All possible versions of this minion:
1) 8/6 Deathrattle: "Summon two 1/1 Plants."
2) 5/6 Can't be targeted by spells or Hero Powers, Deathrattle: "Summon two 1/1 Plants."
3) 5/6 Divine Shield, Deathrattle: "Summon two 1/1 Plants."
4) 5/6 Windfury , Deathrattle: "Summon two 1/1 Plants."
5) 5/6 Taunt, Deathrattle: "Summon two 1/1 Plants."
6) 5/9 Deathrattle: "Summon two 1/1 Plants."
7) 6/7 Deathrattle: "Summon two 1/1 Plants."
8) 5/6 Stealth until your next turn, Deathrattle: "Summon two 1/1 Plants."
9) 5/6 Poisonous, Deathrattle: "Summon two 1/1 Plants."
10) 8/6 Can't be targeted by spells or Hero Powers
11) 8/6 Divine Shield
12) 8/6 Windfury
13) 8/6 Taunt
14) 8/9
15) 9/7
16) 8/6 Stealth until your next turn
17) 8/6 Poisonous
18) 5/6 Can't be targeted by spells or Hero Powers, Divine Shield
19) 5/6 Can't be targeted by spells or Hero Powers, Windfury
20) 5/6 Can't be targeted by spells or Hero Powers, Taunt
21) 5/9 Can't be targeted by spells or Hero Powers
22) 6/7 Can't be targeted by spells or Hero Powers
23) 5/6 Can't be targeted by spells or Hero Powers, Stealth until your next turn
24) 5/6 Can't be targeted by spells or Hero Powers, Poisonous
25) 5/6 Divine Shield, Windfury
26) 5/6 Divine Shield, Taunt
27) 5/9 Divine Shield
28) 6/7 Divine Shield
29) 5/6 Divine Shield, Stealth until your next turn
30) 5/6 Divine Shield,Poisonous
31) 5/6 Windfury , Taunt
32) 5/9 Windfury
33) 6/7 Windfury
34) 5/6 Windfury ,Stealth until your next turn
35) 5/6 Windfury, Poisonous
36) 5/9 Taunt
37) 6/7 Taunt
38) 5/6 Taunt, Stealth until your next turn
39) 5/6 Taunt, Poisonous
40) 6/10
41) 5/9 Stealth until your next turn
42) 5/9 Poisonous
43) 6/7 Stealth until your next turn
44) 6/7 Poisonous
45) 5/6 Stealth until your next turn, Poisonous
27
Just to avoid any confusion. This combo will only deal 3 damage to the enemy hero.
10
Hey, Trogg no stupid. Me know am ugly but Trogg have feelings too. Trogg hurt. TROGG SMASH YOU!!!
1
That is one way to look at it. Another way is that you will have 2/3 + 2/2 for total 4/5 for 2 mana instead of 2/1 + 3/4 for total 5/5. You will be wasting 1 mana not 2 on turn 3.
If you add up Northshire Cleric you will have 2/3 + 2/2 + 1/3 for total 5/8 and draw a card vs 2/1 + 3 + 3/4 for total of 5/8 if you play Kabal Talonpriest as your 3 drop.
In both cases it is worth. The 2nd case is the more easier value to attain. Having Mana Geode survive to be a constant threat is good value especially if you have a 0 mana hero power at some point.
2
This isn't a "strictly" worse ooze as many people suggesting. It still removes 1 charge of a weapon. Most current common weapons you wanna deal with at turn 3 would already have only 1 durability available. Shamans can be incentivized to trade or help trade in your early minions with the 1/3 Spirit Claws. And even if your not getting rid of a weapon in a single battlecry it still removes a charge which is a big deal.
Toxic Sewer Ooze is a good option for turn 3 if people are looking for early weapon answers that aren't awkward on the mana curve.
BUT if the new expansion weapons see play then this card won't be as useful as the new Warrior and Hunter weapons have 4 durability.
Lastly... does anyone know what happens if you use this (or Bloodsail Corsair) on 3/1 Eaglehorn Bow with Snipe secret active? Does the weapon reach 0 durability then back up to 1?
4
This may not be an impressive card but there shouldn't be an ultimate reason why Blizzard print cards like these. Cards like these (more like Pompous Thespian actually) need to exists to fill the gab and make the set more finished and presentable to both new and veteran players. They might exists to trim some power drafting off from Arena runs, trim some power off from some RNG effects like Faceless Summoner. Heck it might be printed for Wild format into consideration (unlikely but maybe).
I don't claim to know why this card is exactly printed for. Just think of it as planning for the future.
2
All muscle and no action. Lets trouble makers in to kill all the friendly customers.
No taunt and a text that doesn't make sense with the context of the card.
0
You don't have to play this at turn 2. You play taunts generally when you have something to protect. A board of 2 Babbling books for example is not enough threat to play this guy at turn 2 and potentially screwing yourself with no backup play in hand.
2
It has Stealth. Unless you are playing Wild (Flame Cannon) or have a really unlucky time vs Arcane Missiles/Mad Bomber it will not die early game. It is slightly better than Undercity Huckster because it can get you more than 1 card.
The card is underwhelming but I expect the Tri-Class legendary cards will outshine every class specific legenderies this expansion.