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Priest:
★★★ Lesser Diamond Spellstone: Big Priest gets stronger. Could easily see a 1-of this, maybe 2 in that list. Might see play elsewhere, but unlikely.
★★★★★ Psychic Scream: Extremely powerful removal that probably makes every priest list for the next 2 years. Tokens become a liability. Living Mana is a risk. Big Jades get screwed. Any board flood at all gets punished.
★ Temporus: No support for this. You'll die.
★★★★ Duskbreaker: Extremely powerful early dragon. Aggro decks cry.
★★ Dragon Soul: Since durability doesn't get removed, this card is a value generator, especially with Lyra. Big target for weapon removal, but cheap enough you could get out 1-2 dragons in the same turn when playing before the ooze comes. I don't think you're going to get off the effect very often though, which is why I'm rating it lower. The dream Lyra turn will be too infrequent when this is equipped. Need to pray no weapon removal.
★★★ Twilight's Call: Quest or maybe even sneaks its way into DK or Big Priest.
★★ Unidentified Elixir: The bonus effects aren't bad and the +2/+2 for 3 is alright. Dragon priest was all about +health on minions, so kinda getting back to that. Will be tough to squeeze in at the 3 slot, probably gets cut from most lists.
★★★ Gilded Gargoyle: Coin is very relevant. Deathrattle helps Quest. Coin works with Lyra and weapon. Also might just be good to skip turn 4 and get to your 5-drop, which is a key spot for Priest (Raza / Operative)
★★★★★ Twilight Acolyte: Insane. Helps steal anything in the game. Broken.
★ Psionic Probe: Another "Mind Vision", meh.
Neutrals to look out for in Priest:
Not much stands out, Priest decks unlikely to include any/many new neutrals.
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Rogue:
★★ Lesser Onyx Spellstone: Powerful effect but the condition is tough to meet. Not enough support for this card.
★★★★ Elven Minstrel: Very strong card. Usually Rogue have more spells than minions. Finding those key minions will be nice,
★★★★ Fal'dorei Strider: So much value, can fit in a lot of Rogue decks. The ambushes are ignored by Minstrel too.
★ Kobold Illusionist: If it was a battlecry it still would have been fringe. The fact it's a Deathrattle makes it even worse.
★★★★★ Sonya Shadowdancer: Incredibly strong. Allows some broken combos to occur. Can be used with a Quest package, or Deathrattles, or Jades, or Battlecries, and the copy becomes a combo-activator.
★ Cheat Death: Too slow. Can't easily control it. Not worth running, even in a Quest Rogue.
★★★★★ Evasion: Insane. Basically an Ice Block as long as the 1st attack isn't lethal. Just stupid OP for Rogue.
★ Sudden Betrayal: Trash card that should never see play.
★★★★ Cavern Shinyfinder: Great card for finding Kingsbane and never dead as long as Kingsbane is in your deck somewhere. Also can use Minstrel to find this to find Kingsbane.
★★★★★ Kingsbane: OP weapon that has support to be OP. There are enough tutors and weapon support cards to make this card bonkers.
Neutrals to look out for in Rogue:
Zola the Gorgon: Can work in a lot of Rogue decks. Quest, Jades, Deathrattles, Battlecries, Combos, Keleseth, etc etc. Just seems good.
Plated Beetle: Some health gain and 2/3. The healing isn't wasted early like with Mistress.
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Shaman:
★ The Runespear: Very slow, only 3 charges unlike the Mage weapons, too expensive.
★ Lesser Sapphire Spellstone: Too slow and too hard to pull off, doesn't allow for much combo potential.
★★★★ Grumble, Worldshaker: Very strong, possibly a 5-star. Great with Elementals and Jades. Doesn't seem to work as nicely with Shaman's signature decks: Evolve/flood.
★★★ Windshear Stormcaller: Fits nicely with the token theme. Totem/token deck might work again.
★★★ Healing Rain: If you control no minions then it's a self heal for 12, but even with some damaged, you probably get most of the healing directed your way. It's a nice heal card to make up for losing Healing Wave.
★ Primal Talismans: Very slow and worse than Spirit Echo.
★ Crushing Hand: Spend 5 mana to kill "most" minions, compared to hex which is 4 mana and deals with all minions, including deathrattles/divine shield. Bad card.
★★★★ Kobold Hermit: Great card allowing shaman to tactically use their AoE spells with spellpower totem and fits the new totem deck.
★★★★ Murmuring Elemental: Brann reborn for Shaman, allowing big evolve turns or multiple battlecries from Elementals or Jades, and it's cheaper than Brann, but only lasts 1 turn... however you can have 2 of these in your deck.
★★★★★ Unstable Evolution: Can spawn completely new shaman deck. Maybe with Auctioneer / Teachers / Illidan / Yogg or who-knows-what. Insane card that can do insane things. Can fit in almost every Shaman deck.
Neutrals to look out for in Shaman:
Zola the Gorgon: What about 2-4 more Murmuring Elementals? Or a key value minion.
Shrieking Shroom: Comparable to Primalfin Totem, 1 more cost but possibility to generate some really good minions... and it can attack, and can evolve into a 4 drop.
Sewer Crawler: 2x 3 cost minions for 3 which work nicely with Evolve and can also be used with Murmuring Elemental.
Rummaging Kobold: Get more Jades... or niche use with Doomhammer.
Furbolg Mossbinder: Great with evolve, if in DK form and you top-deck this, you can have a 6-cost and a 6/6 for 7 mana.
Corridor Creeper: Free 5/5, great in token decks.
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Warlock:
★★ Voidlord: Relies on the recruits or Weapon effect to pull this for free, otherwise it's just shitting up your hand. Makes DK effect worse. It does stall, maybe it sneaks in simply because it's 4 taunt minions in 1 package.
★ Rin, the First Disciple: Incredibly slow, a fun card, will almost never see it completed.
★★ Skull of the Man'ari: A bit of RNG... The good demons have good battlecries you'll be missing. Bad demons unlikely to be in your deck. Won't always have a demon in your hand. Just slow and doesn't do anything the turn it's played.
★ Possessed Lackey: Stats make it poor, but Recruiting a demon can be strong if you build around it. Big problem is it's a deathrattle.
★★ Cataclysm: Strong Removal and maybe the discard helps out quest/discardlock, but it also ruins your board/hand. I only see it being tried with discard synergy.
★★★ Lesser Amethyst Spellstone: Good sustain and board control in 1 package. Might help form a new version of handlock.
★★★ Hooked Reaver: 4 mana 7/7... with Taunt. It's almost Molten Giant+Sunfury in 1 package. Could help spawn a new Handlock.
★★★ Vulgar Homunculus: Good early taunt can fit in slower decks, but also zoo. Terrifying in zoo imo.
★★ Dark Pact: Handlock would want this but have too many high quality minions for it to be reliable. Egg/Zoo could use it, but they often don't care about healing themselves, would prefer a 1-cost minion instead.
★★★★ Kobold Librarian: Basically using hero power on turn 1, and adds board presence, all in 1 nice little package. Pretty insane.
Neutrals to look out for in Warlock:
Scorp-o-matic: Again, aggro will use this to remove Doomsayers. So zoo/discardlock.
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Warrior:
★ Woecleaver: Too slow and random.
★★ Geosculptor Yip: I think in most cases he's going to summon a high-cost minion, if a Control deck can work then he may see play. Decent value if he can be played.
★★★ Lesser Mithril Spellstone: Midrange/Control maybe even a faster deck would have no problem spending 7 to generate 15/15 worth of stats.
★ Gather Your Party: Clearly meant for a build-around deck that has very few minions. Tough to picture it working out. Can get Gromm 2 turns early, but.................. no thanks.
★★★ Unidentified Shield: Good bonus effects, mostly good in a Control Deck.
★★★ Gemstudded Golem: Comparable to Ancient of War. It's 1 less cost and 1 less health. Works in Quest Warrior but possibly good for a Control list too.
★★ Reckless Flurry: Losing your amor and your board can be a problem, but maybe less so in a Control list. Won't be in many lists, and Brawl probably still better, since on 5 mana this thing won't often to more than 2 damage aoe.
★ Kobold Barbarian: You can't attack with it, may as well play the other 4/4 that freezes your board.
★★★★ Bladed Gauntlet: Can maintain control early but isn't dead late as long as you have armor. It's comparable to Shield Slam. Requires Armor to use, but can kill almost anything. 2 charges is nice.
★★★★ Drywhisker Armorer: Really excellent for early game or to generate some insane armor later against flood/aggro.
Neutrals to look out for in Warrior:
Plated Beetle: The armor on a 2-drop could be Warrior needs early to get off some of their armor synergy cards.
Zola the Gorgon: Quest/Control wouldn't mind more value cards.
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Neutrals:
Other than those noted per class above, the rest seem niche or not very exciting to me. Definitely some fun ones for sure, but nothing else that stands out as "definitely seeing play".
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Card Summary:
★★★★★
Unstable Evolution (SHM)
Kingsbane (ROG)
Evasion (ROG)
Sonya Shadowdancer (ROG)
Twilight Acolyte (PRIEST)
Psychic Scream (PRIEST)
★★★★
Oaken Summons (DRU)
Greedy Sprite (DRU)
Candleshot (HUNTER)
Dragon's Fury (MAGE)
Raven Familiar (MAGE)
Arcane Artificer (MAGE)
Val'anyr (PALADIN)
Drygulch Jailor (PALADIN)
Duskbreaker (PRIEST)
Elven Minstrel (ROGUE)
Fal'dorei Strider (ROGUE)
Cavern Shinyfinder (ROGUE)
Grumble, Worldshaker (SHM)
Kobold Hermit (SHM)
Murmuring Elemental (SHM)
Kobold Librarian (WARLOCK)
Bladed Gauntlet (WARRIOR)
Drywhisker Armorer (WARRIOR)
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Class Strength Prediction:
Tier1:
Rogue (Weapon/Miracle)
Priest (Dragon)
Hunter (Face)
Tier2:
Shaman
Mage
Paladin
Tier3:
Druid
Warrior
Warlock
For the amount of time this took, I had fun
