two decent minions. Gets them into hand for buffs, gets them into hand so you can play them. Good stuff for Taunt Warrior and I'm not interested in thinking about what other Warrior archetypes can do with this, but I'm sure it's good.
This is for Wish Upon a Star Shaman, for sure. Basically, if you've played a Wish or two, then you can use Shudder to fill the board with five buff taunt bodies and that sounds like something I'm definitely into.
I'm not a fan of this location. Maybe it's a lot easier to get a lot of Beasts on board, but you're basically capped at 7 damage thanks to board space and I'm not really interested in trying to make this work.
Combustion for Demon Hunter. Combustion was pretty darn good for Mage to clean up early game aggression, and the lifesteal attached to outcast makes it very useful as stabilization for Demon Hunter. Going to see play.
So you have to be No Minions to even consider running this card. Feels a lot like Refreshing Spring Water - costs a little more and doesn't refresh the Mana so you can just play anything, and RSW was mostly busted thanks to Incanter's Flow and thankfully we're not seeing that kind of card show up in these reveals.
This is a decent little spell; it feels a bit too fair so what you really want to do with this is draw it with Watercolor Artist. I like it for Elemental Mage, but I'm a weirdo.
No Minion Mage is certainly an intriguing option for deck-building. This card is fine in specifically a No Minion build - it's not a card that's going to force you into no minions, it's just a nice tool to have if you've already decided to be no minions. Considering that Khadgar is a minion, I don't think people are going to be very interested in no minion mage during this expansion.
A neat little card draw minion for Elemental Mage, and I like the cost reduction making an expensive Frost spell a lot easier to cast the longer you hold on to it. However, I don't agree with the flavor: Usually paintings get more expensive the longer they've been around.
This is interesting: The first half of Tarim is obviously going to be used as a buff for a smaller friendly minion, and the second half as a debuff for an enemy minion. A neat little two-for-one for aggro pally; I think there's a ton of gas for that archetype so I'm fairly certain we'll be seeing this guy around. (sidenote: one of the great tragedies of Baku-era standard was that Odd Paladin was so good that the obviously busted 6-Cost Tarim was close to an afterthought).
This is a decent weapon. I can imagine that Pirate Rogue wants to play with it, especially with cards like Toy Boat giving benefits for summoning Pirates. Won't see play outside of Pirates, but that seems perfectly acceptable.
This is really good. Technically, the first half only "costs" 2, then the mini version is like a minion Prep that helps you cheat out basically anything you want. For Pirate Rogue this is an auto-include, I think there will be other kinds of Rogue that give this a run, as well.
This card reminds me of Arbor Up: It's a buff spell that brings along a decent body and can be back-breaking if you've already got a decent board presence. I like this better at the 4 spot than something like Crusader's Aura specifically because it brings with it an Annoy-o-Tron so you can protect whatever minions are already on the board (and the Aura only buffs if the minions are ready to attack).
This is exciting: Usually when I play against Mage my weapon removal is just a dead card. Now it has a use! 10/10! Can't wait to Oooze!
This is the big payoff for Undead Buff strategies; I want to make this so big that it can machine gun down the entire board with a little left over for the opponent's face. I'm pretty high on this specifically for buff decks, I don't think any other decks will bother.