I decided to make a tier list about TGT legendaries since we got pretty much all the cards revealed, and I will sort Legendaries from "God Tier" to "Potentially Bad Tier". As you already saw all the legendaries, there's no legendary that forces you to craft it immediately, like Dr. Boom, so I'm happy they are not going with "Auto include in every deck cards" but "Cards that really shine in specific decks". Here we go!
God Tier Legendaries: (Legendaries that are really good at their job, guaranteed)
Chillmaw: This card looks really solid, not only because it's really strong vs. Patron Warrior, but also because it allows you to play mind games with your opponent. So you can just play this with no Dragons in your hand and confuse your opponent. We can't say it has cons because mostly it won't wipe your own board since you won't be running that much of small minions most of the time while playing a Dragon deck. Also, screw you Big Game Hunter!
Fjola Lightbane: IMO Fjola is better than Eydis Darkbane, because when you target a minion with a spell you often want it to be able to survive, and Divine Shield which also favors you in trades is better than random 3 damage in most cases unless you're going for a Spare Part spam. This cards huge survivability allows you to dominate early to mid game, and maybe bait out a removal for bigger future threats.
Gormok the Impaler: Great addition to aggro decks, especially the ones that don't push for damage blindly, but maintain board control in some way. I mean, Zoolock. You could say that this card is "A bit win-more-ish" but I don't agree. This is the non-silence answer for Taunts or any other insta-kill creature your opponent plays, now you don't have to suicide some of your minions, you can just slam this dude down. You can also push for face damage, which is also fine. I expect this to be in most aggro decklists.
Aviana: I thought a lot about this card after overhyping her a bit, but one thing I can say, overhyping is worth it. You could say that "If you have that big of minions clunking your hand by late game you're already lost." but no. Because with Druid you mostly have +5 big minions at least (not counting Aviana herself) unless you're playing an aggro-ish deck. Not to mention Innervate(s) that is sitting in your hand that you drew late-game, it'll work! This is the biggest "insta-kill or you lose" minion since Emperor Thaurissan and it doesn't require you to have as much cards in hand as Emperor does, thus you get to play the minions the turn you play this lady most of the time. A huge boost to Ramp Druid.
The Mistcaller: The value this card offers for the rest of the game is insane! You can count this card as a 25/25-ish most of the time, and just a basic +1/+1 will allow your Sludge Belcher to not to die to certain minions, and possibly expanding it's killing and trading range. Also BGH forFire Elemental but how is it going to affect your game that much, it's a temporary tempo loss (HAHA) on a minor target for removal.
Tier 1 Legendaries: (Strong ones but the ones that I still have doubts about them)
Bolf Ramshield: Solid card overall. Basically this guy has every kind of Taunt, for spells, for minions, but it doesn't protect your board, it only prevents you from taking face damage. I think meta won't be as fast and "face-oriented", so I don't think this card will be that useful if my guess is right. But otherwise, this is a staple in every control deck that struggles vs aggro. Still really good when silenced unlike Sludge Belcher, especially if you can Taunt him up somehow (Warrior cards, but Warrior is fine against aggro). Will work vs. aggro but you need to bait out Silence.
Eydis Darkbane: This lady looks really strong with her effect and insane synergy with Spare Parts but you need a lot of setup compared to Fjola to make this card work. Because with Fjola Lightbane, all you need is one buff spell, and "BAM!", Divine Shield! You get what you wanted. But with Eydis, you can get that "Better Flamewaker effect by targetting spells on the minion, and you need a fair amount of spare parts, meaning you won't get that much value compared to Fjola unless you play Mage. In Priest, Paladin, Druid, or any other class that can buff,Fjola Lightbane is a bit better.
Nexus-Champion Saraad: With the new dude that announced (Whatsisname Coach/Trainer) that allows you to play next Hero Power for free, now you have a better chance of setting up a good Inspire turn, and Saraad is one of the cards that benefits a lot from it. Insane card with the right set-up, can easily get out of hand.
Confessor Paletress: I couldn't understand the pessimistic comments about this card. It's a better Sneed's Old Shredder, and she's even better with that coach dude, and she has to instantly be removed, or else things will get out of control. And a single bit of set-up for this card might win you the game.
Eadric the Pure: Really strong effect, and a body that can still trade well against aggresive decks. This card will punish aggro-mentalitied control decks (#vomitbigdudes$$$) and Handlock but other than that I don't see any use of it other than reducing aggresive boards' damage to 6-7-ish. Meta is probably going to slow down so I'm pretty sure this card will be in most slow Paladins but for the classic GvG Paladin (Not eboladin, not control, midrange!) I don't see this card as a staple.
Rhonin: Why so much h8 m8? This card is like the worst-BGH'able target in the game, and all you need to do is to bait out a silence to make this card work. You get a better Avenging Wrath that is even better with Flamewaker. You also don't need to play "Tempo Mage" to run FW or this card in your deck or anything. Combo Mage!? New stuff! There's no reason that this card won't work, this is a synergy card that is also good on it's own, but there's not much you're doing with this card.
Varian Wrynn: Dude of Stormwind, here he is! Well, most people are calling this card Broken-OP-ZOMG-Blizzard, but I suggest them to check that thread about him why not being as OP as it looks. I also thought a lot about that one, firstly I disagreed with the OP of that thread, but later then I realized that he doesn't really go with the mentality of classic CW we know today. I mean, if you vomit minions to the board, including win conditions that you'll want to keep, or cards that doesn't have their setup yet, it's not bad since you'll have 2-3, or maybe 4 big dudes, but you might lose a win condition or a defensive card like Shieldmaiden. It also depends on Warrior meta as well, but still. You also give your opponent a nice chance to slam their special weapon (Equality-Consecration/Giant-Shadowflame, Eadric the Pure, Brawl) and you're getting closer to fatigue. And assuming CW mostly has a lot of cards in hand, what if you draw 3 spells, and, you'll be sad. This card is the type of card that needs a different kind of Control Warrior with no Semi-OTK, or a completely different archetype, but overall good card if the deck setup fits with it.
Tier 2 Legendaries: (The ones that might work)
Justicar Trueheart: Now this is an interesting one. Your Hero Power gets a permanent buff, and you get a totally garbage body. That's fine, but, will you play this card because it buffs your Hero Power? Get more value off Inspire? Well, if you want to get more value off Inspire I'd say this card is okay but how good is this card to worth putting in your deck? Which class are you? You better be a Mage, Shaman, Warrior, Paladin or Priest or else you won't get that good of a deck, with what you have with your other class cards. Also, I think Inspire is not an in-depth mechanic to have a deck completely based on it yet. I don't think this card is good enough in certain classes, and the body is pretty bad, but that extra value it gives you when triggering Inspire is fine, otherwise, how much do you use your Hero Power in a game anyway without Fencing Coach?
Skycap'n Kragg: This is one of the MVP's if Pirate Rogue becomes a thing, and I feel good about it. Most of the time you can get this guy down for 4-5 mana, which is fine. This'll work as a stickier but more expensive Southsea Deckhand since he can remove a big threat and survive. Otherwise, mediocre card.
Anub'arak: Another card that gets irrelevant hate and I'd say a Control Rogue containing this card is possible. Rogue has a lot of tools and solid cards for a slower paced deck rather than just being a "Zed" kind of deck with wombo-combo's and burst damage.
Dreadscale: Not really much to say about that one. I don't think this guy deserves a Legendary spot just because it has a combo with Acidmaw, but at least a solid beast. Fine card but nothing really suprising or interesting about it.
Wilfred Fizzlebang: Master Summoner! Really cool card concept, a bit like Aviana, but more inconsistent. Sure it makes the cards cost (0), and it also means that spells are also (0), but, you can't decide what's discounted!? Might end up being a strong card at competitive scene but I either have to be extremely wrong about this card or he needs a different type of deck. I'm okay with Inspire Warlock but seems like Warlock just doesn't have the tools a Mage has other than insanely strong Hero Power.
Tier 3 Legendaries: (Potentially bad ones)
Icehowl: At first I disagreed that this card was bad, but then I realized...It's bad. (Read this super fast) Okay here we go your opponent played a big you play Icehowl you crush it's face you removed it OH MY GOD and then your opponent removes the big fat yeti with a cheap removal spell WOW! Duh... I mean, the card has an instant board impact, and it also trades with almost every big minion and survives the trade, but it's gone with a blink of an eye. The situations that this card will live is extremely rare, and even if it does...You can't go face!? Sure you can silence it but do you really think that keeping a silence for the whole game for just a slim chance of your Icehowl surviving worth it? It's not even guaranteed for 10 damage finish of your opponent.
The Skeleton Knight: Bad stat distrubition strikes again! This card could be one of the stickiest minions in the game if it was a 5/6 or 4/7, but, well... It's just a gamble that won't give you anything but your garbage minion back, and that's pointless...
Acidmaw: Okay, 10 mana board-wipe that requires 2 minions or UTH to work, and the card itself is (I mean, not the stats, like, THE CARD TEXT AND THE CARD) is just the worst. 7 mana 4/2 that does NOTHING ON IT'S OWN? REALLY? That's just terrible! I'm actually fine with it because it's Hunter, and Hunter actually doesn't have bad class legendaries. They are good. I'm just sad that 2 legendary slots for a class (Some nice unique idea) just got wasted. At least Dreadscale can do something on it's own.
Aaand, yeah! That's it for my legendary analyzes, feel free to comment below and have a nice day!
eydis is better than fjola. in fact eydis is one of the best 3 legendaries of the set. deal 3 damage immediately is way better than gain divine shield and do or dont the free 3 damage from divine shield is unkown
example: priest plays eydis and target her with 2/4 spell damage buff she becomes a 5/8 and deals 3 damage immediately.
fjola with the same scenario gets 5/8 and gains divine shield she gets silenced next turn so you gained what exactly? nothing.
furthermore mistcaller is overrated. when you play him he is just a 4/4 and to get value out of him you must play him on turn 6 and the game will go a lot more past turn 10. i would rate him on the tier 1 not on the god tier.
aviana is overrated too. you cant put aviana on god tier and varian on tier 1 seriously?..... mostly it will be aviana + 1 big minion in the late game. so its like "play a big minion and get a 5/5 aviana for free". she is good but not amazing. varian on the other hand is broken in whichever way you look him.
also i think saraad is underrated. he is a soft taunt, a must remove card with the potential of snowballing similar to emperor. i think saraad is the best 5 drop in the game. spells have "charge" they do something the turn you play them so if you leave this guy unchecked you lose the game simple as that.
i would also put wilfred and the pirate guy on the trash section. both wont see play in constructed
fjola with the same scenario gets 5/8 and gains divine shield she gets silenced next turn so you gained what exactly? nothing.
What are you talking about? you generally don't want to buff a minion on the same turn it's played because of silence or removal even if you get the damage immediately so assuming you're buffing it the same turn you can attack with it you'll get the additional attack and the divine shield.
Really disagree with lots of your placements. Justicar is a stupendous card for many decks. In decks like control warrior or token paladin it just romps hard.
Mistcaller just hasn't convinced me that it's top tier yet. It's awkward mana-wise. On the right curve it can be stupendous but if you need to respond to the board state it's something you have to keep putting off playing. It's sharing a strongly contended mana slot for shaman (Emperor, Sylvanas, Fire Elementals) and has very little turn 6 presence on it's own. Not trash but not the best of the best.
Aviana is something you need all the right cards to pull off. There are tons of cards like that but that doesn't make them good on their own. It can downright win you lots of games but other times it's something of a dead card.
Paletress is so RNG based that she's often times really bad. If you run a fencing coach (not that great for priest honestly) you often times wind up with a vanilla body or an awful legendary on the field on turn 7. You can play Dr. Boom straight up on turn 7 with no setup needed. Same as Aviana, there is potential for a huge win but it's tough to setup and you need to build a deck around it.
Saraad is fun but junk for any competitive play. Ooo! I got totemic might and deadly poison. My mage is so happy!
Wrynn is one of the best cards in the game. Decent body and hand refilled. If your lucky it's a complete board domination. If your unlucky you just drew 3 utility spells. Auto-include in any sort of control warrior.
I decided to make a tier list about TGT legendaries since we got pretty much all the cards revealed, and I will sort Legendaries from "God Tier" to "Potentially Bad Tier". As you already saw all the legendaries, there's no legendary that forces you to craft it immediately, like Dr. Boom, so I'm happy they are not going with "Auto include in every deck cards" but "Cards that really shine in specific decks". Here we go!
God Tier Legendaries: (Legendaries that are really good at their job, guaranteed)
Chillmaw: This card looks really solid, not only because it's really strong vs. Patron Warrior, but also because it allows you to play mind games with your opponent. So you can just play this with no Dragons in your hand and confuse your opponent. We can't say it has cons because mostly it won't wipe your own board since you won't be running that much of small minions most of the time while playing a Dragon deck. Also, screw you Big Game Hunter!
Fjola Lightbane: IMO Fjola is better than Eydis Darkbane, because when you target a minion with a spell you often want it to be able to survive, and Divine Shield which also favors you in trades is better than random 3 damage in most cases unless you're going for a Spare Part spam. This cards huge survivability allows you to dominate early to mid game, and maybe bait out a removal for bigger future threats.
Gormok the Impaler: Great addition to aggro decks, especially the ones that don't push for damage blindly, but maintain board control in some way. I mean, Zoolock. You could say that this card is "A bit win-more-ish" but I don't agree. This is the non-silence answer for Taunts or any other insta-kill creature your opponent plays, now you don't have to suicide some of your minions, you can just slam this dude down. You can also push for face damage, which is also fine. I expect this to be in most aggro decklists.
Aviana: I thought a lot about this card after overhyping her a bit, but one thing I can say, overhyping is worth it. You could say that "If you have that big of minions clunking your hand by late game you're already lost." but no. Because with Druid you mostly have +5 big minions at least (not counting Aviana herself) unless you're playing an aggro-ish deck. Not to mention Innervate(s) that is sitting in your hand that you drew late-game, it'll work! This is the biggest "insta-kill or you lose" minion since Emperor Thaurissan and it doesn't require you to have as much cards in hand as Emperor does, thus you get to play the minions the turn you play this lady most of the time. A huge boost to Ramp Druid.
The Mistcaller: The value this card offers for the rest of the game is insane! You can count this card as a 25/25-ish most of the time, and just a basic +1/+1 will allow your Sludge Belcher to not to die to certain minions, and possibly expanding it's killing and trading range. Also BGH forFire Elemental but how is it going to affect your game that much, it's a temporary tempo loss (HAHA) on a minor target for removal.
Tier 1 Legendaries: (Strong ones but the ones that I still have doubts about them)
Bolf Ramshield: Solid card overall. Basically this guy has every kind of Taunt, for spells, for minions, but it doesn't protect your board, it only prevents you from taking face damage. I think meta won't be as fast and "face-oriented", so I don't think this card will be that useful if my guess is right. But otherwise, this is a staple in every control deck that struggles vs aggro. Still really good when silenced unlike Sludge Belcher, especially if you can Taunt him up somehow (Warrior cards, but Warrior is fine against aggro). Will work vs. aggro but you need to bait out Silence.
Eydis Darkbane: This lady looks really strong with her effect and insane synergy with Spare Parts but you need a lot of setup compared to Fjola to make this card work. Because with Fjola Lightbane, all you need is one buff spell, and "BAM!", Divine Shield! You get what you wanted. But with Eydis, you can get that "Better Flamewaker effect by targetting spells on the minion, and you need a fair amount of spare parts, meaning you won't get that much value compared to Fjola unless you play Mage. In Priest, Paladin, Druid, or any other class that can buff,Fjola Lightbane is a bit better.
Nexus-Champion Saraad: With the new dude that announced (Whatsisname Coach/Trainer) that allows you to play next Hero Power for free, now you have a better chance of setting up a good Inspire turn, and Saraad is one of the cards that benefits a lot from it. Insane card with the right set-up, can easily get out of hand.
Confessor Paletress: I couldn't understand the pessimistic comments about this card. It's a better Sneed's Old Shredder, and she's even better with that coach dude, and she has to instantly be removed, or else things will get out of control. And a single bit of set-up for this card might win you the game.
Eadric the Pure: Really strong effect, and a body that can still trade well against aggresive decks. This card will punish aggro-mentalitied control decks (#vomitbigdudes$$$) and Handlock but other than that I don't see any use of it other than reducing aggresive boards' damage to 6-7-ish. Meta is probably going to slow down so I'm pretty sure this card will be in most slow Paladins but for the classic GvG Paladin (Not eboladin, not control, midrange!) I don't see this card as a staple.
Rhonin: Why so much h8 m8? This card is like the worst-BGH'able target in the game, and all you need to do is to bait out a silence to make this card work. You get a better Avenging Wrath that is even better with Flamewaker. You also don't need to play "Tempo Mage" to run FW or this card in your deck or anything. Combo Mage!? New stuff! There's no reason that this card won't work, this is a synergy card that is also good on it's own, but there's not much you're doing with this card.
Varian Wrynn: Dude of Stormwind, here he is! Well, most people are calling this card Broken-OP-ZOMG-Blizzard, but I suggest them to check that thread about him why not being as OP as it looks. I also thought a lot about that one, firstly I disagreed with the OP of that thread, but later then I realized that he doesn't really go with the mentality of classic CW we know today. I mean, if you vomit minions to the board, including win conditions that you'll want to keep, or cards that doesn't have their setup yet, it's not bad since you'll have 2-3, or maybe 4 big dudes, but you might lose a win condition or a defensive card like Shieldmaiden. It also depends on Warrior meta as well, but still. You also give your opponent a nice chance to slam their special weapon (Equality-Consecration/Giant-Shadowflame, Eadric the Pure, Brawl) and you're getting closer to fatigue. And assuming CW mostly has a lot of cards in hand, what if you draw 3 spells, and, you'll be sad. This card is the type of card that needs a different kind of Control Warrior with no Semi-OTK, or a completely different archetype, but overall good card if the deck setup fits with it.
Tier 2 Legendaries: (The ones that might work)
Justicar Trueheart: Now this is an interesting one. Your Hero Power gets a permanent buff, and you get a totally garbage body. That's fine, but, will you play this card because it buffs your Hero Power? Get more value off Inspire? Well, if you want to get more value off Inspire I'd say this card is okay but how good is this card to worth putting in your deck? Which class are you? You better be a Mage, Shaman, Warrior, Paladin or Priest or else you won't get that good of a deck, with what you have with your other class cards. Also, I think Inspire is not an in-depth mechanic to have a deck completely based on it yet. I don't think this card is good enough in certain classes, and the body is pretty bad, but that extra value it gives you when triggering Inspire is fine, otherwise, how much do you use your Hero Power in a game anyway without Fencing Coach?
Skycap'n Kragg: This is one of the MVP's if Pirate Rogue becomes a thing, and I feel good about it. Most of the time you can get this guy down for 4-5 mana, which is fine. This'll work as a stickier but more expensive Southsea Deckhand since he can remove a big threat and survive. Otherwise, mediocre card.
Anub'arak: Another card that gets irrelevant hate and I'd say a Control Rogue containing this card is possible. Rogue has a lot of tools and solid cards for a slower paced deck rather than just being a "Zed" kind of deck with wombo-combo's and burst damage.
Dreadscale: Not really much to say about that one. I don't think this guy deserves a Legendary spot just because it has a combo with Acidmaw, but at least a solid beast. Fine card but nothing really suprising or interesting about it.
Wilfred Fizzlebang: Master Summoner! Really cool card concept, a bit like Aviana, but more inconsistent. Sure it makes the cards cost (0), and it also means that spells are also (0), but, you can't decide what's discounted!? Might end up being a strong card at competitive scene but I either have to be extremely wrong about this card or he needs a different type of deck. I'm okay with Inspire Warlock but seems like Warlock just doesn't have the tools a Mage has other than insanely strong Hero Power.
Tier 3 Legendaries: (Potentially bad ones)
Icehowl: At first I disagreed that this card was bad, but then I realized...It's bad. (Read this super fast) Okay here we go your opponent played a big you play Icehowl you crush it's face you removed it OH MY GOD and then your opponent removes the big fat yeti with a cheap removal spell WOW! Duh... I mean, the card has an instant board impact, and it also trades with almost every big minion and survives the trade, but it's gone with a blink of an eye. The situations that this card will live is extremely rare, and even if it does...You can't go face!? Sure you can silence it but do you really think that keeping a silence for the whole game for just a slim chance of your Icehowl surviving worth it? It's not even guaranteed for 10 damage finish of your opponent.
The Skeleton Knight: Bad stat distrubition strikes again! This card could be one of the stickiest minions in the game if it was a 5/6 or 4/7, but, well... It's just a gamble that won't give you anything but your garbage minion back, and that's pointless...
Acidmaw: Okay, 10 mana board-wipe that requires 2 minions or UTH to work, and the card itself is (I mean, not the stats, like, THE CARD TEXT AND THE CARD) is just the worst. 7 mana 4/2 that does NOTHING ON IT'S OWN? REALLY? That's just terrible! I'm actually fine with it because it's Hunter, and Hunter actually doesn't have bad class legendaries. They are good. I'm just sad that 2 legendary slots for a class (Some nice unique idea) just got wasted. At least Dreadscale can do something on it's own.
Aaand, yeah! That's it for my legendary analyzes, feel free to comment below and have a nice day!
Your friends will abandon you...Your heart will explode...
-C'Thun
bolf ramshield tier 1. stopped reading thanks.
eydis is better than fjola. in fact eydis is one of the best 3 legendaries of the set. deal 3 damage immediately is way better than gain divine shield and do or dont the free 3 damage from divine shield is unkown
example: priest plays eydis and target her with 2/4 spell damage buff she becomes a 5/8 and deals 3 damage immediately.
fjola with the same scenario gets 5/8 and gains divine shield she gets silenced next turn so you gained what exactly? nothing.
furthermore mistcaller is overrated. when you play him he is just a 4/4 and to get value out of him you must play him on turn 6 and the game will go a lot more past turn 10. i would rate him on the tier 1 not on the god tier.
aviana is overrated too. you cant put aviana on god tier and varian on tier 1 seriously?..... mostly it will be aviana + 1 big minion in the late game. so its like "play a big minion and get a 5/5 aviana for free". she is good but not amazing. varian on the other hand is broken in whichever way you look him.
also i think saraad is underrated. he is a soft taunt, a must remove card with the potential of snowballing similar to emperor. i think saraad is the best 5 drop in the game. spells have "charge" they do something the turn you play them so if you leave this guy unchecked you lose the game simple as that.
i would also put wilfred and the pirate guy on the trash section. both wont see play in constructed
What are you talking about? you generally don't want to buff a minion on the same turn it's played because of silence or removal even if you get the damage immediately so assuming you're buffing it the same turn you can attack with it you'll get the additional attack and the divine shield.
As some one who plays Pirate Paladin, Sky Cap'n Kragg Was Priority 1
Troll
Really disagree with lots of your placements. Justicar is a stupendous card for many decks. In decks like control warrior or token paladin it just romps hard.
Mistcaller just hasn't convinced me that it's top tier yet. It's awkward mana-wise. On the right curve it can be stupendous but if you need to respond to the board state it's something you have to keep putting off playing. It's sharing a strongly contended mana slot for shaman (Emperor, Sylvanas, Fire Elementals) and has very little turn 6 presence on it's own. Not trash but not the best of the best.
Aviana is something you need all the right cards to pull off. There are tons of cards like that but that doesn't make them good on their own. It can downright win you lots of games but other times it's something of a dead card.
Paletress is so RNG based that she's often times really bad. If you run a fencing coach (not that great for priest honestly) you often times wind up with a vanilla body or an awful legendary on the field on turn 7. You can play Dr. Boom straight up on turn 7 with no setup needed. Same as Aviana, there is potential for a huge win but it's tough to setup and you need to build a deck around it.
Saraad is fun but junk for any competitive play. Ooo! I got totemic might and deadly poison. My mage is so happy!
Wrynn is one of the best cards in the game. Decent body and hand refilled. If your lucky it's a complete board domination. If your unlucky you just drew 3 utility spells. Auto-include in any sort of control warrior.
I wouldn't really say that Rhonin is necessary in tempo mage.
Quite honestly, almost no tempo mages ever ran Rhonin, as far as I knew.
But that's just me