On the other hand, in order to summon all this cards, you need to have them in your deck. On top of that, it is very vulnerable to Silence and transform effects, it's hard to control the hand buffs, and if it dies with 7 or 8 mana, it fizzles (I don't think it's a good idea to slot a Grotesque Dragonhawk or Giant Sand Worm just for this card...)
"You could say, he was killed because a science experiment gone WILD."
So Deathrattle Rouge is losing Unearthed Raptor, a card despite being good, didn't see the play it truly deserved. So this is what I came up with.
A 3/4 that shuffles another 3/4 in your deck is overpowered at glance, but the problem is that you're adding another card in your deck, which in turn makes it harder for you to draw needed answers like Backstab or N'Zoth, the Corruptor, despite making you stay ahead of fatigue by one card. But the card you get is of course a perfect Deathrattle synergy for use on other Deathrattle cards such as Jade Swarmer, Xaril, Poisoned Mind, Bomb Squad etc.
A question I was given in the discussion post was if adding a wild card in standard could be a problem, because of the fact that Unearthed Raptor is a part of LOE and Rabid Raptor is a part of Un'Goro. My answer for that is no, it's not a problem, because of the fact that Ball of Spiders was a TGT card, but it could summonWebspinner, despite it being a Naxxramas card. But that did not mean that you couldn't get the tokens when you played the spell in a Standard match.
TL;DR Pros/Cons in Spoiler!
Pros: A card perfect for Deathrattle Rouge, balanced, one step from fatigue after Deathrattle has triggered.
Cons: Drawing for answers is harder than usual because of the Deathrattle, Unearthed Raptor is only useful if Battlecry is triggered.
With Burgle cycle out, this card perhaps will replace its slot. This card play into Rogue's strength of having many single target damage (Backstab, SI:7 Agent etc.) and recoup its weakness of quickly running out of card. The Charge make sure you got value out of the card while allows it to be more flexible with effect like Cold Blood or Shadowstep.
Very similar flavor to Hidden Cache. It could be pretty powerful if you have several Beasts in your hand when triggered. Conversely, it could be completely pointless if your opponent doesn't adapt a minion during the game.
You will actually push that poor Dioo in the time portal two turns later, from where he will have travelled to your current turn. (I feel that there should be Future III in english grammar, to describe time travel) If you do not, spacetimecontinuum will collapse and you loose the game. Timetravel is a serious business.
Whats it good for? Obviously tempo, thats why he needed defensive stats, to be not op. You can play him turn 3 but make a huge commitment, because then you give away any choices for turn 5. He has lots of synergies in different classes: e.g. Houndmaster, Menagerie Warden, Divine Spirit, as they rely on having something on board and you can just play them in the same turn. Alternatively try to discard that nasty spell with a Doomguard.