I guess we're doing this now, sure. I mean, Pirates have kind of always been an almost Rogue thing and, although Hooktusk is pretty expensive for a tempo deck I don't hate it. A little like Tickatus, but with the flexibility to pivot to more defensive maneuvers if called for. Maybe we get a slow meta, and Rogue can do its whole PIrate thing and get some Plunders? I'm sure people will try it. We'll definitely see a lot of it in the theorycrafting streams.
Could be a cool card. Reminds me a bit of Anubarak in that it's a really cool effect that doesn't necessarily jive with the rest of what Rogue is doing. The best thing about it is that it synergizes with itself, so it can kind of go in any deck that wants it. If you're saying this card is busted, I need three words to tear your argument apart: "Crabatoa is OK."
If we're playing Pirate Rogue, then I guess we're playing Pirate Rogue. Considering that Tuskarrrr Trawler is a Pirate, comboing this with the Trawler to Dredge the Sunken Vessel is a thing that you are allowed to do. Feels a bit slow for 5 mana, but if you really want Hooktusk active this isn't a terrible way to go about doing it.
A very strong card, and the only Rogue Pirate I've seen so far that doesn't need to be in a pirate deck. Quest Rogue already has the Assassin that's usually cheaper and generally the same effect, but unless your opponent is running a lot of Dredge this is effectively a "kill" effect and should find a home in decks that don't run a lot of SI:7 cards.
Pirate Rogue is apparently a thing, all leading up to Captain Hooktusk. It's not a huge leap in logic to find a way for Rogue to abuse weird Pirate synergies, and Cutlass Courier could be a really powerful draw engine for such a deck. Not really seeing any synergies beyond a dedicated Pirate tribal deck, but that's probably enough for this to see play.
OK, maybe Piranha Swarmers have a purpose after all. It feels a bit clunky to set up, but maybe, if you really want it to be a thing, you could generate some sort of OTK with Swarmers and Bioluminescence for a pseudo-Malygos to kill your opponent with Scalding Geysers. I do think it's funny that Blizzard knew they had this card in the pipeline when they said, "We're definitely pushing the game away from OTKs." This card is either an OTK enabler or garbage with no in-between.
Bear'on Glashear, except cheaper, you can run multiple copies, and it fits a little better with what Shaman is doing right now. Not necessarily a bad finisher in Shaman decks that run cheap spells like Windchill, Scalding Geyser, and the like. I think this will be good, and will see a lot of play.
It's pretty boring. Unless there's a really good payoff for having as many Piranhas as possible, I don't think you'd want to run this minion in a serious deck.
I don't think Shaman is a good deck for cheap Beasts with Rush. Maybe there's a Legendary in the pipeline that pays off on all these Piranha cards? Otherwise this feels, to me, like wasted space.
Good for Burn Shaman, as draw-fixing and another spell to fuel Multicaster. I like its synergy with Windchill. Cheap enough and flexible enough that it's probably going to find a spot in at least one deck, if not most Shaman decks.
I don't buy Murlock, but a Dredge effect to find Gigafin and make it Cost Health is particularly spicy. I can't imagine that the new expansion is just a bunch of Murlocs for Warlock, so I don't think we'll see this in a dedicated tribal deck.
Quest Warrior already has infinite value from Juggernaut, so I don't think this would see play in that deck. Now, let's talk about Control Warrior. If you're confident in your ability to find at least one Mr. Smite, this could be some sort of pseudo-win condition to burst down your opponent from hand (or you could just run Mr. Smite and Discover the three biggest Pirates available). I'm actually really excited for this minion for one very specfic reason: there's a good chance that, if it sees play, it gets Mr. Smite nerfed.
A more expensive Deathwing, Mad Aspect that also doesn't have the ability to wipe an entire board if necessary. It also doesn't have the best stats for eating minions (Conditioning shenanigans, perhaps?). Considering the part of the game where this comes down, it probably won't "eat" more than two minions before dying and I don't think it will make too much of a difference. And it can't just go face three times.
Explore Un'Goro, but (in my opinion) better. Not expecting to see this in a "real" deck, but the potential for highrolls is so juicy that I'm absolutely willing to try it. Probably don't want to play this until turn 4 at the earliest, but it could be a lot of fun if you get it going.
Not guaranteed to see play, but I like it. The Rush is the main thing for me that could push it into playability, even if the mana Cost feels a bit too high and you need a weapon equipped to get the Rush body. Feels too circumstantial, but I want it to be good.
This is going to see play in some variety of deck. I almost wonder if a slow-ish Rogue deck pairs this with bounce effects (although it could be losing Shadowstep--finally--in the new Core set, and Potion and Tenwu are also leaving) for ultimate value. Those Relics are decently strong enough that I wouldn't hate finding a way to fit her into a deck or even building the deck around getting those relics. Either busted or a fun card for players who like value.
Solid disruption. Just cheap enough that you can weave him into a turn, but not super oppressive on his own. Very good for disrupting decks that only run a handful of very expensive minions, since you can slow them down or even wipe out their win condition if they don't respect him.
The newest version of Envoy Rustwix, but he should be better since: a) He's Neutral, b) He activates on a Battlecry, and c) He synergizes with Dredge and the new Finley. If slow, value-based control decks exist in the new meta they will very likely be running a copy of Ambassador Faelin.
Good synergy with Ambassador Faelin or any other cards that put cards on the bottom of your deck. Obviously, it's not going to be a Secret Passage-style reload, but if you've got a bad hand or cards on the bottom of your deck that you want to draw, he could be useful. I don't think you'd run him in any normal deck, and probably nothing aggressive, either.
The 7 mana Cost feels kind of slow, not to mention this is terrible to top-deck if you're not in a position to proc its Battlecry. I don't expect this to see play.
I guess we're doing this now, sure. I mean, Pirates have kind of always been an almost Rogue thing and, although Hooktusk is pretty expensive for a tempo deck I don't hate it. A little like Tickatus, but with the flexibility to pivot to more defensive maneuvers if called for. Maybe we get a slow meta, and Rogue can do its whole PIrate thing and get some Plunders? I'm sure people will try it. We'll definitely see a lot of it in the theorycrafting streams.
Could be a cool card. Reminds me a bit of Anubarak in that it's a really cool effect that doesn't necessarily jive with the rest of what Rogue is doing. The best thing about it is that it synergizes with itself, so it can kind of go in any deck that wants it. If you're saying this card is busted, I need three words to tear your argument apart: "Crabatoa is OK."
If we're playing Pirate Rogue, then I guess we're playing Pirate Rogue. Considering that Tuskarrrr Trawler is a Pirate, comboing this with the Trawler to Dredge the Sunken Vessel is a thing that you are allowed to do. Feels a bit slow for 5 mana, but if you really want Hooktusk active this isn't a terrible way to go about doing it.
A very strong card, and the only Rogue Pirate I've seen so far that doesn't need to be in a pirate deck. Quest Rogue already has the Assassin that's usually cheaper and generally the same effect, but unless your opponent is running a lot of Dredge this is effectively a "kill" effect and should find a home in decks that don't run a lot of SI:7 cards.
Pirate Rogue is apparently a thing, all leading up to Captain Hooktusk. It's not a huge leap in logic to find a way for Rogue to abuse weird Pirate synergies, and Cutlass Courier could be a really powerful draw engine for such a deck. Not really seeing any synergies beyond a dedicated Pirate tribal deck, but that's probably enough for this to see play.
OK, maybe Piranha Swarmers have a purpose after all. It feels a bit clunky to set up, but maybe, if you really want it to be a thing, you could generate some sort of OTK with Swarmers and Bioluminescence for a pseudo-Malygos to kill your opponent with Scalding Geysers. I do think it's funny that Blizzard knew they had this card in the pipeline when they said, "We're definitely pushing the game away from OTKs." This card is either an OTK enabler or garbage with no in-between.
Bear'on Glashear, except cheaper, you can run multiple copies, and it fits a little better with what Shaman is doing right now. Not necessarily a bad finisher in Shaman decks that run cheap spells like Windchill, Scalding Geyser, and the like. I think this will be good, and will see a lot of play.
It's pretty boring. Unless there's a really good payoff for having as many Piranhas as possible, I don't think you'd want to run this minion in a serious deck.
I don't think Shaman is a good deck for cheap Beasts with Rush. Maybe there's a Legendary in the pipeline that pays off on all these Piranha cards? Otherwise this feels, to me, like wasted space.
Good for Burn Shaman, as draw-fixing and another spell to fuel Multicaster. I like its synergy with Windchill. Cheap enough and flexible enough that it's probably going to find a spot in at least one deck, if not most Shaman decks.
I don't buy Murlock, but a Dredge effect to find Gigafin and make it Cost Health is particularly spicy. I can't imagine that the new expansion is just a bunch of Murlocs for Warlock, so I don't think we'll see this in a dedicated tribal deck.
Quest Warrior already has infinite value from Juggernaut, so I don't think this would see play in that deck. Now, let's talk about Control Warrior. If you're confident in your ability to find at least one Mr. Smite, this could be some sort of pseudo-win condition to burst down your opponent from hand (or you could just run Mr. Smite and Discover the three biggest Pirates available). I'm actually really excited for this minion for one very specfic reason: there's a good chance that, if it sees play, it gets Mr. Smite nerfed.
A more expensive Deathwing, Mad Aspect that also doesn't have the ability to wipe an entire board if necessary. It also doesn't have the best stats for eating minions (Conditioning shenanigans, perhaps?). Considering the part of the game where this comes down, it probably won't "eat" more than two minions before dying and I don't think it will make too much of a difference. And it can't just go face three times.
Explore Un'Goro, but (in my opinion) better. Not expecting to see this in a "real" deck, but the potential for highrolls is so juicy that I'm absolutely willing to try it. Probably don't want to play this until turn 4 at the earliest, but it could be a lot of fun if you get it going.
Not guaranteed to see play, but I like it. The Rush is the main thing for me that could push it into playability, even if the mana Cost feels a bit too high and you need a weapon equipped to get the Rush body. Feels too circumstantial, but I want it to be good.
This is going to see play in some variety of deck. I almost wonder if a slow-ish Rogue deck pairs this with bounce effects (although it could be losing Shadowstep--finally--in the new Core set, and Potion and Tenwu are also leaving) for ultimate value. Those Relics are decently strong enough that I wouldn't hate finding a way to fit her into a deck or even building the deck around getting those relics. Either busted or a fun card for players who like value.
Solid disruption. Just cheap enough that you can weave him into a turn, but not super oppressive on his own. Very good for disrupting decks that only run a handful of very expensive minions, since you can slow them down or even wipe out their win condition if they don't respect him.
The newest version of Envoy Rustwix, but he should be better since: a) He's Neutral, b) He activates on a Battlecry, and c) He synergizes with Dredge and the new Finley. If slow, value-based control decks exist in the new meta they will very likely be running a copy of Ambassador Faelin.
Good synergy with Ambassador Faelin or any other cards that put cards on the bottom of your deck. Obviously, it's not going to be a Secret Passage-style reload, but if you've got a bad hand or cards on the bottom of your deck that you want to draw, he could be useful. I don't think you'd run him in any normal deck, and probably nothing aggressive, either.
The 7 mana Cost feels kind of slow, not to mention this is terrible to top-deck if you're not in a position to proc its Battlecry. I don't expect this to see play.