A very good deal for its Mana cost. Warlock has a couple of Fel spells that are worth copying, so I could see a meta where this has a prominent place in a number of Warlock decks. Good for Control, especially good for Handlock.
Doesn't have quite the same "take over the Game" feel as some of the more expensive Heroes, but he comes down a bit earlier than those, which could make a difference. The Improved Secrets are definitely a big punish if you can't play around them. I think this goes in faster Hunter decks as a way to seal the deal and put even more pressure on the opponent. (Also, if you can keep from completing the second two steps of the Quest until after you play him, does that give you a 0-Cost Animal Companion that can be refreshed?)
There are a couple of good 8-Drop minions, and the Discovery effect means you've got a better chance of hitting one. I don't expect this to see play except in Frost Shaman decks that want to run as many Frost spells as possible, but it looks fun and I'll certainly be trying it out (I just have to make sure I open Barorso)
This could be decent. It's hard to evaluate mainly because I don't know what the meta will be, but it feels like this would be pretty slow for a Tempo deck (mainly because it doesn't answer your opponent's play), but it might be welcome in a heavy spells Control deck that (for one reason or another) isn't running cheaper minions.
I think this card is incredibly good. It's a 3/2 for 2, and it generates a spell that gives you both Tempo and card draw. I would expect this card to be a Day 1 add to Elemental decks. Really, I think this will present in just about every Shaman deck that you can think of, with possibly the exception of Overload.
A 1-Mana card draw spell that also freezes a minion is a pretty good deal. I'm not sure that Windchill by itself is good enough to be included in decks, but minions that generate a copy should be pretty highly valued.
I don't see why you would play this in a Tempo deck, since you're also freezing your minions, but a big body for Control that stops your opponent for a turn isn't terrible. I don't think this is worth actually running in a deck, but I can definitely see how I would be wrong about that.
It's a little like a Savage Roar on a stick, which should be pretty good for Druid decks that can spam the board with Tokens and small minions. Obviously it doesn't have the same finishing power as a Roar, but it could be really useful in aggressive decks as a way to fish out extra damage.
I like the effect, but I'm not sure Standard has enough Choose One spells to make use of it. Power of the Wild and Sow the Soil are really the only ones that usually see play in tempo decks (which this is likely to fit into), so I think we likely aren't going to see this until Druid gets a few omre Choose One spells worth running on their own.
Not for every Token deck, because you want to be summoning specifically a lot of beasts. Luckily, Glowfly Swarm summons Beasts, so I can definitely see this fitting into a Fungal Fortunes Mostly Spells Token deck to buff a wide board of Glowflies.
This is OK in Standard, the biggest problem being that there aren't very many Choose One cards that need to be discounted. It is Choose One cards (not just spells), so maybe something like Druid of the Claw? Ancient of Lore? Maybe somebody will figure something out with this, but I don't see it currently.
Seems fairly strong by itself, as long as your opponent has a lot of two Health minions you can HK them with Mulverick, and then use the Wyverns to HK and summon more Wyverns. Could be fun for Token decks that have a lot a of minions and don't mind trading them if it means they get more minions (it's a bit like Soul of the Forest in that regard).
Another Big minion for Paladin, it's essentially Primordial Drake without the Taunt the first turn you play it (even though it doesn't hit your minions and does hit the enemy's face), then a better Baron Geddon from then on out until your opponent removes it. I don't know how viable Big Paladin will be, but this could be good enough to find spots in other Midrange Paladin decks (Redscale Dragontamer is still in Standard...) if those ever become a thing. Very strong card.
An OK board clear mostly to be used against specific strategies (Big Paladin, Big Demon Hunter, Anacondra/Celestial Druid) that overwhelm the board with lots of large bodies. 7 mana is too expensive to be of use against aggressive decks, so I don't think this is an all-weather card that can be slotted in regardless of meta. It's certainly a fun card, though.
A decent meme for Big Spells Mage, but probably too unreliable for anything that can't reliably cheat it out. Also, I really hope it can cast Hot Streak, like, 100 times.
So Mage has the best cheap Fire spells, but why would Mage want to run a minion that is just a bunch of stats? Hunter needs more Fire Spells (is Explosive Trap its only currently?) to work with it. Who else has Fire Spells? Warlock with Altar of Fire? Perhaps it goes into Silence Priest (with Lady Prestor!), for some quality memes. Just a bunch of stats, probably not good enough even in the classes that can ore easily enable it.
Good for Big Demon Hunter. Effectively, its Shadow Hunter Vol'jin without needing another minion in play (plus, you don't have to worry about running smaller minions so long as they aren't Demons). This should be pretty good, the deck already has a variety of tools and this should make it even more reliable.
Rokara is...OK. The Unstoppable Force is really cool, a bit of a Shen Li vibe going there. The main issue is that it only has two Durability, so you're not getting a long-term win out of it (conversely, The Immoveable Object sticks around unless destroyed by an Ooze or replaced, so I guess we know the answer to that question), it's more of a powerspike. And the Hero Power is definitely one of the weaker ones among the Merc Heroes. It's not bad, obviously, but it would definitely struggle to outperform the others in a longer game.
An interesting build-around, yet again trying to push Mage in a Big Spell direction with its Battlecry (although certain small spells, like Ignite aren't necessarily terrible). The Hero Power needs some help getting going, but can scale slowly into heavy damage. Would likely be the Hero to watch if we ever get into a slower meta.
6 mana 9/9 with Charge. I don't know: I don't like those stats for that cost, and Charge is basically a Tier 3 keyword (it's certainly no Taunt). I think the powercreep of Hearthstone is such that a 9/9 on Turn 6 that can attack immediately isn't good enough. It's not like before turn 6 you can play a minion that gains you 3 Armor at the end of the turn, or a 4 mana AoE that gains you Armor, or any cheap spells that gain you, say, 10 or 8 Armor, or use a Hero Power that gains Armor. I mean, Warrior isn't really an Armor class, at the end of the day, and that's really what bothers me about this card: it forces Warrior to play completely outside its identity to gain Armor just to activate what is, in my opinion, a worse King Krush. I mean, it doesn't even have a minion tribe. What, am I supposed to play this 9/9 on turn 6 and eat my opponent's largest minion while still putting pressure on their life total? Do I just send 9 damage face? That's not even one third of their life total! Where am I getting the rest of that damage? From other minions? Why have I allowed this bit to go on for so long? Probably the only people still reading this are the ones who think that I'm being completely serious, and let's be completely honest: no one really reads these comments, do they? Everyone just scrolls immediately to the bottom of the thread so they can post their thoughts on the card and don't even take a second to look at someone else's thoughts, and those that do are mainly doing so because they want to find people that disagree with them. That's all the internet is, isn't it? Just people looking for something to disagree with. Certainly this long block of text is so uninviting that no one is going to bother to read it; it might even get marked as spam, at this point I honestly don't care. I'll even throw in a couple of random cards Dr. Boom to give this a little Recurring Villain color because there's not a chance anyone has the patience to actually read the words, they'll just think I've made a couple of card comparisons Vanndar Stormpike or synergy ideas Larry, Cashier of Women's Clothing, because no one is going to read this and there's a man in a cloak standing behind you. There's not, but you looked, didn't you? I'm exhausted.
A very good deal for its Mana cost. Warlock has a couple of Fel spells that are worth copying, so I could see a meta where this has a prominent place in a number of Warlock decks. Good for Control, especially good for Handlock.
Doesn't have quite the same "take over the Game" feel as some of the more expensive Heroes, but he comes down a bit earlier than those, which could make a difference. The Improved Secrets are definitely a big punish if you can't play around them. I think this goes in faster Hunter decks as a way to seal the deal and put even more pressure on the opponent. (Also, if you can keep from completing the second two steps of the Quest until after you play him, does that give you a 0-Cost Animal Companion that can be refreshed?)
There are a couple of good 8-Drop minions, and the Discovery effect means you've got a better chance of hitting one. I don't expect this to see play except in Frost Shaman decks that want to run as many Frost spells as possible, but it looks fun and I'll certainly be trying it out (I just have to make sure I open Barorso)
This could be decent. It's hard to evaluate mainly because I don't know what the meta will be, but it feels like this would be pretty slow for a Tempo deck (mainly because it doesn't answer your opponent's play), but it might be welcome in a heavy spells Control deck that (for one reason or another) isn't running cheaper minions.
I think this card is incredibly good. It's a 3/2 for 2, and it generates a spell that gives you both Tempo and card draw. I would expect this card to be a Day 1 add to Elemental decks. Really, I think this will present in just about every Shaman deck that you can think of, with possibly the exception of Overload.
A 1-Mana card draw spell that also freezes a minion is a pretty good deal. I'm not sure that Windchill by itself is good enough to be included in decks, but minions that generate a copy should be pretty highly valued.
I don't see why you would play this in a Tempo deck, since you're also freezing your minions, but a big body for Control that stops your opponent for a turn isn't terrible. I don't think this is worth actually running in a deck, but I can definitely see how I would be wrong about that.
It's a little like a Savage Roar on a stick, which should be pretty good for Druid decks that can spam the board with Tokens and small minions. Obviously it doesn't have the same finishing power as a Roar, but it could be really useful in aggressive decks as a way to fish out extra damage.
I like the effect, but I'm not sure Standard has enough Choose One spells to make use of it. Power of the Wild and Sow the Soil are really the only ones that usually see play in tempo decks (which this is likely to fit into), so I think we likely aren't going to see this until Druid gets a few omre Choose One spells worth running on their own.
Not for every Token deck, because you want to be summoning specifically a lot of beasts. Luckily, Glowfly Swarm summons Beasts, so I can definitely see this fitting into a Fungal Fortunes Mostly Spells Token deck to buff a wide board of Glowflies.
This is OK in Standard, the biggest problem being that there aren't very many Choose One cards that need to be discounted. It is Choose One cards (not just spells), so maybe something like Druid of the Claw? Ancient of Lore? Maybe somebody will figure something out with this, but I don't see it currently.
Seems fairly strong by itself, as long as your opponent has a lot of two Health minions you can HK them with Mulverick, and then use the Wyverns to HK and summon more Wyverns. Could be fun for Token decks that have a lot a of minions and don't mind trading them if it means they get more minions (it's a bit like Soul of the Forest in that regard).
Another Big minion for Paladin, it's essentially Primordial Drake without the Taunt the first turn you play it (even though it doesn't hit your minions and does hit the enemy's face), then a better Baron Geddon from then on out until your opponent removes it. I don't know how viable Big Paladin will be, but this could be good enough to find spots in other Midrange Paladin decks (Redscale Dragontamer is still in Standard...) if those ever become a thing. Very strong card.
An OK board clear mostly to be used against specific strategies (Big Paladin, Big Demon Hunter, Anacondra/Celestial Druid) that overwhelm the board with lots of large bodies. 7 mana is too expensive to be of use against aggressive decks, so I don't think this is an all-weather card that can be slotted in regardless of meta. It's certainly a fun card, though.
I would like to Yogg, please.
A decent meme for Big Spells Mage, but probably too unreliable for anything that can't reliably cheat it out. Also, I really hope it can cast Hot Streak, like, 100 times.
So Mage has the best cheap Fire spells, but why would Mage want to run a minion that is just a bunch of stats? Hunter needs more Fire Spells (is Explosive Trap its only currently?) to work with it. Who else has Fire Spells? Warlock with Altar of Fire? Perhaps it goes into Silence Priest (with Lady Prestor!), for some quality memes. Just a bunch of stats, probably not good enough even in the classes that can ore easily enable it.
Good for Big Demon Hunter. Effectively, its Shadow Hunter Vol'jin without needing another minion in play (plus, you don't have to worry about running smaller minions so long as they aren't Demons). This should be pretty good, the deck already has a variety of tools and this should make it even more reliable.
Rokara is...OK. The Unstoppable Force is really cool, a bit of a Shen Li vibe going there. The main issue is that it only has two Durability, so you're not getting a long-term win out of it (conversely, The Immoveable Object sticks around unless destroyed by an Ooze or replaced, so I guess we know the answer to that question), it's more of a powerspike. And the Hero Power is definitely one of the weaker ones among the Merc Heroes. It's not bad, obviously, but it would definitely struggle to outperform the others in a longer game.
An interesting build-around, yet again trying to push Mage in a Big Spell direction with its Battlecry (although certain small spells, like Ignite aren't necessarily terrible). The Hero Power needs some help getting going, but can scale slowly into heavy damage. Would likely be the Hero to watch if we ever get into a slower meta.
6 mana 9/9 with Charge. I don't know: I don't like those stats for that cost, and Charge is basically a Tier 3 keyword (it's certainly no Taunt). I think the powercreep of Hearthstone is such that a 9/9 on Turn 6 that can attack immediately isn't good enough. It's not like before turn 6 you can play a minion that gains you 3 Armor at the end of the turn, or a 4 mana AoE that gains you Armor, or any cheap spells that gain you, say, 10 or 8 Armor, or use a Hero Power that gains Armor. I mean, Warrior isn't really an Armor class, at the end of the day, and that's really what bothers me about this card: it forces Warrior to play completely outside its identity to gain Armor just to activate what is, in my opinion, a worse King Krush. I mean, it doesn't even have a minion tribe. What, am I supposed to play this 9/9 on turn 6 and eat my opponent's largest minion while still putting pressure on their life total? Do I just send 9 damage face? That's not even one third of their life total! Where am I getting the rest of that damage? From other minions? Why have I allowed this bit to go on for so long? Probably the only people still reading this are the ones who think that I'm being completely serious, and let's be completely honest: no one really reads these comments, do they? Everyone just scrolls immediately to the bottom of the thread so they can post their thoughts on the card and don't even take a second to look at someone else's thoughts, and those that do are mainly doing so because they want to find people that disagree with them. That's all the internet is, isn't it? Just people looking for something to disagree with. Certainly this long block of text is so uninviting that no one is going to bother to read it; it might even get marked as spam, at this point I honestly don't care. I'll even throw in a couple of random cards Dr. Boom to give this a little Recurring Villain color because there's not a chance anyone has the patience to actually read the words, they'll just think I've made a couple of card comparisons Vanndar Stormpike or synergy ideas Larry, Cashier of Women's Clothing, because no one is going to read this and there's a man in a cloak standing behind you. There's not, but you looked, didn't you? I'm exhausted.