This is a spooky card, to say the least. It is a control 2-drop that can win or lose games by itself.
The amount of bad starting hands I've had in control decks indicates that this card might very well pull out something you can't chew through right away, if you are YOLO enough to drop it without knowing what kind of deck you are facing.
It can also neutralize N'Zoths, C'Thuns, Yogg-Sarons, Cabal Shadow Priests, Golden Monkeys, Renos, Justicars, Loathebs and Mysterious Challengers, but it requires a lot of luck to do it, unless your opponent only has one card in their hand.
Other times, it can pull out a Doomguard, a Darkshire Councilman, a Ragnaros, a Highmane, or a Shredder.
Usually, it will probably pull out an Argent Squire, or another small minion on turn 2, and soak some damage, at least if the meta is as fast as it is now. If it becomes slower, this card isn't gonna be very useful in your starting hand, because a turn 2 Ysera ruins your whole day.
2
Way easier than Anyfin, thanks so much.
2
They are both tech and not seen very often lately, Black Knight especially. I recommend using your dust on cards that are generally more useful, or save your dust because a new expansion is due soon.
3
Leeroy fits in with the rush style, but these two cards fill completely different roles.
1
Depending on the next expansion, the general belief is that Secret Pally, at least as we know it now, will die when Standard hits.
5
Harvest Golem is closer- the 1 attack on Imp Master is pretty bad, and Golem is stickier.
2
Love the deck, however I found using Tundra Rhino would often win me the game as I could Turn 5 Rhino into Turn 6 Highmane charge.