I do not see this working. The battlecry is a relatively worse frozen nova, or really a worse consecrate. 5 armor will do little to slow your opponent down. The hero Power could even be reasoned to be worse than your standard hero power as a hunter. You have to play the two mana for the effect then you have to play the total cost of the two minions.
But hero power seems useless,pay 2 mana to discover a card then pay more mana to playminion is too slow and unnecessary for hunter,like Dinomancy
2 mana to gain a custom card is not good enough? Warlocks have been paying 2 mana and 2 health for a card since the beginning of the game and they've never been able to customize the card they get.
I agree, it's slower than what current hunters, and the meta in general is used to but I'd like to think that it could give way to new archetypes that are a bit slower so the game doesn't end by Turn 5 all the time. I'm not going to get my hopes too high but I think it's an intriguing idea.
My point is, it could be good. It might not but we simply don't have enough information to make that call yet. As it stands though, it seems very exciting as a concept.
In the current state of Hunter this card is just 400 dust but we don't know the full potential of this new hero power and what new cards that will come out to support this weird control-esque style of Hunter that this card looks to be. I wish I could see the full combo list of the combined beasts to get a better idea of what things you could do. Would make it far easier to make a judgement call.
Infinite value. This is a huge step for control hunter to be a thing, IF they get some access to healing (either heal or lifesteal). I do think, mid-range remains the overall best archetype for the class. But gotta see what the rest of the set has for them.
Something people are mentioning is stitched up minions with cost 11 or more mana. I'm pretty sure the way this works is the second discovery will always be limited by the first discovery. They will never give you the option for a second discover of a minion if that would raise the cost over 10 mana. If you discover a 5 Mana minion for first choise, all options for second discovery will be 5 or less mana.
Obviously trying to push control Hunter, but Dinomancy was going to be a key component to that. Now dinomancy is useless, because you're not going to waste the mana and tempo to replace your hero power with Dinomancy only for this card to again replace it with an even better hero power.
Hunter need boardwipe like Brawl or Lightboomb to comback from behidn, more card draws mechanics and ofc a lot of heal to be able to control. They already have awesome single removal, and very strong mid late minion in Highmane,King Dred , Madeiv COTW gamewinning combo, and this infinite value stuff.