A cheaper King Phaoris, except you get to cast the spells instead of holding them in your hand with the hopes that the 10 mana minion will summon some decent bodies. Instead, it's a 7 mana minion that could summon some big boys depending on what spells you've cast while she was in hand. Just don't cast double Aquatic Form before the expensive spells.
0-Mana tutor for just about any Druid deck that wants it. I'm most particularly interested in its synergies with Sunken Garden in aggressive Druid decks, but I'm sure where we see it most is in stupid Ramp decks that have so much Mana they can draw whatever card they want. Can I just say that that's boring and go back to salivating over my brand new Keleseth combo?
Oh shit, it's a Nature spell for Lady Anacondra. Luckily, I expect that Druid's Ramp will be a lot worse without Overgrowth and Lightning Bloom (and *fingers crossed* Innervate), but that doesn't mean that Druid still won't find a way to do disgusting things way earlier than they're supposed to. I mean, Guff is still in Standard.
Could be worse. Depending on if Druid gets a good, cheap AoE buff this could be the new Arbor Up, or it could be the new Wisps of the Old Gods, and by that I mean it could see no play. Just flexible enough that I'm willing to bet that it finds a home somewhere.
My Beast Druid that runs Ram Commander would absolutely love this card, and Sunken Gardens combos nicely with Aquatic Form for a 0 Mana buff to EVERYTHING (as long as you have 1 mana). Gotta think this takes the place of something like Adorable Infestation in aggressive Druid decks.
This minion could very easily make Quest Hunter and Face Hunter a lot better at finishing off their opponents. I imagine that we will see this card, and that we could very likely get tired of seeing this card and that eventually we might even see this card get nerfed to 3 mana. Yeah, I'm not optimistic for the meta's chances against a Quest Hunter that can deal even more damage once Tavish has come down.
Very easy to trigger, considering that Hunter has a lot of cheap spells, and the flexibility of getting a double cast on your next spell is tempting. I worry that this minion is a little too clunky, but otherwise a perfectly acceptable card and should see, at the very least, some experimentation in a variety of Hunter decks.
Should be good for Quest Hunter as a replacement for whatever spells the deck is losing. Right now there aren't a lot of cheap Naga to activate it early, but it could be a good combo with Raj to clear your opponent's board while getting in some chip damage. With Furious Holw also in Hunter, I'd expect to see this in Face Hunter lists as well.
Mech Mage, but also doesn't need to be in a Mech deck, since it summons some Mechs with Rush by itself. Could be very powerful if you already have a board of Mechs, but just with the two Arms I think this can be good enough to see play in a slow Mage deck that isn't running a whole lot of Mechs.
Getting three spells back from Sivara can be very good, especially in a Naga deck where you might want those spells to activate other Naga. It could also just be good for getting back powerful spells that you've already cast this game: card draw, board clears, etc. I really like this card, and hope that it finds a spot in some Mage deck.
Two mana to draw two in a Naga deck. Not terrible, but you do need to be running a decent amount of Naga to make this worth your while. Could be good in the right deck, and I like the Naga theme of "Does something if you did something while this was in your hand."
It's fine. If you're really serious about playing a Mech Mage then you should probably consider running this minion, but there aren't a lot of really good Mechs in Standard as of right now, which means that the random Mechs you get might just be a handful of weak bodies.
It'll really need some cheap Mechs to go off fully, but I'm already seeing this as a better Goblin Blast Mage for Mech Mage decks. Could be really scary if Mage gets some cheap Mech summoners, effectively becoming the new Flamewaker.
A cheap, flexible minion that repeats buff spells so you can get even more value from them. Should be a good card for a Buff Paladin that runs a lot of Holy spells, even with Hand of A'dal rotating. It's too cheap and too flexible to not get at least a chance in the meta.
So this is pretty good, the only trouble is running enough other Holy Spells to get its Cost down to manageable. That being said, we've seen Blessing of Authority see a lot of play in decks, and if you're able to have enough other Holy spells then this will likely be a good way to get a beat-stick and hammer your opponent's face in. Battleground Battlemaster, welcome back to Paladin.
There aren't a lot of mechs in Standard for Paladin (at least not yet...) for this to hit a reliable number, so let's not talk about Standard. Let's talk about Wild, because this can do a lot of damage in Magnetic Buff Paladin. Like, we're talking reliably drawing at least three cards. Who needs Divine Favour?
It's pretty good, especially if you're running buffs to make it even bigger. Good for protecting your face early, or your other minions. I'd imagine this sees play, even if most of Paladin's best Holy spells are rotating. A real good 3-drop for a variety of Paladin decks.
It's kind of like Annoy-o-Horn, except the Taunts don't have Divine Shield )and there's only three of them). It could be an OK card, but I'm not really certain what kind of deck would want to play it, unless it's going big on getting cheap The Garden's Grace plays. It's kind of boring, but could be serviceable in Arena.
I don't know, I kind of really like this card. It's almost a draw, and it does give extra stats to whatever minion it Dredges. I'm not gonna lie: I think this can see play in Buffy Paladin decks, especially since it can play well with Radar Detector.
A cheaper King Phaoris, except you get to cast the spells instead of holding them in your hand with the hopes that the 10 mana minion will summon some decent bodies. Instead, it's a 7 mana minion that could summon some big boys depending on what spells you've cast while she was in hand. Just don't cast double Aquatic Form before the expensive spells.
0-Mana tutor for just about any Druid deck that wants it. I'm most particularly interested in its synergies with Sunken Garden in aggressive Druid decks, but I'm sure where we see it most is in stupid Ramp decks that have so much Mana they can draw whatever card they want. Can I just say that that's boring and go back to salivating over my brand new Keleseth combo?
Oh shit, it's a Nature spell for Lady Anacondra. Luckily, I expect that Druid's Ramp will be a lot worse without Overgrowth and Lightning Bloom (and *fingers crossed* Innervate), but that doesn't mean that Druid still won't find a way to do disgusting things way earlier than they're supposed to. I mean, Guff is still in Standard.
Could be worse. Depending on if Druid gets a good, cheap AoE buff this could be the new Arbor Up, or it could be the new Wisps of the Old Gods, and by that I mean it could see no play. Just flexible enough that I'm willing to bet that it finds a home somewhere.
My Beast Druid that runs Ram Commander would absolutely love this card, and Sunken Gardens combos nicely with Aquatic Form for a 0 Mana buff to EVERYTHING (as long as you have 1 mana). Gotta think this takes the place of something like Adorable Infestation in aggressive Druid decks.
This minion could very easily make Quest Hunter and Face Hunter a lot better at finishing off their opponents. I imagine that we will see this card, and that we could very likely get tired of seeing this card and that eventually we might even see this card get nerfed to 3 mana. Yeah, I'm not optimistic for the meta's chances against a Quest Hunter that can deal even more damage once Tavish has come down.
Very easy to trigger, considering that Hunter has a lot of cheap spells, and the flexibility of getting a double cast on your next spell is tempting. I worry that this minion is a little too clunky, but otherwise a perfectly acceptable card and should see, at the very least, some experimentation in a variety of Hunter decks.
Should be good for Quest Hunter as a replacement for whatever spells the deck is losing. Right now there aren't a lot of cheap Naga to activate it early, but it could be a good combo with Raj to clear your opponent's board while getting in some chip damage. With Furious Holw also in Hunter, I'd expect to see this in Face Hunter lists as well.
Mech Mage, but also doesn't need to be in a Mech deck, since it summons some Mechs with Rush by itself. Could be very powerful if you already have a board of Mechs, but just with the two Arms I think this can be good enough to see play in a slow Mage deck that isn't running a whole lot of Mechs.
Getting three spells back from Sivara can be very good, especially in a Naga deck where you might want those spells to activate other Naga. It could also just be good for getting back powerful spells that you've already cast this game: card draw, board clears, etc. I really like this card, and hope that it finds a spot in some Mage deck.
Two mana to draw two in a Naga deck. Not terrible, but you do need to be running a decent amount of Naga to make this worth your while. Could be good in the right deck, and I like the Naga theme of "Does something if you did something while this was in your hand."
It's fine. If you're really serious about playing a Mech Mage then you should probably consider running this minion, but there aren't a lot of really good Mechs in Standard as of right now, which means that the random Mechs you get might just be a handful of weak bodies.
It'll really need some cheap Mechs to go off fully, but I'm already seeing this as a better Goblin Blast Mage for Mech Mage decks. Could be really scary if Mage gets some cheap Mech summoners, effectively becoming the new Flamewaker.
Could be a good minion for Naga-centric decks, feeding the fire of spells for your other naga. I don't think we see this in just any deck, though.
A cheap, flexible minion that repeats buff spells so you can get even more value from them. Should be a good card for a Buff Paladin that runs a lot of Holy spells, even with Hand of A'dal rotating. It's too cheap and too flexible to not get at least a chance in the meta.
So this is pretty good, the only trouble is running enough other Holy Spells to get its Cost down to manageable. That being said, we've seen Blessing of Authority see a lot of play in decks, and if you're able to have enough other Holy spells then this will likely be a good way to get a beat-stick and hammer your opponent's face in. Battleground Battlemaster, welcome back to Paladin.
There aren't a lot of mechs in Standard for Paladin (at least not yet...) for this to hit a reliable number, so let's not talk about Standard. Let's talk about Wild, because this can do a lot of damage in Magnetic Buff Paladin. Like, we're talking reliably drawing at least three cards. Who needs Divine Favour?
It's pretty good, especially if you're running buffs to make it even bigger. Good for protecting your face early, or your other minions. I'd imagine this sees play, even if most of Paladin's best Holy spells are rotating. A real good 3-drop for a variety of Paladin decks.
It's kind of like Annoy-o-Horn, except the Taunts don't have Divine Shield )and there's only three of them). It could be an OK card, but I'm not really certain what kind of deck would want to play it, unless it's going big on getting cheap The Garden's Grace plays. It's kind of boring, but could be serviceable in Arena.
I don't know, I kind of really like this card. It's almost a draw, and it does give extra stats to whatever minion it Dredges. I'm not gonna lie: I think this can see play in Buffy Paladin decks, especially since it can play well with Radar Detector.