As far as I've been able to figure, this can't come down until turn 6 at the earliest. As it stands, this is a fairly balanced card I don't think we'll see a lot of, but for my money I would bet that Druid is the class it finds a home in just because of the amount of spells that class usually runs. Buff Paladin (?) could potentially also find a spot for him, considering they might also be running The Garden's Grace.
Fairly powerful for a deck that pushes tempo, putting their opponent on the back foot enough that they can set up this Rush minion the turn before they need it. Unless a Pirate deck is dying for Pirates, I'm not sure how much this sees play mainly because it's a little too expensive for an aggressive deck. It's flexible enough that I'm not going to count it out, though.
Rush Poisonous is a very powerful combo. Waiting a turn for it makes this a little weaker, as now it's more of a deterrent, i.e.- "Don't play that big minion unless you want it to die immediately" rather than an answer to something already on board. It would be interesting to see if this catches on in Standard, but Arena seems like the place where it will shine.
Could be OK. An aggressive Beasts deck might want this as a minion that they can play into an AoE turn so they can still have bodies on the board. Definitely depends on the player's ability to anticipate their opponent's moves.
This being a Demon makes it a very interesting proposition. I'm not sure what happens if Caria Felsoul copies it (does copying it trigger the Colossal?), but I'm certainly willing to try it and find out. It can protect itself, and if your opponent can't deal with it it will get out of hand very quickly. If you commit the rest of your deck to either cheating it out or protecting it, this could be a one card win condition.
Fun combo for Demon Hunter with cheap spells to either clear the board or push extra damage to the opponent's face. Good for board control in the mid-game, or as away to find lethal near the end. Flexible, cheap, should be a good card.
Should be really good for Deathrattle Demon Hunter, as Rush is always welcome in that kind of deck. If Demon Hunter gets access to good Dredge effects, then this should get even better. Considering that Death Speaker Blackthorn exists, I can imagine a world where you run this card even if you don't have a way to dig up the Sunken copy.
Good for controlling or slow DH decks that want to deal with multiple small minions early. For instance, you can cast this with an Irondeep Trogg and board and kill both it and the Trogg it summoned. Fel DH likely wants it, as well.
A solid defensive minion for slow Druid decks. As we've seen with Onyxia, minions with Immune are hard to deal with considering that you can't even target them. Luckily, you can target the shell, which makes this a lot easier to kill than Onyxia. Should still be a viable option for ramp Druids trying to stay alive.
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."
As far as I've been able to figure, this can't come down until turn 6 at the earliest. As it stands, this is a fairly balanced card I don't think we'll see a lot of, but for my money I would bet that Druid is the class it finds a home in just because of the amount of spells that class usually runs. Buff Paladin (?) could potentially also find a spot for him, considering they might also be running The Garden's Grace.
Fairly powerful for a deck that pushes tempo, putting their opponent on the back foot enough that they can set up this Rush minion the turn before they need it. Unless a Pirate deck is dying for Pirates, I'm not sure how much this sees play mainly because it's a little too expensive for an aggressive deck. It's flexible enough that I'm not going to count it out, though.
Rush Poisonous is a very powerful combo. Waiting a turn for it makes this a little weaker, as now it's more of a deterrent, i.e.- "Don't play that big minion unless you want it to die immediately" rather than an answer to something already on board. It would be interesting to see if this catches on in Standard, but Arena seems like the place where it will shine.
Could be OK. An aggressive Beasts deck might want this as a minion that they can play into an AoE turn so they can still have bodies on the board. Definitely depends on the player's ability to anticipate their opponent's moves.
This being a Demon makes it a very interesting proposition. I'm not sure what happens if Caria Felsoul copies it (does copying it trigger the Colossal?), but I'm certainly willing to try it and find out. It can protect itself, and if your opponent can't deal with it it will get out of hand very quickly. If you commit the rest of your deck to either cheating it out or protecting it, this could be a one card win condition.
Fun combo for Demon Hunter with cheap spells to either clear the board or push extra damage to the opponent's face. Good for board control in the mid-game, or as away to find lethal near the end. Flexible, cheap, should be a good card.
Should be really good for Deathrattle Demon Hunter, as Rush is always welcome in that kind of deck. If Demon Hunter gets access to good Dredge effects, then this should get even better. Considering that Death Speaker Blackthorn exists, I can imagine a world where you run this card even if you don't have a way to dig up the Sunken copy.
Good for controlling or slow DH decks that want to deal with multiple small minions early. For instance, you can cast this with an Irondeep Trogg and board and kill both it and the Trogg it summoned. Fel DH likely wants it, as well.
A solid defensive minion for slow Druid decks. As we've seen with Onyxia, minions with Immune are hard to deal with considering that you can't even target them. Luckily, you can target the shell, which makes this a lot easier to kill than Onyxia. Should still be a viable option for ramp Druids trying to stay alive.
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."