Let's just look at the cases:
- 1 mana for +1 attack twice (and +2 armor if Druid rather than DH). Not bad, stacks with the default weapon for 2-attack swings. It won't activate cards like 0-mana +1 attack Twin Slice did, and doesn't have the pseudo-ramp effect with DH "when your hero attacks" stuff, but the effect is similar.
- 1 mana for 4 damage to your opponent's face. SMOrc harder than Sinister Strike.
- 1 mana for 2 damage to any target. Somewhere between Rapid Fire and Arcane Shot.
- 1 mana for two 1/1 dudes. Not quite Lost in the Jungle, since it's split up.
- 1 mana for 4 healing. Probably not as bad as it seems. Rogues use health as a resource, so often cut it kind of close, but also saving minions in a tempo-based deck can be really useful. Regenerate wasn't deck-worthy except with obscene combos, but getting it randomly when you need it isn't too bad.
- 1 mana for two totems. Wicked RNG. Maybe a Taunt Totem saves your game, maybe it's just trash. Sigh... Shamans... Sigh...
- 1 mana to draw 2 cards and pay 4 life. That's pretty solid card draw. Rogue doesn't hurt for card draw, but this doesn't have to be draw when you don't need it. Probably not as good as Backfire, but that's the closest comparison.
- 1 mana for 4 Armor. Mostly pretty bad, but those times when you need it, maybe it makes a difference. Worse than Iron Hide, and Iron Hide was bad.
This isn't quite as good as "Discover Sinister Strike, Lost in the Jungle, Rapid Fire, pre-change Twin Slice, Iron Hide, Regenerate, or Backfire. It costs 0 mana." But that card would be OP.
Like, just about all the outcomes of this card are fairly good. Warrior and Shaman are pretty bad, Priest is pretty situational. But most of the other effects are kinda nice, and the chances of getting *only* the bad effects, and none of the good options, is probably pretty low.
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