As anchorm4n said, Discovery of Magic is waaaaaaaaaaaaaay better than this because you get to Discover the spell in question. I'd rather have one spell that I picked (even from a limited pool) than two spells I didn't. This card will probably never see play (not even in Rainbow spells).
Cost reduction is powerful, but it just feels like Rainbow Spells decks are going to be either too reliant on random spell generation or forced to run the one spell in a school to make it worth their while. Keep an eye on this for future expansions, but it's a pass for now.
If you're playing this, it's probably because you need the Frost spell for Rainbow Shaman and it's not exceptionally bad for its cost - if the meta is extremely fast this would be a good way to potentially stay alive for another turn or two until you can get to your bigger finishers. So, maybe Reno Shaman in a fast meta runs it?
Two random things, both from not small pools of cards, means this is just going to be way too unpredictable. Unless Rainbow Spells DK decides that it desperately needs a Nature spell, I don't think this sees play.
I'm pretty much out on Rainbow Shaman - don't think the cards it got are necessarily going to push the class in that direction. This could be a solid board-builder for that deck (there are 76 5-Cost minions in Standard [plus some unrevealed ones, I assume] and by my count only 10 to 12 of them are trash summons - all the rest are at least a decent body and some of them Rocket Hopper, for instance would be amazing. I'm kind of interested in Rainbow Spells DK, but the class has only two natural spell schools of Frost and Shadow, and Malted Magma is the only Shaman Spell they'd probably want to run. So, this card is likely a dud.
I kinda think this card is going to be pretty good. The Demon Hunter tools that it gives you access to (Patches the Pilot, Dangerous Cliffside, Sigil of Skydiving) go really well with its effect, plus you can run Paraglide, which is pretty strong card draw (especially for Shaman). This is the best Shaman card in the set.
Got some interesting cases, I just don't see Rainbow Shaman or Rainbow Spells DK being so strong that a deck would find a reasonable place for her, not to mention that the best effects for board control are Fel and Shadow, and Shaman has exactly one Standard spell that's Shadow and none that are Fel (unless they go Tourist into Demon Hunter for the one Shadow and one Fel spell in the set) so you'd have to pray that Siren Song gives you something actually playable for those effects to even trigger.
This feels pretty good. Obviously you're not going to get to do a huge burst turn like Frozen Touch could in Mage, but this is really good for an aggressive DK that churns through minions and can use this either as face damage or as spot removal. I'm assuming that you spend the Corpses at the end of the turn, which might matter (Ma and Pa, for instance). Seems pretty powerful to me, and it's a Frost spell so it'll go great in Frost DK.
This is 4/4 stats for 2 and is an interesting contrast to Mining Casualties. MC is better at dealing with 3 or 4 Health minions the turn after it's played while this is better dealing with 2 or 1 Health minions the turn it comes down. I think there's room in a deck for both because they're both powerful 2-Drops (not to mention that they both go great with Eliza).
This feels like a payoff for Eliza and only an OK spell otherwise. In my gut, I feel like both Crop Rotation and Army of the Dead are just better most of the time.
This is really strong. Imagine the potential just with Reska. The new Dreadhound Handler is also exceptional with this, and I like the idea of using it with Eliza. There's a ton of good cheap minions with Deathrattle and giving them Reborn is really good. (My favorite is the new Adaptive Amalgam, who'll keep the Reborn for the next time you draw it).
Sort of similar to Threads of Despair - a board clear that feeds off of minions dying. A little like Jungle Gym for DK, but the damage feels a little capped in a turn if your opponent doesn't have minions to trade into but that's usually not something an aggro deck is too upset about. I think we could see this is an aggressive DK deck, if such a deck comes to be.
This could be a useful payoff in the early game for Freeze DK (you can play it on turn 2 with a Glacial Shard) and aggression is what Frost DK has usually done best. Depending on how regularly DK decks can drop this on turn 2 or 3, this could make the archetype very fast and good.
On demand freeze plus card draw is nice; of Freeze spells are there few but Freeze Weapons like Might and Crusher might be the better way to go with this. Northern Navigation is also pretty nice for a Frost DK. I think Freeze DK could have enough legs to at least get a try out.
This is fairly weak - a 2/2 body with a Deathrattle freeze (there aren't enough other freeze effects in the game to feel confident about getting the 5 damage regularly). You do have a few ways to trigger it yourself in Death Knight, and getting a double trigger off of Yodeler (or in Warlock with Darkmarrow) would be pretty cool, if a bit slow.
I love this with Death Growl, and there are other, more expensive, tools for getting extra triggers from the Deathrattle. And the Deathrattle, even without extra triggers, is pretty good. Aggro DK hasn't been around for a while, but maybe there's just enough here to make a decent deck.
I'm not really sold on this expansion's passel of Shaman cards, except for Cabaret Headliner and maybe Carress I don't think Rainbow Spells DK has that many tools to hold up. It's powerful card draw attached to a decent minion, but I think the deck it'll enable will be mid-Tier at best.
Another good 1-Drop for Painlock, so the deck can be even more efficient in getting its late-game bombs into play. This would likely be better than Flame Imp in some matchups. Painlock can really go all-in, maybe I should reevaluate the Flamejuggler - there's just enough cheap self-harm in Warlock that it could be a good value for its cost pretty regularly.
Good for Deathrattle Warlock decks and honestly, paying 2 for three cards is really good even with the additional cost of killing your most expendable minion. This could be a good card to play in any number of decks, but we definitely see this in Tourist Lock, if that deck exists.
It's a bit too hit or miss, even in a deck like Painlock that's designed to take a lot of damage. It is a 4/4 if you play a Flame Imp, and if you have Haywire Zilliax or a Cursed Souvenir minion in play it would be 4/4 with no additional investment. Feels a little all-in to make work, but I can see a world where it makes the cut. (Am I mad to think this is insane in Wild thanks to Crystallizer?)
As anchorm4n said, Discovery of Magic is waaaaaaaaaaaaaay better than this because you get to Discover the spell in question. I'd rather have one spell that I picked (even from a limited pool) than two spells I didn't. This card will probably never see play (not even in Rainbow spells).
Cost reduction is powerful, but it just feels like Rainbow Spells decks are going to be either too reliant on random spell generation or forced to run the one spell in a school to make it worth their while. Keep an eye on this for future expansions, but it's a pass for now.
If you're playing this, it's probably because you need the Frost spell for Rainbow Shaman and it's not exceptionally bad for its cost - if the meta is extremely fast this would be a good way to potentially stay alive for another turn or two until you can get to your bigger finishers. So, maybe Reno Shaman in a fast meta runs it?
Two random things, both from not small pools of cards, means this is just going to be way too unpredictable. Unless Rainbow Spells DK decides that it desperately needs a Nature spell, I don't think this sees play.
I'm pretty much out on Rainbow Shaman - don't think the cards it got are necessarily going to push the class in that direction. This could be a solid board-builder for that deck (there are 76 5-Cost minions in Standard [plus some unrevealed ones, I assume] and by my count only 10 to 12 of them are trash summons - all the rest are at least a decent body and some of them Rocket Hopper, for instance would be amazing. I'm kind of interested in Rainbow Spells DK, but the class has only two natural spell schools of Frost and Shadow, and Malted Magma is the only Shaman Spell they'd probably want to run. So, this card is likely a dud.
I kinda think this card is going to be pretty good. The Demon Hunter tools that it gives you access to (Patches the Pilot, Dangerous Cliffside, Sigil of Skydiving) go really well with its effect, plus you can run Paraglide, which is pretty strong card draw (especially for Shaman). This is the best Shaman card in the set.
Got some interesting cases, I just don't see Rainbow Shaman or Rainbow Spells DK being so strong that a deck would find a reasonable place for her, not to mention that the best effects for board control are Fel and Shadow, and Shaman has exactly one Standard spell that's Shadow and none that are Fel (unless they go Tourist into Demon Hunter for the one Shadow and one Fel spell in the set) so you'd have to pray that Siren Song gives you something actually playable for those effects to even trigger.
This feels pretty good. Obviously you're not going to get to do a huge burst turn like Frozen Touch could in Mage, but this is really good for an aggressive DK that churns through minions and can use this either as face damage or as spot removal. I'm assuming that you spend the Corpses at the end of the turn, which might matter (Ma and Pa, for instance). Seems pretty powerful to me, and it's a Frost spell so it'll go great in Frost DK.
This is 4/4 stats for 2 and is an interesting contrast to Mining Casualties. MC is better at dealing with 3 or 4 Health minions the turn after it's played while this is better dealing with 2 or 1 Health minions the turn it comes down. I think there's room in a deck for both because they're both powerful 2-Drops (not to mention that they both go great with Eliza).
This feels like a payoff for Eliza and only an OK spell otherwise. In my gut, I feel like both Crop Rotation and Army of the Dead are just better most of the time.
This is really strong. Imagine the potential just with Reska. The new Dreadhound Handler is also exceptional with this, and I like the idea of using it with Eliza. There's a ton of good cheap minions with Deathrattle and giving them Reborn is really good. (My favorite is the new Adaptive Amalgam, who'll keep the Reborn for the next time you draw it).
Sort of similar to Threads of Despair - a board clear that feeds off of minions dying. A little like Jungle Gym for DK, but the damage feels a little capped in a turn if your opponent doesn't have minions to trade into but that's usually not something an aggro deck is too upset about. I think we could see this is an aggressive DK deck, if such a deck comes to be.
This could be a useful payoff in the early game for Freeze DK (you can play it on turn 2 with a Glacial Shard) and aggression is what Frost DK has usually done best. Depending on how regularly DK decks can drop this on turn 2 or 3, this could make the archetype very fast and good.
On demand freeze plus card draw is nice; of Freeze spells are there few but Freeze Weapons like Might and Crusher might be the better way to go with this. Northern Navigation is also pretty nice for a Frost DK. I think Freeze DK could have enough legs to at least get a try out.
This is fairly weak - a 2/2 body with a Deathrattle freeze (there aren't enough other freeze effects in the game to feel confident about getting the 5 damage regularly). You do have a few ways to trigger it yourself in Death Knight, and getting a double trigger off of Yodeler (or in Warlock with Darkmarrow) would be pretty cool, if a bit slow.
I love this with Death Growl, and there are other, more expensive, tools for getting extra triggers from the Deathrattle. And the Deathrattle, even without extra triggers, is pretty good. Aggro DK hasn't been around for a while, but maybe there's just enough here to make a decent deck.
I'm not really sold on this expansion's passel of Shaman cards, except for Cabaret Headliner and maybe Carress I don't think Rainbow Spells DK has that many tools to hold up. It's powerful card draw attached to a decent minion, but I think the deck it'll enable will be mid-Tier at best.
Another good 1-Drop for Painlock, so the deck can be even more efficient in getting its late-game bombs into play. This would likely be better than Flame Imp in some matchups. Painlock can really go all-in, maybe I should reevaluate the Flamejuggler - there's just enough cheap self-harm in Warlock that it could be a good value for its cost pretty regularly.
Good for Deathrattle Warlock decks and honestly, paying 2 for three cards is really good even with the additional cost of killing your most expendable minion. This could be a good card to play in any number of decks, but we definitely see this in Tourist Lock, if that deck exists.
It's a bit too hit or miss, even in a deck like Painlock that's designed to take a lot of damage. It is a 4/4 if you play a Flame Imp, and if you have Haywire Zilliax or a Cursed Souvenir minion in play it would be 4/4 with no additional investment. Feels a little all-in to make work, but I can see a world where it makes the cut. (Am I mad to think this is insane in Wild thanks to Crystallizer?)