Big Spell Mage hasn't been a thing for a while. I'd rather just run Incanter's Flow for consistent drops than risk accidentally landing the bonus on a low-cost spell and wasting it.
Weird little card to include in Neutral, but I guess that's fine. I can't imagine running it anyway, so it can be a body for some classes in Arena with occasional upside for Druid and Shaman (and Rogue, if you're lucky).
Obviously you play this in Pirate decks, but this seems like one of the ones that might break out of the archetype and see play in other decks too. Mainly because its effect doesn't hinge around weapons - at least not obviously.
I like Deathrattle Rogue. It's not exactly a great deck, but it gets supported fairly frequently which is more than can be said for some archetypes, and means you get to play around with new tools in Wild every so often.
Such a weird card when compared to Spirit Lash and Arcane Explosion, both of which it is generally better than even without the Tradeable. Lash at least has some use in damaging your own stuff sometime so it isn't a complete upgrade, but like 90% of the time it is.
I dunno. I guess this fits Paladin, but it still feels really weird to see.
Easy slot in to Shadow Priest, and has potential in other Priest decks since they do run several Shadow spells incidentally. Bit of an odd condition for non-Shadow Priests to fill, but they shouldn't have too much trouble with it.
Only has potential thanks to the new Lifesteal options available. Well-statted at least, so you don't feel too bad just slamming it down if you need to without any combo.
Put it in the Pirate deck, I guess. Seems kind of like something Druid should have had this expansion, but I guess they more than make up for it with Park Panther.
Seems alright. Performed pretty well in Duels for me, so I expect it'll do okay when you can build your deck around it even better. Might make the cut in Shadow Priest just due to a lack of other options.
6 Lifesteal is ridiculously good, especially since it can get even more than that sometimes. The Overload isn't even that bad, all things considered - I'd have expected it to be higher on a card that does this much.
I feel like I remember Evolved Kobold getting run in some combos, and this is just objectively better than that in every way. I wouldn't count this one out yet.
You play it with Elwynn Boar, as everyone already mentioned. I don't think it makes the cut elsewhere, but I do like the idea of playing it with that one Hunter card that buffs all copies of a Beast - seems like a cool combo, though Hunter already had access to it in the form of Dire Frenzy.
Love this guy. Exactly the kind of payoff Handbuff needed, since it helps you stabilise after you spend a few turns building up the buffs. Really fun to clear a big threat and swing your health back up with more to come.
Seems good enough Overload support. Protects itself and you while you clear the board with Overload spells, presumably on the way to completing the Questline.
I've loved this so far, but I think once people start going back to their regularly scheduled good decks we'll see more than enough Silence and Transform to keep this from being anything but a fun meme. Maybe there's some ridiculous Charge kill set-up? How much Charge is even in Standard?
Machine Gun Priest is back, I guess! Seems really good, and Hunter has more than enough cards to complete this fairly quickly. Also just seems like a fun deck to pilot.
Good even without the Tradeable. Probably play this even in decks not tailored to SI:7 shenanigans. It's difficult for an opponent to play around, and cheap enough to weave into most turns.
Drop it in any Fire Spell heavy Mage deck, I think. Not something for the Questline or anything else more mixed, but if you're focusing (perhaps using Antonidas) then this seems like a great way to accrue more value.
Big Spell Mage hasn't been a thing for a while. I'd rather just run Incanter's Flow for consistent drops than risk accidentally landing the bonus on a low-cost spell and wasting it.
Seems really fun with the new Legendary. Clear the board with other Fel spells and then this will automatically hit the face!
Weird little card to include in Neutral, but I guess that's fine. I can't imagine running it anyway, so it can be a body for some classes in Arena with occasional upside for Druid and Shaman (and Rogue, if you're lucky).
Obviously you play this in Pirate decks, but this seems like one of the ones that might break out of the archetype and see play in other decks too. Mainly because its effect doesn't hinge around weapons - at least not obviously.
I like Deathrattle Rogue. It's not exactly a great deck, but it gets supported fairly frequently which is more than can be said for some archetypes, and means you get to play around with new tools in Wild every so often.
Such a weird card when compared to Spirit Lash and Arcane Explosion, both of which it is generally better than even without the Tradeable. Lash at least has some use in damaging your own stuff sometime so it isn't a complete upgrade, but like 90% of the time it is.
I dunno. I guess this fits Paladin, but it still feels really weird to see.
Easy slot in to Shadow Priest, and has potential in other Priest decks since they do run several Shadow spells incidentally. Bit of an odd condition for non-Shadow Priests to fill, but they shouldn't have too much trouble with it.
Only has potential thanks to the new Lifesteal options available. Well-statted at least, so you don't feel too bad just slamming it down if you need to without any combo.
Put it in the Pirate deck, I guess. Seems kind of like something Druid should have had this expansion, but I guess they more than make up for it with Park Panther.
Seems alright. Performed pretty well in Duels for me, so I expect it'll do okay when you can build your deck around it even better. Might make the cut in Shadow Priest just due to a lack of other options.
6 Lifesteal is ridiculously good, especially since it can get even more than that sometimes. The Overload isn't even that bad, all things considered - I'd have expected it to be higher on a card that does this much.
As others mentioned, I briefly considered this for Evolve shenanigans, but the Castle Walls are only 2 mana so it doesn't seem worth the investment.
I feel like I remember Evolved Kobold getting run in some combos, and this is just objectively better than that in every way. I wouldn't count this one out yet.
You play it with Elwynn Boar, as everyone already mentioned. I don't think it makes the cut elsewhere, but I do like the idea of playing it with that one Hunter card that buffs all copies of a Beast - seems like a cool combo, though Hunter already had access to it in the form of Dire Frenzy.
Love this guy. Exactly the kind of payoff Handbuff needed, since it helps you stabilise after you spend a few turns building up the buffs. Really fun to clear a big threat and swing your health back up with more to come.
Seems good enough Overload support. Protects itself and you while you clear the board with Overload spells, presumably on the way to completing the Questline.
I've loved this so far, but I think once people start going back to their regularly scheduled good decks we'll see more than enough Silence and Transform to keep this from being anything but a fun meme. Maybe there's some ridiculous Charge kill set-up? How much Charge is even in Standard?
Machine Gun Priest is back, I guess! Seems really good, and Hunter has more than enough cards to complete this fairly quickly. Also just seems like a fun deck to pilot.
Good even without the Tradeable. Probably play this even in decks not tailored to SI:7 shenanigans. It's difficult for an opponent to play around, and cheap enough to weave into most turns.
Drop it in any Fire Spell heavy Mage deck, I think. Not something for the Questline or anything else more mixed, but if you're focusing (perhaps using Antonidas) then this seems like a great way to accrue more value.