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.
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.
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.
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.