Argent Watchman looks pretty bad. Its stats are too bad even for its 2 mana cost, and it isn't worth using your hero power just to activate him. Maybe it'll see play in a fully Inspire-themed deck, and just maybe in arena if the other 2 picks are seriously bad.
Spellslinger... I'm not sure aboutt his one. It has good stats for its cost, and gives you an extra spell card that has some extra synergy as a mage (like buffing Mana Wyrms and having Sorceress Apprentice reduce its cost). But do you really want to give your opponent a random spell card aswell? They could get the one card to completely screw you over, while you can get a crappy card you can't even use like Deadly Poison and Savagery. I could see this card being played in tempo mages.
My opinion about Demonfuse, the new Warlock card:
When you look at Demonfire (+2/2 or 2 dmg) and compare it to Demonfuse(+3/3 and give your opponent a mana crystal) its really hard to understand how +1/1 stats is worth giving your opponent a mana crystal on your turn forever...maybe if it lasted for 1 turn only, and even then it would be bad.
If anything the only good thing about this card (for the warlock) is that it nerfs the opponent's Nefarian if he uses one.
It adds a RANDOM spell card. If I understand it correctly, it can be any spell in the game. Does not say "draw" a spell card but "add" a spell card. So you can get Savagery or Deadly Poison. There are way too many shitty spells to get from this, and this being mage only card... well, it's 3/4 for 3 so it's a decent pick for Arena i guess... even then I prefer vanilla spider tank because this one can screw you over with bad RNG.
New cards:
Argent Horserider
Demonfuse
Argent Horserider is basically a mini Argent Commander. Opponent plays a 2 health 2 drop, you play AH and kill it and still have a body that'll eat up their Hero Power or something at worst by that point, and another 2 health minion at best.
Demonfuse... I can't say it better than what others already have, so I won't.
Argent Horserider seems pretty weak, its hard to trade with a minion with only 2 damage unless you have another minion to trade with it. In a best case scenario you trade early into a 3/2 while the opponent can't even kill the Horserider. But its more expensive version the Argent Commander can atleast trade into more stuff by itself, and he doesn't die by just 1 ping by the opponent. To make this card more useful you need to buff him with stuff like Dire Wolf Alpha, Flametongue Totem, Blessing of Might, Abusive Sergeant and other cheap buffs. So the card could provide some uses with some cheap buffs, but on its own its very weak.
Demonfuse seems pretty bad, it seems like a nice buff but the drawback is just too big. People could just use Demonfire instead, which can also be used as a removal. In an ideal situation the extra crystal you'll give won't have any effect if you've reached the late game, so you can still give a solid +3/+3 buff to your minions for only 2 mana.
Idk, people do play Arcane Golems in rush hunter decks but 4/2 with charge for 3 is pretty good deal even with that drawback. That +3/+3 buff... well it's not good enough. If it costed no mana then maybe. Power Overwhelming is 1 mana +4/+4 until the end of the turn. This is basically the same thing as the opponent will kill it anyway, AND it costs more mana & gives opponent extra mana so yeah, it's instant dust food.
New card on Hearthpwn: Flame Lance
Mage common 5 mana spell, deal 8 damage to a minion.
If things slow down enough to where big minions can be played regularly then it might be included once in a while. Mostly it'll be used when polymorph isn't wanted because of the 1/1 sheep left behind to be pinged, but if things are indeed slow enough for Flame Lance to be used then that 1/1 probably won't matter so much. We'll see how it plays out I suppose.
Flame Lance is not constructed playable. I assume it was added to be a worse Fireball/Polymorph to reduce the quality of Mage removal in Arena.
I mean it's strictly worse than Assassinate (I know, Rogue card vs Mage card) which essentially is 5 mana deal infinite damage to a minion, and Assassinate is too slow and worse than Polymorph I would say. I think they really underestimated the value of having the silence effect on Polymorph. Both Assassinate and Flame Lance could cost 4 mana honestly and then Lance would actually be a viable alternative to Poly.
Polymorph + Hero Power is the ultimate removal. Ignores minion healath, ignores divine shield, and ignores annoying deathrattles (shredders, Sylvanas etc etc).
It's a common mage card tho. Which means less fireballs and flamestrikes in arena too. I'd draft one of these if I didn't had any poly's or fireballs. It kills boulderfist for 1 less mana than fireball + heropower.
More crappy cards. Hope they are saving the best for the last.
Of the currently released cards, these are my thoughts on which ones seem viable:
Cards I'm confident will see play:
Totem Golem
Tuskarr Totemic
Fallen Hero
Effigy
Savage Combatant
Eydis Darkbane
Fjola Lightbane
Justicar Trueheart
Cards there's a good chance will see play:
Maiden of the Lake
Holy Champion
Clockwork Knight
Draenei Totem Carver
Thunder Bluff Valiant
Lock and Load
Garrison Commander
Coldarra Drake
Frost Giant
Nexus Champion Saraad
Sky Cap'n Kragg
Cards which won't make it in constructed but will be arena worthy:
Lowly Squire
Flame Juggler
Spellslinger
Silver Hand Regent
Silent Knight
Tournament Medic
North Sea Kraken
King's Defender
Coliseum Manager
Kodorider
Argent Horserider
Wilfred Fizzlebang
Flame Lance
Cards which are just plain bad:
Demonfuse
Argent Watchman
Ball of Spiders
Poisoned Blade
So all in all, things aren't looking nearly as bad as people are making out. Only four real stinkers, a lot of good arena cards and indeed most of the cards so far are at least in the running for constructed.
Two new cards revealed.
Aspirant looks pretty nice. Basically a temporary Wild Growth on a stick. Even if it only last a turn you still get value out of it. And if it's silenced or returned it's even better. Of course there's always the downside of having it summoned instead of played. Look out Shredders.
I'll reserve judgement for Wrathguard since I don't remember if you can overkill minions or not. Of course, at 2 mana they likely won't have something that does so much damage available anyway. We shall see.
Looks like a super imp, which is already a mandatory for most zoo/demon decks.I'll reserve judgement for Wrathguard since I don't remember if you can overkill minions or not. Of course, at 2 mana they likely won't have something that does so much damage available anyway. We shall see.
Yes you can overkill minions for effects - see Implosion.
Darnassus Aspirant is great. It'll be one of these cards that your opponent would need to kill asap, and losing your extra mana crystal won't be much of an issue as your mana just goes back to normal. You could even give it some early buffs like Mark of the Wild to make it last longer. Also the Aspirant is a great target for Mirror Entity, as your enemy will only lose one of his own mana crystals while never having gained one. It'll be a bad card for you to get from Piloted Shredder though. I could see this being played in most druid decks, not sure if it'll replace Wild Growth. In arena this card is great aswell.
Wrathguard... the moment I saw this card I was thinking about shield slamming this guy for over 20 damage, and that same damage will redirect to the hero. A rogue could even hit the enemy hero, use Blade Flurry and deal the same damage again because Wrathguard is up. So 3x the damage of your weapon, quite overkill.
Despite these risks, I think its still pretty solid in normal situations where you can play him on turn 1 or 2. He'll still easily die to a 3/2, but if he can't then you can protect him with Voidwalkers or take him over with a Void Terror. I think this card will see play in zoo locks, but not in handlock. In arena it should be pretty good aswell.
Man, all the cards so far besides a few of the ones released on day one and the two valkyries has been total crap, and even the non-total crap ones are decent at best. I really hope they're deliberately leaving the best ones for last, because so far inspire looks just as dead on arrival as dragons ended up being, which I really hope won't be the case, because the current combo-totally-ignore-your-opponent-and-just-do-your-own-thing-meta is the shittiest meta hearthstone has ever had and we really need something out of this expansion that totally craps all over that, which we sure haven't seen anything of so far.
"Quack, quack, Mr. Bond."