We already know how good a card like this can be, but it's going to take a minute to infuse it fully. As a rule, even slow Hunter decks don't like to wait, so I'm only giving it 4 stars.
Only one of the three Wildseeds has rush, so you are going to want this on the board when they wake up. Also, there are probably some good non-rush beasts you'll be happy to use if there's a good chance you can help them out a little bit. This is a 4-star card because it opens up a lot of tactical and strategic possibilities for very little cost.
The Wildseed package is extremely potent and meta-shaping. They all get 5 stars because they work as a package and would be much, much weaker if you cut even one of them.
In a minion-heavy meta like we're about to see, a rush minion with cleave is definitely worth infusing. That's why Frenzied Fangs does not suck on turn 2 uninfused. This will prove to be a 4-star card. Remember that if you are in a match-up where the cleave doesn't matter, you don't have to infuse it. Flexibility is a great tool if you know how to use it.
There is absolutely nothing wrong with summoning two 2/1 minions on turn 2, so I don't know why all the negativity about not being able to infuse on curve. Letting Hunter reliably play two 3/3 Beasts on turn two would be utterly game-breaking.
What this is is a totally playable 2-drop that scales nicely if you end up having to save it for later. It's also a 2-for-1 if you want to infuse other cards or the other copy of itself. It's worth 3 stars, possibly more, but at least 3.
I've been waiting a long time for this feature, and it looks like I'll continue waiting. This drippy half-measure is not even close to adequate. I want UI elements where I can enter how many to open, and I absolutely want the post-opening summary. Without those, I'm better off with the old one-at-a-time method.
Unfortunately I will never truly understand or experience what it feels like to actually possess so many packs that automation becomes a necessity.
You've pretty much answered your own question. Opening more than a hundred packs at one time is extremely tedious. There's no excitement or anticipation because you know you'll end up with all the cards anyway. The only question is how much dust you'll have to spend to grab the last few legendaries.
This 5-star legendary is on par with Sire Denathrius as a finisher. KT is arguably the better of the two because he doesn't have to simmer in your hand before you play him.
Seems pretty pointless. I give it 2 stars. I'm not sure I'd even waste a slot on it in my secret deck. Good thing the rest of the secret support is decent.
I get that they want each class's secret repertoire to cover a variety of triggers, but this is just stupidly easy to play around. I give it 2 stars because no one will ever expect you to run such a bad secret, which might allow you to deliver a solid blow once in a while.
People are going to hate this card so much. As an easy auto-include in every Mage archetype (and a more balanced version of Ice Block), it gets 5 stars.
Rancor comparisons are misguided because Mage has a much easier time "adjusting" enemy minion health than other classes. Also, the payoff for this is much, much better than a measly 2 armor apiece. Rancor was actually good during the brief moment Control Warrior was viable, and this will be even better as part of a strong prefab archetype like Skeleton Mage, so 4 stars.
Another 4 stars I have to hand out because this whole archetype is just re-donkulous. I guess they didn't want to have to buff as many cards as they did last time.
Everything a Druid could ask for on turn 2. It fits in every possible Druid deck in Standard, so 4 stars.
It's a tutor! It's an effect copy! It's good stats for the mana! It can work in several archetypes! It's a 4-star card!
We already know how good a card like this can be, but it's going to take a minute to infuse it fully. As a rule, even slow Hunter decks don't like to wait, so I'm only giving it 4 stars.
Strong, but limited usability due to the cost. This is more of a card you discover, not one you include, so 2 stars.
Only one of the three Wildseeds has rush, so you are going to want this on the board when they wake up. Also, there are probably some good non-rush beasts you'll be happy to use if there's a good chance you can help them out a little bit. This is a 4-star card because it opens up a lot of tactical and strategic possibilities for very little cost.
I'd give it more than 5 stars if I could, because this is nuts even for a Wildseed card.
This gets 5 stars, just like the rest of the Wildseeds.
Easy 5 stars. The Wildseed package is going to dominate.
The Wildseed package is extremely potent and meta-shaping. They all get 5 stars because they work as a package and would be much, much weaker if you cut even one of them.
In a minion-heavy meta like we're about to see, a rush minion with cleave is definitely worth infusing. That's why Frenzied Fangs does not suck on turn 2 uninfused. This will prove to be a 4-star card. Remember that if you are in a match-up where the cleave doesn't matter, you don't have to infuse it. Flexibility is a great tool if you know how to use it.
There is absolutely nothing wrong with summoning two 2/1 minions on turn 2, so I don't know why all the negativity about not being able to infuse on curve. Letting Hunter reliably play two 3/3 Beasts on turn two would be utterly game-breaking.
What this is is a totally playable 2-drop that scales nicely if you end up having to save it for later. It's also a 2-for-1 if you want to infuse other cards or the other copy of itself. It's worth 3 stars, possibly more, but at least 3.
Sticky 1-drops are great, and it's a good 2-for-1 if you are trying to infuse. I give it 4 stars.
I've been waiting a long time for this feature, and it looks like I'll continue waiting. This drippy half-measure is not even close to adequate. I want UI elements where I can enter how many to open, and I absolutely want the post-opening summary. Without those, I'm better off with the old one-at-a-time method.
You've pretty much answered your own question. Opening more than a hundred packs at one time is extremely tedious. There's no excitement or anticipation because you know you'll end up with all the cards anyway. The only question is how much dust you'll have to spend to grab the last few legendaries.
This 5-star legendary is on par with Sire Denathrius as a finisher. KT is arguably the better of the two because he doesn't have to simmer in your hand before you play him.
Seems pretty pointless. I give it 2 stars. I'm not sure I'd even waste a slot on it in my secret deck. Good thing the rest of the secret support is decent.
I get that they want each class's secret repertoire to cover a variety of triggers, but this is just stupidly easy to play around. I give it 2 stars because no one will ever expect you to run such a bad secret, which might allow you to deliver a solid blow once in a while.
People are going to hate this card so much. As an easy auto-include in every Mage archetype (and a more balanced version of Ice Block), it gets 5 stars.
Rancor comparisons are misguided because Mage has a much easier time "adjusting" enemy minion health than other classes. Also, the payoff for this is much, much better than a measly 2 armor apiece. Rancor was actually good during the brief moment Control Warrior was viable, and this will be even better as part of a strong prefab archetype like Skeleton Mage, so 4 stars.
Another 4 stars I have to hand out because this whole archetype is just re-donkulous. I guess they didn't want to have to buff as many cards as they did last time.