Warlock runs Sense Demons to draw specific minions from their deck. This just draws whatever minions, and discounts them if they both happen to be Demons. Probably not too good, unless you're in a low to the ground Demons-only Zoo.
If only Paladin had access to a card that generates 8/8s with Divine Shield and Taunt (perhaps bundled with a way to heal their face--and maybe even in a deck that can reliably cheat that sort of body out way earlier than it should be). Anyway, this card is a much slower version of that card.
I'm a bit sad that this is too expensive to see play, but there are some really interesting N'Zoth Menagerie builds for Hunter with minions that also happen to have Deathrattle. If Hunter can ever figure out a way to become a slower Control class, this card might shine.
This is a very good weapon for Aggressive Demon Hunter builds. It might fit into the Weapon slot for decks looking to flatten their curve to take better advantage of Acrobatics and Stiltstepper, as well as increasing their Outcast count.
This is a solid body with a cheap Cost. Demon Zoo probably runs it (hoping to curve into Man'ari Mosher probably) but it's probably not going to be in other decks.
Let's repeat together, "Random Legendaries are bad." Murloc Shaman doesn't want to trade, Murloc Shaman wants to go face. This is incentivizing Murloc Shaman to trade and the payoff is likely bad minions that you still have to pay mana to play.
OK for slow Warlock decks that want to deny assets from their control opponents. You don't play this without Corrupting it first, because an 8/8 for 6 that otherwise only has downside just doesn't cut it in serious decks.
This is the card the Resurrect Priest builds around. It's not terribly hard to kill, but if Rez Priest keeps bringing it back it will get very annoying very fast.
This likely wants to be the finisher in aggressive decks like Demon Hunter and Face Hunter--it's probably just barely good enough to make the cut in Tier 2 or 3 aggressive lists that need a few more cards to really be good.
It's OK, the biggest problem is that Secret Mage doesn't feel like it's going to be very powerful in Standard. The place this could make it is in Reno Mage.
Apparently the theorycrafters already found a way to break this card in an OTK with Y'Shaarj and the Shaman Quest. I doubt that deck becomes too much of a thing, but this is still a very good card (and might see a nerf if that deck ends up being too good).
Definitely worse than Coldlight Oracle, but that's the point. This might weasel into aggressive Murloc decks that are looking to kill their opponent before they can play the extra card.
This is a very powerful early game AoE for slow Warrior decks--think Dark Skies but less dependent on your hand size and can come out a turn earlier. As long as you're playing a Warrior deck whose gameplan doesn't depend on playing early minions, you want this.
Maybe you run this as hand disruption to force a burn from your opponent, but otherwise giving your opponent two buff spells is generally bad. Unless Mana Cyclone Mage wants more cheap spells, this likely doesn't see play.
I like that Blizzard is going back to the Amalgam well, and this will probably fight right into most N'Zoth decks as solid defensive Taunts that take up the last few Menagerie spots in a N'Zoth rez.
This card is a very slow Silence that you would only run if you expected to run into heavy enchantments decks a lot. If this sees play, it's probably because a very specific deck (likely Libram Paladin) needs a nerf.
Works well with Token-generating Rush spells, otherwise this card probably doesn't impact the game often enough to be worth inclusion in a deck.
Warlock runs Sense Demons to draw specific minions from their deck. This just draws whatever minions, and discounts them if they both happen to be Demons. Probably not too good, unless you're in a low to the ground Demons-only Zoo.
If only Paladin had access to a card that generates 8/8s with Divine Shield and Taunt (perhaps bundled with a way to heal their face--and maybe even in a deck that can reliably cheat that sort of body out way earlier than it should be). Anyway, this card is a much slower version of that card.
It's a decent rate, but obviously wants to be in a deck where you attack with your Hero early and often. Otherwise it just doesn't cut it.
I'm a bit sad that this is too expensive to see play, but there are some really interesting N'Zoth Menagerie builds for Hunter with minions that also happen to have Deathrattle. If Hunter can ever figure out a way to become a slower Control class, this card might shine.
This is a very good weapon for Aggressive Demon Hunter builds. It might fit into the Weapon slot for decks looking to flatten their curve to take better advantage of Acrobatics and Stiltstepper, as well as increasing their Outcast count.
This is a solid body with a cheap Cost. Demon Zoo probably runs it (hoping to curve into Man'ari Mosher probably) but it's probably not going to be in other decks.
This doesn't synergize with anything, and the stats are bad and also I hate Handbuff.
Let's repeat together, "Random Legendaries are bad." Murloc Shaman doesn't want to trade, Murloc Shaman wants to go face. This is incentivizing Murloc Shaman to trade and the payoff is likely bad minions that you still have to pay mana to play.
OK for slow Warlock decks that want to deny assets from their control opponents. You don't play this without Corrupting it first, because an 8/8 for 6 that otherwise only has downside just doesn't cut it in serious decks.
This is the card the Resurrect Priest builds around. It's not terribly hard to kill, but if Rez Priest keeps bringing it back it will get very annoying very fast.
This likely wants to be the finisher in aggressive decks like Demon Hunter and Face Hunter--it's probably just barely good enough to make the cut in Tier 2 or 3 aggressive lists that need a few more cards to really be good.
It's OK, the biggest problem is that Secret Mage doesn't feel like it's going to be very powerful in Standard. The place this could make it is in Reno Mage.
Apparently the theorycrafters already found a way to break this card in an OTK with Y'Shaarj and the Shaman Quest. I doubt that deck becomes too much of a thing, but this is still a very good card (and might see a nerf if that deck ends up being too good).
Definitely worse than Coldlight Oracle, but that's the point. This might weasel into aggressive Murloc decks that are looking to kill their opponent before they can play the extra card.
This is a very powerful early game AoE for slow Warrior decks--think Dark Skies but less dependent on your hand size and can come out a turn earlier. As long as you're playing a Warrior deck whose gameplan doesn't depend on playing early minions, you want this.
Maybe you run this as hand disruption to force a burn from your opponent, but otherwise giving your opponent two buff spells is generally bad. Unless Mana Cyclone Mage wants more cheap spells, this likely doesn't see play.
This is an OK card. Demon Hunter doesn't play with OK cards, they have too many good ones.
I like that Blizzard is going back to the Amalgam well, and this will probably fight right into most N'Zoth decks as solid defensive Taunts that take up the last few Menagerie spots in a N'Zoth rez.
This card is a very slow Silence that you would only run if you expected to run into heavy enchantments decks a lot. If this sees play, it's probably because a very specific deck (likely Libram Paladin) needs a nerf.