Soup And Salad's Comments
Sludge Slurper
Sludge Slurper is pretty okay. It’s quite comparable to Fire Fly and while obviously not as good, is close enough to probably see play in faster Shaman decks.
Crystal Stag
If it wasn’t for Crystal Power, Crystal Stag would never see play in Druid, but with that card, it should be fairly easy to enable this card. Granted, five mana deal eight damage to a minion is probably on rate with what one would expect, and whatever 4/x bodies you get to keep on the board are likely worth the cost of having to play a card like Crystal Power.
Granted, also running Crystalizer for reasons beyond it being a 1/3 for one probably isn’t exactly important.
Crystal Power
Crystal Power is alright I guess. It really isn’t anything to write home about and not nearly as good as Living Roots. Maybe between the other cards revealed for Druid this will see play, but I really wouldn’t be surprised if it doesn’t.
Vereesa Windrunner
A seven mana 5/6 plus a 2/3 weapon would be okay on it’s own as a strong Arena card. With the added effect of the card making it quite easy for double Kill Command to burst for fourteen damage and for Baited Arrow to Overkill, Vereesa Windrunner should be pretty alright for constructed.
At the very least, it’ll have its useful applications.
EVIL Conscripter
EVIL Concripter is a bit slow, but its stats are reasonable and the Lackeys are all generally good. Perhaps a more minion heavy Priest deck will throw this in as a generally okay two drop card.
EVIL Genius
EVIL Genius should be good in a Zoo Warlock deck that uses a bunch of token and/or egg cards. Otherwise, this probably won’t do a whole lot.
Unleash the Beast
Given the description of the mechanic uses the word “cast” instead of “play,” Zul’jin should give the version of the card without Twinspell when he casts the version with it.
Unleash the Beast
I am aware. The sentence before I brought that card up mentions how much better Unleash the Beast would be in a different, and then I gave an example in the sentence you’re having issue with.
Lightforged Blessing
In order to get the combo done in one turn, you’ll need ten mana, this, Blackgaurd, and Flash of Light preferably or a Blackgaurd that can attack, your opponent to have a decent board of at least five minions, and to be at relatively low health likely through Threkal. Such a conditional combo that doesn’t win the game outright isn’t going to be good in a format as extreme as Wild.
For full heals too, Paladin would probably be better off finding a way to abuse Crystalsmith Kangor and Shirvalla.
In Wild, if an aggressive deck hasn’t killed you by turn ten, you already won, and Midrange strategies aren’t really heard of that often in the format.
Lightforged Blessing
Even in its best case, you’re only going to deal twenty-nine damage to MINIONS, not the opposing hero, making it into an eight or ten mana Equality-Consecration combo. Additionally, the Anyfin Can Happen combo is both more reliable and can win games.
Keeper Stalladris
While Keeper Stalladris is undeniably a good card, there’s only really two maybe three cards worth using with it currently, Wraith, Power of the Wild, and maybe Starfall. Because how limited the card looks like it will be even assuming two or three new Choose One spells, it will probably have more of an impact in Wild than in Standard because of Jade Idol.
Stalladris not doing anything with Choose One minions will really affect its viability in faster and more minion heavy Druid decks.
However, if more good Choose One spells come reliably out of the design pipeline, this could very well become a Druid staple sometime next year. It won’t be in April though.
Unleash the Beast
A six mana 5/5 with rush probably isn’t that far off rate, and being able to play two with just one card perhaps could have meant Unleash the Beast sees play if it were in another class. This and Khadgar in the same deck would probably be fairly decent.
Even if it doesn’t make its way into constructed, it should be a common and powerful pick for Hunter in Arena.
Lightforged Blessing
Lightforged Blessing really could have been okay at one mana. Sure, the Twinspell aspect of the card does mean it needs to be more expensive, but much of the time granting basic keyword effects to minions really isn’t that valuable.
At two mana, I have a hard time seeing this will see much play while Flash of Light and Zilliax are Standard legal.
Never Surrender!
The effects of secrets trigger and resolve before spell effects resolve. It’s the same reason why Counterspell beats Flare.
Never Surrender!
No Surrender, much like other Paladin secrets, is really rather circumstantial. Granted, it will probably see play in Secret Paladin assuming that deck remains viable after losing cards like Hydrologist.
Otherwise though, it won’t see play anywhere else.
Khadgar
What taunts are you going to play in Mage post rotation?
What reason will there be to play secrets when Arcanologist rotates?
Why would you rely on a combo as specific, mana intensive (Likely costing a full tend mana for a decent taunt minion like Rotten Applebaum when a Blizzard), and easily disruptable to keep you alive?
This sort of card is much better when played to actively advance your own position on the board over trying to figure out how a two health minion can be used defensively and reactively on turn ten.
Unidentified Contract
A Tempo Rogue would not care about the extra value, a Miracle Rogue would probably only prefer the minion kill AND two coins over the two mana discount, assuming a Control Rogue is even viable, it would prefer the more consistent answer that is Walk the Plank.
The variance is what will end up killing the card. All of the effects are okay, but I as a rogue player would be unable to rely on getting any one of them in particular. As such, I can only really work with the minion kill aspect of the card. Sure, I can adapt to what the result is, but the Betrayal effect and the Seance effect are extremely difficult to make proper use of on the fly.
Wrenchcalibur
Weapon buffs have seen zero play in Warrior decks that are not aggressive. Bomb Warrior is not a deck that can be aggressive due to the painfully slow nature of the bombs. The big issue with this card will always be that it is a four mana 3/2 weapon with no effects that affect the board.
If this were a 4/2 weapons, then I would be inclined to say this would see play based on its stat line alone, but it’s not. It’s a 3/2 for four. If Fiery War Ax as it is currently see zero play, then a more expansive version of the card for all intents and purposes outside of applications with Blastmaster Boom will not either.
Unidentified Contract
None of the bonus effects are better than a 3/4 outside of the coins in specifically in Miracle Rogue, and they’re made worse by the variance.
Big Priest in Wild would NEVER play this card, and it’s too expensive to readily cheat out stuff like even Diamond Spellstone can. It’s more comparable to a card like N’Zoth, which more people seem to be fine with, and in that light, it’s alright as long as the deck play it managed to avoid playing super cheap minions.