It's a little expensive for cheating out bigger minions, but there are a lot of cool expensive Deathrattles (Plagued Protodrake, Scrapyard Colossus) that leave behind a meaningful body after they die. The big problem is that Hunter can't stall into the late game as well as other classes, which makes playing this a dangerous proposition. That being said, it is undoubtedly a very fun card.
The thing that truly makes this worse than Devolve is not that it changes your opponent's minions into ones that cost the same, it's that it also changes your minions, which means you can't trade into your opponent's newly transformed minions. So it's terrible for a tempo deck, but maybe a control deck wants this to knock enchantments off. Except they already have Devolving Missiles, Hex and Plague of Murlocs.
A very good comeback mechanic, but very rarely game-winning on its own. It feels a bit like a plug-and-play legendary for the vast majority of control decks just because of its ability to get you out of an otherwise unwinnable situation for very little investment beyond what you were already doing.
This is a 3-Cost minion with 5 Health that has to be answered or else the person who played it can just run away with the game. That's pretty good. It might even get nerfed.
This is pretty good, especially when considering that Priest's whole thing this expansion revolves around discounting the cost of spells in their hand. It's already a solid play at 8 mana, but if you can discount it a couple of times it becomes a game-altering swing very early.
It's fine. Draws a lot of cards and has a body attached to it. Enables handbuffs with the baton, lets Tempo Menagerie Warrior play on tempo without worrying about running out of gas. My guess is this makes it into a lot of decks at first, then disappears about two weeks into the expansion.
This might see play in a very low to the ground Zoo deck that can fill the board with small things to buff. It will otherwise not even be considered in other decks.
The dream is to play Lothraxion, then this. Before Corrupt, it's a worse Muster for Battle and after it's a better Stand Against Darkness so the card as a whole is somewhere between that? Obviously will be in Dude Paladin, if for no other reason than Dude Paladin has very few ways to summon a lot of SHRs otherwise. Dude Paladin will be...eh.
Solid stats for a 4-drop, and it is an Elemental. Really goes to town if your opponent can't answer it-- but your opponent will probably answer it if they're playing a serious deck.
Yeah, someone is working on a Malygos deck with this but what happens if you draw Malygos first? Then you're running this as part of a busted win condition (and it takes a full six mana to play without any immediate benefit). Even in a slow meta this has way too many question marks attached.
An OK spell, but dealing 3 (to a minion) is actually one of the things Druid does really well and for cheaper than this. The armor gain is minimal, and requires you to hold onto this until you can play something more expensive.
Could be funny. Probably at its best in an aggressive Paladin deck that wants to deny their opponent's board-clear for a turn. Not much else this does, other than be annoying.
Pretty expensive for a card-draw minion, especially when Rogue got access to a much more flexible and cheaper spell in the same expansion. And this isn't a tutor--this gives you three choices, you don't get to search your whole deck for the exact card you want (which is what an actual tutor would do).
It's a little expensive for cheating out bigger minions, but there are a lot of cool expensive Deathrattles (Plagued Protodrake, Scrapyard Colossus) that leave behind a meaningful body after they die. The big problem is that Hunter can't stall into the late game as well as other classes, which makes playing this a dangerous proposition. That being said, it is undoubtedly a very fun card.
The thing that truly makes this worse than Devolve is not that it changes your opponent's minions into ones that cost the same, it's that it also changes your minions, which means you can't trade into your opponent's newly transformed minions. So it's terrible for a tempo deck, but maybe a control deck wants this to knock enchantments off. Except they already have Devolving Missiles, Hex and Plague of Murlocs.
It's an OK Elemental. If an Elemental deck runs this, that's probably because it lacks good Elementals to play (and is therefore not a good deck).
Good meme, bad card.
A very good comeback mechanic, but very rarely game-winning on its own. It feels a bit like a plug-and-play legendary for the vast majority of control decks just because of its ability to get you out of an otherwise unwinnable situation for very little investment beyond what you were already doing.
Spider Tank with upside, and still probably not good enough to make the cut in a good deck.
This is a 3-Cost minion with 5 Health that has to be answered or else the person who played it can just run away with the game. That's pretty good. It might even get nerfed.
Pretty interesting that Blizzard used as this card's art a picture of every person who puts it into their deck.
This is pretty good, especially when considering that Priest's whole thing this expansion revolves around discounting the cost of spells in their hand. It's already a solid play at 8 mana, but if you can discount it a couple of times it becomes a game-altering swing very early.
It's fine. Draws a lot of cards and has a body attached to it. Enables handbuffs with the baton, lets Tempo Menagerie Warrior play on tempo without worrying about running out of gas. My guess is this makes it into a lot of decks at first, then disappears about two weeks into the expansion.
This might see play in a very low to the ground Zoo deck that can fill the board with small things to buff. It will otherwise not even be considered in other decks.
Good for killing control opponents with a big Aldrachi Warblades. It is otherwise an OK card.
The dream is to play Lothraxion, then this. Before Corrupt, it's a worse Muster for Battle and after it's a better Stand Against Darkness so the card as a whole is somewhere between that? Obviously will be in Dude Paladin, if for no other reason than Dude Paladin has very few ways to summon a lot of SHRs otherwise. Dude Paladin will be...eh.
Good value, terrible stats.
Solid stats for a 4-drop, and it is an Elemental. Really goes to town if your opponent can't answer it-- but your opponent will probably answer it if they're playing a serious deck.
Yeah, someone is working on a Malygos deck with this but what happens if you draw Malygos first? Then you're running this as part of a busted win condition (and it takes a full six mana to play without any immediate benefit). Even in a slow meta this has way too many question marks attached.
An OK spell, but dealing 3 (to a minion) is actually one of the things Druid does really well and for cheaper than this. The armor gain is minimal, and requires you to hold onto this until you can play something more expensive.
Could be funny. Probably at its best in an aggressive Paladin deck that wants to deny their opponent's board-clear for a turn. Not much else this does, other than be annoying.
Pretty expensive for a card-draw minion, especially when Rogue got access to a much more flexible and cheaper spell in the same expansion. And this isn't a tutor--this gives you three choices, you don't get to search your whole deck for the exact card you want (which is what an actual tutor would do).
Stop trying to make Hunter Handbuff happen, Blizzard. It's not going to happen.