Soup And Salad's Comments
Immortal Prelate
I have as of yet to see a bigger silence target ever. While being able to get extra value out of buff effects is nice, this could be scary enough by itself to force your opponent to use their deck’s lone silence effect before you play a single buff on it.
Maybe Buff/Quest Paladin will only be just good enough and playing Silence regularly won’t be very useful outside of that match-up that it could do well.
Void Contract
This card is either going to be the most useful card in your deck or completely not worth playing. It can kill combo decks, but those decks already want to churn through their decks as fast as possible already.
However, in any other match-up, it’s eight mana, do nothing. Aggressive decks won’t care and will likely win the next turn, Midrange and Tempo decks will just play through it, and Control decks might just appreciate knowing the game is going to end after thirty minutes instead of a full hour.
Savage Striker
It’s fine I guess. Savagery hasn’t seen play since Beta, and I’m not confident putting the effect on a 2/3 will make it any more playable.
Springpaw
This can be seen as an Alleycat or Firefly with rush. It’s flexible, but far from the best one drop card Hunter will have access to.
Baited Arrow
Two health minions aren’t an uncommon occurrence on turn five, especially against token decks, and it can be looked at as a better Stampeding Kodo.
It’s also comparable to Flanking Strike, which is more flexible than this even if the body isn’t as good, and Bane of Doom, which has a much higher level of variance on what is summoned.
I think Flanking Strike will be better than this but not by a whole lot, and it will shine when that card leaves Standard.
Rain of Toads
Six mana upfront and three later for 6/12 worth of stats seems okay. It could play well into Evolve effects as well, but it won’t be possible to play this on six and Thrall, Deathseer on seven due to the Overload. There really isn’t a better general defensive option for Shamans at the moment, and it will probably end up in Even Shaman as a result
It does compare well to Phantom Militia, but I can’t see it doing that much for Shaman outside of Arena.
Pyromaniac
It’s fine on curve, and if it lives, it’ll probably draw a couple cards.
I doubt it’ll be that great in constructed, but it should be an Arena all star, especially against Paladin.
Hex Lord Malacrass
While I would have rather Mage’s Legendary cards for one set have nothing to do with drawing or producing cards for the first time in more than a year, it is at least nice to see they’re all different in some way.
If anything, this is the first one that can readily be played in both Tempo Mage decks and slower Mage decks albeit with a different purpose in each. The latter would use this to get a third or fourth copy of something like a frostbolt or another low cost damage spell to finish off their opponent while the latter would use it as a value generation method that doesn’t dig themselves closer to fatigue.
It will find a home somewhere, but where ever that home is, it probably won’t mind cutting it if the pilot just doesn’t have the dust for it.
Hex Lord Malacrass
It is a eight mana 5/5 that draws at least three cards. That compares rather favorably pre-nerf Ancient of Lore and can be used in Tempo Mage as a finishing burst or in a slower mage deck as a value engine what won’t kill you.
Cannon Barrage
Well, it’s ceiling is a full twenty-four damage, but you would need at least two but probably three pirates out on the board to make it worth it generally. I can see this working in Wild as a finisher but not necessarily in Standard.
Shirvallah, the Tiger
Well, if the Buff spells used in Even Paladin right now can find their way into another deck or Control Paladin becomes viable, it won’t be difficult to turn this into a ten mana card between Blessing of Kings, Spikeridge Steed, Equlity, Consecration, and whatever else you might find useful. It’s also nice with Corpsetaker. It’ll find a home eventually.
Sharkfin Fan
I can see it making its way into more aggressive decks with weapons where it will often be a two mana 3/3 that can get even bigger. Granted, it probably won’t see that much play outside of arena.
Sul'thraze
Maybe a little overcosted, but it won’t be by much. Fool’s Bane never did see play, but it was a control card placed into a context where both Warrior and control decks generally weren’t really in the best spot.
Granted, Supercolider seems to be better generally.
Spirit of the Shark
It’s a Bran that protects itself for a turn and applies to Combo cards, as such, it will likely be rather good. It’s cost is higher than Brann’s, but the stealth and the extra stuff it applies to makes up for it.
Floop's Glorious Gloop
That is a very particular sequence of cards and the current iteration of Token Druid doesn’t play Living Mana, and I don’t think this one of legendary spell will be enough to shift the deck back to aggro.
Shrink Ray
In the case for control, this would just be a third copy of Equality. With Shrink Ray, you can delay the game a turn or two before throwing out actual removal of some sort, but the attack reduction is not worth that much on top of the health reductions.
In Odd Paladin, you’re Silver Hand Recruits ARE your removal spells with Raid Leader and Level Up! being your Spell Damage increases, and playing this instead of Ironbeak Owl, which some of the most popular versions of the deck don’t even play so they don’t need the silence to begin with, would be getting functionally the same effect except for two extra mana and you’d need to sacrifice at least one minion to take out a troublesome Taunt.
Given the aggressive nature of Odd Paladin, the deck would not want to play a five mana Equality if it had the option to. Maybe it would at three mana because it would be a useful response to a Spreading Plaque, but in such a case, Void Ripper would be better since almost every minion in Odd Paladin has equal health to attack and it comes with a 3/3 body.
Floop's Glorious Gloop
I think Token Druid, the deck most likely to use this card, would rather win with the tokens they’d be killing off rather than gaining mana from their death.
This is a big effect, so the question is “Will the format work out to where the crippling drawback will be worth the steroid injection?”
I think no in Standard and maybe in Wild. Priest right now isn’t in the best place to make a Zoo deck, but it could prove rather useful for a low curve Wild Zoo Dragon Priest, where Twilight Welps and Wyrmrest Agent can play okay in the early game and then snowball with 7/8 Operatives and 7/6 Scaleworms.