Cheap Corrupt minion, meaning that it's more likely it gets Corrupted and gets Corrupted early. Once Corrupted, this is just a pile of stats and a headache for aggressive decks to get through (while being a meaningful threat to other control decks). It likely wants to be in a control deck that has an on-curve play for turn 4 (and the lack of those sorts of plays for Priest might actually be the thing that keeps this on the sidelines).
This is a good Secret, specifically because of how it interacts with other Hunter Secrets to force a punish on the opponent no matter how they play around it. This likely fits into aggressive Hunter decks that already ran Phase Stalker, and likely will be a key cog in a deck built around Secrets.
This wants to be in Token Druid, but Token Druid won't run enough cards to Corrupt it regularly. Either choice is fine by itself, but fine doesn't cut it.
OK stats. I'm not sure the Poisonous from Corrupt means anything (Emperor Cobra is in how many Hunter decks?), but it is very hard to kill with trades, especially in the early game. I don't think this is worth running in Hunter.
Better Brewmaster, with the bonus being that it allows neat tricks like a double-Kronx turn. In other words, it gives Rogue a Shadowstep while also putting more stats on the board and in a lot of cases is better than Shadowstep. Dare I say this card is just...good? It's going to see play just because it's a cheap, functional utility minion with solid stats and a versatile effect. Rogue eats that up.
Arcane Intellect with upside. It's kind of funny that I have to question whether a card that is unquestionably better than a staple card-draw spell for Mage can even make the cut in Demon Hunter, but that is where Blizzard leaves us. Probably at its best in a faster Demon Hunter deck that can expect to get the extra card-draw most of the time (but the fail-case isn't terrible...)
This is really expensive for a minion that seems to want to be an aggressive minion, and there are very few ways to cheat it out early (and most ways to cheat it out can cheat out much better Deathrattle minions).
Doomhammer without Overload, with the trade-off being it's easier for your opponent to get rid of (but the upside that it isn't limited by Durability). It's great for controlling the board, or finishing your opponent off with a few Attack buffs.
The weird weakness of Aggro Demon Hunter was the lack of very good 2-drops. This is a very good 2-drop, because at the very least it forces your opponent to kill it before it can get really big (even if you never get it to massive levels when it does go unanswered).
Is good card. Discover, and mana discount on a cheap spell for a class that already likes to play slow, spell-centric decks and have lots of spells in hand already.
It's better in Wild, where you have tempo-positive shufflers like Fal'dorei Strider that are just good and as a side effect make this cost less. You're not building a deck trying to make this cost less, you're running it because you already have good cards that also make it cost less. Standard is not quite there yet.
This is a decent Tempo play for a Dude Paladin deck that expects to be ahead on board more often than not. Just the threat of it makes each and every SHR a must-kill in most matchups. Dude Paladin will probably be all right, and this is unlikely to see play in any other archetype.
Fantastic. Even if you're not in an Attack-based Shaman deck, this gives you the ability to take care of two small minions relatively early in the game, which is very good news for slower Shaman decks. It's utterly amazing if you happen to have a Doomhammer equipped.
It's an OK finisher if you already have a reason to be playing a Tempo Elementals deck, but this kind of finisher is not solely the reason to play Elementals. Could be game-winning in the right matchups, and completely irrelevant in others.
Cheap Corrupt minion, meaning that it's more likely it gets Corrupted and gets Corrupted early. Once Corrupted, this is just a pile of stats and a headache for aggressive decks to get through (while being a meaningful threat to other control decks). It likely wants to be in a control deck that has an on-curve play for turn 4 (and the lack of those sorts of plays for Priest might actually be the thing that keeps this on the sidelines).
This is a good Secret, specifically because of how it interacts with other Hunter Secrets to force a punish on the opponent no matter how they play around it. This likely fits into aggressive Hunter decks that already ran Phase Stalker, and likely will be a key cog in a deck built around Secrets.
This wants to be in Token Druid, but Token Druid won't run enough cards to Corrupt it regularly. Either choice is fine by itself, but fine doesn't cut it.
OK stats. I'm not sure the Poisonous from Corrupt means anything (Emperor Cobra is in how many Hunter decks?), but it is very hard to kill with trades, especially in the early game. I don't think this is worth running in Hunter.
Better Brewmaster, with the bonus being that it allows neat tricks like a double-Kronx turn. In other words, it gives Rogue a Shadowstep while also putting more stats on the board and in a lot of cases is better than Shadowstep. Dare I say this card is just...good? It's going to see play just because it's a cheap, functional utility minion with solid stats and a versatile effect. Rogue eats that up.
Arcane Intellect with upside. It's kind of funny that I have to question whether a card that is unquestionably better than a staple card-draw spell for Mage can even make the cut in Demon Hunter, but that is where Blizzard leaves us. Probably at its best in a faster Demon Hunter deck that can expect to get the extra card-draw most of the time (but the fail-case isn't terrible...)
Bad stats for its cost, and it gives you...two cards that you can just choose to run in your Druid deck without it. Thanks for the dust, I guess.
Mage secrets in Standard just aren't that threatening, and Kirin Tor Mage does most of what this card does better.
This is really expensive for a minion that seems to want to be an aggressive minion, and there are very few ways to cheat it out early (and most ways to cheat it out can cheat out much better Deathrattle minions).
Doomhammer without Overload, with the trade-off being it's easier for your opponent to get rid of (but the upside that it isn't limited by Durability). It's great for controlling the board, or finishing your opponent off with a few Attack buffs.
The weird weakness of Aggro Demon Hunter was the lack of very good 2-drops. This is a very good 2-drop, because at the very least it forces your opponent to kill it before it can get really big (even if you never get it to massive levels when it does go unanswered).
Is good card. Discover, and mana discount on a cheap spell for a class that already likes to play slow, spell-centric decks and have lots of spells in hand already.
It's better in Wild, where you have tempo-positive shufflers like Fal'dorei Strider that are just good and as a side effect make this cost less. You're not building a deck trying to make this cost less, you're running it because you already have good cards that also make it cost less. Standard is not quite there yet.
Random 8-drop for 8. So, no mana discount for the random effect, just 8 armor. Thanks, Natalie Seline, I guess I'll die now.
Some combo eventually breaks this, but otherwise I'm not feeling good about putting it into just any deck.
This is a decent Tempo play for a Dude Paladin deck that expects to be ahead on board more often than not. Just the threat of it makes each and every SHR a must-kill in most matchups. Dude Paladin will probably be all right, and this is unlikely to see play in any other archetype.
Cheap, flexible removal. Allows Druid a lot more versatility in answering minions while still progressing their Ramp agenda.
Fantastic. Even if you're not in an Attack-based Shaman deck, this gives you the ability to take care of two small minions relatively early in the game, which is very good news for slower Shaman decks. It's utterly amazing if you happen to have a Doomhammer equipped.
It's an OK finisher if you already have a reason to be playing a Tempo Elementals deck, but this kind of finisher is not solely the reason to play Elementals. Could be game-winning in the right matchups, and completely irrelevant in others.
Rogue gets a defensive tool? Awesome. This will be annoying to play against, but much less annoying than Ice Block or Time Out!. I like it.