You'll have to mana cheat it though, because if you play this versus an aggro deck on turn 7 you're probably either dead already or will die to the sheep, which would be most embarrassing.
As far as I know the beast pool for Deathstalker Rexxar is limited to the beasts that were in Standard when the death knights rotated. For other cards that generate random beast cards Explosive Trap would be useful though.
You could play a weapon on turn 4 and still have something to do on turn 5.
I think the value in the late game is actually fine: you are going to get a ~3 mana discount on a big demon and on the turn that the sigil resolves you have all your mana available, so you can put down multiple threats at once which your opponent might not be able to deal with.
When the battlecry resolves, Cera'thine is on the board, so she won't transform herself. Therefore it shouldn't matter exactly when the unmask happens, since you played a rogue card in any case.
Edit: Sorry, I didn't realize you were talking about what "other classes" means exactly. I thought you wanted to avoid unmasking.
Why is Maestra an obvious inclusion though? You'll get the Warlock hero power 1 out of 9 times, but other than that I don't see any real synergy.
One possible deck would be about half cheap spells and half 5+ mana minions and then run Vanndar Stormpike as well.
A different approach would be to run only 2-4 mana minions and Taelan Fordring. In particular Encumbered Pack Mule would be great in such a deck: play it early vs aggro, keep it in hand for a later tempo swing against slower decks.
Is it a Frost spell though? While there is plenty of snow in the artwork and there is "ice" in the name, the Frost tag doesn't appear in the video nor on playhearthstone.com.
Zoo was my first thought, but after some math I realized that you're going to get less than 1 token per turn on average, so I think the comeback potential from the tokens is rather limited. Drawing three cards is useful of course, but Backfire does that for less mana and leaves your board alive.
I think Jaraxxus is more powerful if you get into the position to play him, but Tamsin is easier to play because of the lower mana cost and the AoE from the battlecry makes it possible to play her when you are behind.
Vanndar Stormpike is more interesting for the decks I like to play, but his deck building restriction is more difficult and the pay-off is delayed: you need to draw the discounted cards first and even though you pay less to summon them, you do need additional mana or an additional turn to actually put them on the board.
Drek'Thar on the other hand gives you stats on board immediately. The current aggro decks do play minions over 3 mana, but in for example Zoo Warlock or Quest Hunter they are replaceable. I can also imagine that a new small minions + burn deck is feasible in for example Shaman, Rogue or Mage.
Maybe Drek'Thar could also be used to tutor out specific minions in a mostly spells deck. I'm thinking of aura buff cards like Sorcerer's Apprentice or deathrattles, but I don't know if there are any in Standard that are relevant. There is always Bloodmage Thalnos of course.
I'm sure both will see play, but I'd be surprised if Drek'Thar doesn't end up in a top meta deck, while I'm less sure Vanndar will stick around. That said, they go into very different decks, so they don't compete for inclusion directly.
Wildheart Guff is a Shield Block and Wild Growth in one on the turn you play him, so that seems good value for 5 mana. After that, drawing cards for 2 mana is just good. It's hard to predict how useful it is to ramp beyond 10 mana, but even if that rarely matters, I think it's still a good card. If there is any space in the meta for Ramp Druid, this hero card will be in it.
Edit: The card text doesn't say it's an empty mana crystal, so if the wording is consistent (a daring assumption in Hearthstone, I know) that would mean it's a filled crystal and it would be better than Wild Growth.
I really wonder how much of a mess their backend must be to even make a bug like this possible. It's not even a case of the mechanics being broken: the card lost its card text as well.
While the lack of card text is an advantage in your combo, most of the time it's a negative: Tyrantus is now generally worse than Living Monument or comparable to Ultrasaur when you care about the Beast tag. If they don't fix this, they should at least offer a full dust refund because it's effectively been nerfed.
That's a good question. I think for me the frustrating part is that it offers you a choice each turn, then proceeds to make unpredictable plays that ignore any opportunities you had in mind with that choice. Maybe it would have been enjoyable if I saw this on a stream, but trying and failing to control the game was not a fun experience for me.
Come on, there is no need for that. I think this was probably the most frustrating brawl I ever played, but in the end it's our own decision to stick with it until you get your pack or just not play it.
You'll have to mana cheat it though, because if you play this versus an aggro deck on turn 7 you're probably either dead already or will die to the sheep, which would be most embarrassing.
Possibly Zoolock too, with Backfire and Hullbreaker. Maybe go really fancy and throw in Altar of Fire and Neeru Fireblade as well.
As far as I know the beast pool for Deathstalker Rexxar is limited to the beasts that were in Standard when the death knights rotated. For other cards that generate random beast cards Explosive Trap would be useful though.
Since the extra community reveals are replacing the live stream, it's also possible they'll happen on the 24th.
You could play a weapon on turn 4 and still have something to do on turn 5.
I think the value in the late game is actually fine: you are going to get a ~3 mana discount on a big demon and on the turn that the sigil resolves you have all your mana available, so you can put down multiple threats at once which your opponent might not be able to deal with.
It's a sigil, not an objective, so it only lasts one turn.
When the battlecry resolves, Cera'thine is on the board, so she won't transform herself. Therefore it shouldn't matter exactly when the unmask happens, since you played a rogue card in any case.
Edit: Sorry, I didn't realize you were talking about what "other classes" means exactly. I thought you wanted to avoid unmasking.
Why is Maestra an obvious inclusion though? You'll get the Warlock hero power 1 out of 9 times, but other than that I don't see any real synergy.
One possible deck would be about half cheap spells and half 5+ mana minions and then run Vanndar Stormpike as well.
A different approach would be to run only 2-4 mana minions and Taelan Fordring. In particular Encumbered Pack Mule would be great in such a deck: play it early vs aggro, keep it in hand for a later tempo swing against slower decks.
Is it a Frost spell though? While there is plenty of snow in the artwork and there is "ice" in the name, the Frost tag doesn't appear in the video nor on playhearthstone.com.
Not bad, but it competes with Lightshower Elemental which is probably better unless you're up against a wide board.
This could be an on-curve follow-up to Nerubian Egg.
There is also synergy with Dreaded Mount, as Tamsin's Dreadsteed is 4 mana.
Tamsin's Phylactery is another new card with deathrattle synergy, but we probably need a few more for it to become a viable deck.
Zoo was my first thought, but after some math I realized that you're going to get less than 1 token per turn on average, so I think the comeback potential from the tokens is rather limited. Drawing three cards is useful of course, but Backfire does that for less mana and leaves your board alive.
I think Jaraxxus is more powerful if you get into the position to play him, but Tamsin is easier to play because of the lower mana cost and the AoE from the battlecry makes it possible to play her when you are behind.
Maybe both could even exist in the same deck?
If Diablo in Duels sticks around, Lord Barov could do the trick.
Vanndar Stormpike is more interesting for the decks I like to play, but his deck building restriction is more difficult and the pay-off is delayed: you need to draw the discounted cards first and even though you pay less to summon them, you do need additional mana or an additional turn to actually put them on the board.
Drek'Thar on the other hand gives you stats on board immediately. The current aggro decks do play minions over 3 mana, but in for example Zoo Warlock or Quest Hunter they are replaceable. I can also imagine that a new small minions + burn deck is feasible in for example Shaman, Rogue or Mage.
Maybe Drek'Thar could also be used to tutor out specific minions in a mostly spells deck. I'm thinking of aura buff cards like Sorcerer's Apprentice or deathrattles, but I don't know if there are any in Standard that are relevant. There is always Bloodmage Thalnos of course.
I'm sure both will see play, but I'd be surprised if Drek'Thar doesn't end up in a top meta deck, while I'm less sure Vanndar will stick around. That said, they go into very different decks, so they don't compete for inclusion directly.
Wildheart Guff is a Shield Block and Wild Growth in one on the turn you play him, so that seems good value for 5 mana. After that, drawing cards for 2 mana is just good. It's hard to predict how useful it is to ramp beyond 10 mana, but even if that rarely matters, I think it's still a good card. If there is any space in the meta for Ramp Druid, this hero card will be in it.
Edit: The card text doesn't say it's an empty mana crystal, so if the wording is consistent (a daring assumption in Hearthstone, I know) that would mean it's a filled crystal and it would be better than Wild Growth.
I really wonder how much of a mess their backend must be to even make a bug like this possible. It's not even a case of the mechanics being broken: the card lost its card text as well.
While the lack of card text is an advantage in your combo, most of the time it's a negative: Tyrantus is now generally worse than Living Monument or comparable to Ultrasaur when you care about the Beast tag. If they don't fix this, they should at least offer a full dust refund because it's effectively been nerfed.
That's a good question. I think for me the frustrating part is that it offers you a choice each turn, then proceeds to make unpredictable plays that ignore any opportunities you had in mind with that choice. Maybe it would have been enjoyable if I saw this on a stream, but trying and failing to control the game was not a fun experience for me.
Come on, there is no need for that. I think this was probably the most frustrating brawl I ever played, but in the end it's our own decision to stick with it until you get your pack or just not play it.
How far we're willing to go for a pack?
Honestly though, I think the idea is kinda cute, but it needs much better AI to actually be enjoyable.