Interesting, but using up a card just to make a 1-for-1 trade is a loss of card advantage. Combos with this will only ever be a board clear, but maybe that's enough.
Surprisingly good. The two turn delay before attacking renders this useless for aggro, but two taunts for two mana has proven to be a semi-acceptable formula before, even though these come on a delay.
Sure, why not? Big demon hunter isn't good, but cards like this can only help. The big problem isn't a lack of payoffs though, it's a lack of sustain tools and ways to cheat the minions out.
Adding random dream cards doesn't feel great, especially when two of them are minions that don't give any fast board impact. I don't know if any deck really wants this. The payoff for making it dormant again is nowhere near worth it.
Too expensive for too little payoff. The random keywords are nice, but unless you get a good portion of them as rush or divine shield, this is exceptionally weak to a board clear.
I think that drawing a card with Mortal Coil will nearly always be better for this kind of effect, because non-zoo decks don't need a 2/2, and zoo decks really rely on getting ahead early and not losing steam, where this relies on trading or your opponent happening to play a 1-health minion to get value.
Not great in wild, where you can do a lot better at 3 mana. It is a notably good amount of stats for the cost, but I don't think that pushes it anywhere near seeing play.
It's not great, and I think it suffers from the adventurers not being that remarkable. If it survives to give more than one adventurer, it still doesn't scale that well. 3 mana for a 2/4, 5 mana for a 4/6, etc. These are not great statlines, and unlike lackeys they don't synergise with other mechanics. I don't think this ever sees play.
Demonic Project isn't good, and I don't see how putting it in a class even less able to use it will be either. Unlike Dirty Rat and other disrupting minions that give you a card in play as well as the effect, this card does nothing but lose you card advantage.
It's not good, but I really love it. The grindy taunt/beast druid deck can use this to discount hadronox in order to fit it in the same turn as all kinds of copying and deathrattle-triggering effects. I doubt it sees serious play, but it's definitely a fun card.
The combo with Celestial Alignment has been pointed out, but I think it might not be necessary. It is clearly incredibly strong, but I don't think it really adds anything when the deck is already very capable of generating enough mana to deal lethal anyway. Druid has reached a critical mass where adding even more ways to get everything for free won't really improve the combo decks that much, meaning that even if this is as broken as it looks, it won't massively change winrates for combo druids.
It should be obvious that this wasn't aiming for wild, but for posterity;
This card is at 8 mana, which means that anything you could do with this relating to spamming spells could instead be done with malygos and friends. Winning the game is a lot better than clearing the board.
I don't think priests need this.The guaranteed two-for-one is nice on an un-hero-powerable body, but this still feels too weak as a tutor when compared to cards like Shadow Visions. The sort of aggro deathrattle deck I've seen occasionally might have used this to tutor Rally! and Twilight's Call, if it didn't pollute the res pool for 3-drops. Maybe if some combo specifically needs one spell component to cost 2 less, but there are better ways to get that mana discount.
Mage has a couple of spells with the frost type, but their biggest problem is that, unlike a lot of other classes, their staple spells in the format are spread across multiple schools. I don't think that this payoff is worth limiting yourself from running most of your strongest cards, because it is exceptionally weak if it draws a non-frost spell. In a hypothetical frost mage deck, the problem still arises that this is a semi-strong midrange card in a deck where most of your spells are freeze and stall cards. Maybe if you only run Deep Freeze as a finisher in a Spiteful Summoner deck, but I think you'd rather have access to Grand Finale and Power of Creation.
A big version of Dirty Rat. I think the bigger mana cost limits this from seeing play, because it can't disrupt many faster combos. The one saving grace is that this is always a 2-for-1, where dirty rat does not generate card advantage. Definite maybe for lategame decks if mecha-thun lists become viable.
I doubt that it will be great in any current shaman builds, but maybe you could tool it into an midrange shaman list with some strong elemental it wants to tutor, like Thunderhead or Cumulo-Maximus? Seems interesting, but doesn't really slot into any existing decks.
I think the best way to look at the value of a random attack would be Imprisoned Felmaw, which is fairly strong despite being on a 2-turn delay. This runs into the problem that it costs a lot more for an effect that is not a lot better.
I imagine that any frenzy synergy will probably be more based around triggering it easily than letting you refresh frenzy on your minions. I don't think they've ever printed an effect that replenishes 1-time effects.
The problem I see with nerfing Wretched Tiller is that, even though it is the only card that sees no use outside of the combo, it wouldn't fix the fact that blizzard now has to balance any minion with a when this attacks trigger around the fact it can trigger 30 times.
I think that they have to nerf one of the other pieces, and I think making Hysteria work like Deathwing, Mad Aspect is the one that seems fairest.
This is pretty nice, and gives demon hunters access to a cheap board clear that can also advance the board. If odd paladin is good, this is good.
Interesting, but using up a card just to make a 1-for-1 trade is a loss of card advantage. Combos with this will only ever be a board clear, but maybe that's enough.
Surprisingly good. The two turn delay before attacking renders this useless for aggro, but two taunts for two mana has proven to be a semi-acceptable formula before, even though these come on a delay.
Sure, why not? Big demon hunter isn't good, but cards like this can only help. The big problem isn't a lack of payoffs though, it's a lack of sustain tools and ways to cheat the minions out.
Adding random dream cards doesn't feel great, especially when two of them are minions that don't give any fast board impact. I don't know if any deck really wants this. The payoff for making it dormant again is nowhere near worth it.
Too expensive for too little payoff. The random keywords are nice, but unless you get a good portion of them as rush or divine shield, this is exceptionally weak to a board clear.
I think that drawing a card with Mortal Coil will nearly always be better for this kind of effect, because non-zoo decks don't need a 2/2, and zoo decks really rely on getting ahead early and not losing steam, where this relies on trading or your opponent happening to play a 1-health minion to get value.
Not great in wild, where you can do a lot better at 3 mana. It is a notably good amount of stats for the cost, but I don't think that pushes it anywhere near seeing play.
It's not great, and I think it suffers from the adventurers not being that remarkable. If it survives to give more than one adventurer, it still doesn't scale that well. 3 mana for a 2/4, 5 mana for a 4/6, etc. These are not great statlines, and unlike lackeys they don't synergise with other mechanics. I don't think this ever sees play.
Demonic Project isn't good, and I don't see how putting it in a class even less able to use it will be either. Unlike Dirty Rat and other disrupting minions that give you a card in play as well as the effect, this card does nothing but lose you card advantage.
It's not good, but I really love it. The grindy taunt/beast druid deck can use this to discount hadronox in order to fit it in the same turn as all kinds of copying and deathrattle-triggering effects. I doubt it sees serious play, but it's definitely a fun card.
The combo with Celestial Alignment has been pointed out, but I think it might not be necessary. It is clearly incredibly strong, but I don't think it really adds anything when the deck is already very capable of generating enough mana to deal lethal anyway. Druid has reached a critical mass where adding even more ways to get everything for free won't really improve the combo decks that much, meaning that even if this is as broken as it looks, it won't massively change winrates for combo druids.
It should be obvious that this wasn't aiming for wild, but for posterity;
This card is at 8 mana, which means that anything you could do with this relating to spamming spells could instead be done with malygos and friends. Winning the game is a lot better than clearing the board.
I don't think priests need this.The guaranteed two-for-one is nice on an un-hero-powerable body, but this still feels too weak as a tutor when compared to cards like Shadow Visions. The sort of aggro deathrattle deck I've seen occasionally might have used this to tutor Rally! and Twilight's Call, if it didn't pollute the res pool for 3-drops. Maybe if some combo specifically needs one spell component to cost 2 less, but there are better ways to get that mana discount.
Mage has a couple of spells with the frost type, but their biggest problem is that, unlike a lot of other classes, their staple spells in the format are spread across multiple schools. I don't think that this payoff is worth limiting yourself from running most of your strongest cards, because it is exceptionally weak if it draws a non-frost spell. In a hypothetical frost mage deck, the problem still arises that this is a semi-strong midrange card in a deck where most of your spells are freeze and stall cards. Maybe if you only run Deep Freeze as a finisher in a Spiteful Summoner deck, but I think you'd rather have access to Grand Finale and Power of Creation.
A big version of Dirty Rat. I think the bigger mana cost limits this from seeing play, because it can't disrupt many faster combos. The one saving grace is that this is always a 2-for-1, where dirty rat does not generate card advantage. Definite maybe for lategame decks if mecha-thun lists become viable.
I doubt that it will be great in any current shaman builds, but maybe you could tool it into an midrange shaman list with some strong elemental it wants to tutor, like Thunderhead or Cumulo-Maximus? Seems interesting, but doesn't really slot into any existing decks.
River croc doesn't even occupy the best slot for a crocodile-loving player.
Not awful, but I doubt it finds a niche in wild.
I think the best way to look at the value of a random attack would be Imprisoned Felmaw, which is fairly strong despite being on a 2-turn delay. This runs into the problem that it costs a lot more for an effect that is not a lot better.
I imagine that any frenzy synergy will probably be more based around triggering it easily than letting you refresh frenzy on your minions. I don't think they've ever printed an effect that replenishes 1-time effects.
The problem I see with nerfing Wretched Tiller is that, even though it is the only card that sees no use outside of the combo, it wouldn't fix the fact that blizzard now has to balance any minion with a when this attacks trigger around the fact it can trigger 30 times.
I think that they have to nerf one of the other pieces, and I think making Hysteria work like Deathwing, Mad Aspect is the one that seems fairest.