Hero Class Synergy
Druid: The ability to Shapeshift using their health as a resource for additional value.(See: Damage Synergy)
Hunter: The ability to Steady Shot increasing death timer, used in conjunction with rush minions.(See: Rush Synergy)
Mage: The ability to Fireblast, easily pinging certain minions to increase their value.(See: Enrage Synergy)
Paladin: The ability to Reinforce creating a minion to strengthen board presence or other minions.(See: Board Synergy)
Priest: The ability to Lesser Heal minions to extend and increase their normal value greatly.(See: Healing Synergy)
Rogue: The ability to Dagger Mastery, giving certain minions additional value.(See: Weapon Synergy)
Shaman: The ability to Totemic Call to create 4 individual totem minions for additional value.(See: Board Synergy)
Warlock: The ability to Life Tap for additional value.(See: Card Synergy & Damage Synergy)
Warrior: The Ability to Armor Up! giving a certain card additional value.(See: Shield Synergy)
Beast Synergy
This pertains to the Hunter class who has an overabundance of cards that gain increased value with the more beasts you draft. I.E. Houndmaster, Kill Command, Scavenging Hyena, Starving Buzzard, Tundra Rhino
Board Synergy
This pertains to those classes who are more keen to flooding the board than others, thus increasing the value of certain cards greatly. I.E. Illidan Stormrage, Frostwolf Warlord, Sea Giant, & Void Terror
Card Synergy
This pertains to those classes who are more keen gaining card advantage over opponents than others, thus increasing the value of some cards. I.E. Mountain Giant & Twilight Drake
Damage Synergy
This pertains to those classes who are more keen to taking damage on purpose and using their health as a resource, thus making Molten Giant increasingly valuable to draft. I.E. Druids, Hunters, Paladins, Rogues, Shamans, Warlocks, & Warriors.
Deathrattle Synergy
This pertains to Undertaker & Baron Rivendare which in conjunction with other minions with the "Deathrattle Ability" such as Harvest Golem, Loot Hoarder, Toshley, and many more can give you massive amounts of potential value in various situations/circumstances.
Discover Synergy
This pertains to cards like Jeweled Scarab & Tomb Spider which allow you to pick from 1 of 3 choices similar mechanic in Arena. There is a +25% or higher chance to find "Class Cards/LoE Cards" when you choose to play these cards and since they have specific search parameters such as "3 Cost, Beast, Deathrattle, Minion, Spell" you can use that to add more versatility and flexibility tailored to your current situation.
Dragon Synergy
This pertains to the minion sub category dragon that although has been added with the Blackrock Mountain Expansion. Certain cards gain additional value if you happen to draft more dragons to "proc" their effects for increased value or tempo. I.E Blackwing Corruptor, Blackwing Technician, Twilight Whelp, Dragon Consort, Rend Blackhand
Enrage Synergy
This pertains to the Mage class initially as they have the greatest ease in being able to safely and cheaply enrage certain cards to increase their value exponentially. I.E. Amani Berserker, Gurubashi Berserker, Raging Worgen, & Tauren Warrior
Healing Synergy
This pertains to the Priest class specifically as they have the hero ability to constantly heal their minions for increased value. I.E. Imp Master, Injured Blademaster, Lightspawn, & Northshire Cleric
Inspire Synergy
This pertain to cards with the "Inspire" effect that when used properly can be used to gain strong tempo and advantages with certain card and classes. I.E. Confessor Paletress, Nexus-Champion Saraad, Recruiter, Kvaldir Raider, Mukla's Champion, Murloc Knight
Joust Synergy
This pertains to card with the Joust effect (a.k.a Reveal a minion from each deck) in which if you "curve up" with many high cost minions you can use the Joust to gain some increase advantages. I.E. The Skeleton Knight, Master Jouster, Gadgetzan Jouster
Mech Synergy
This pertains to the new archetype added by GvG and some of the possible combos allowing for additional value. Some cards have increased value or strength if you happen to have drafted more mechs than usual during your draft. E.I. Cogmaster, Mechwarper, Tinkertown Technician
Rush Synergy
This pertains to the all classes, but even more so with the Hunter class. Allows to up the timetable towards defeat much quicker when using Hero Power in conjunction with many rush minions. I.E. Argent Commander, Bluegill Warrior, King Krush.
Secret Synergy
This pertains to those classes who use an abundance of secrets in their core gameplay, thus extending/increasing the value of certain cards if used in conjunction with their many secrets. I.E. Eaglehorn Bow, Ethereal Arcanist, Kirin Tor Mage, & Secretkeeper
Shield Synergy
This pertains to the Warrior class since their ability gives them +2 Armor, thus making Shield Slam very valuable especially when used with Shield Block as well.
Spell Synergy
This pertains to those classes with an overabundance of cheap spells, thus making a few cards exponentially more valuable in accordance to the amount of low-cost spells drafted. I.E. Gadgetzan Auctioneer, Violet Teacher, & Wild Pyromancer
Spell Damage Synergy
This pertains to your individual ability to make use of certain monsters with +X Spell Damage ability in conjunction with your spells for increased value. I.E. Archmage, Azure Drake, Bloodmage Thalnos, Dalaran Mage, Kobold Geomancer, Malygos, & Ogre Magi
Weapon Synergy
This pertains to those classes who wield weapons/drafted a decent amount of them, thus increasing the value of certain cards well beyond their original ranked tiers. I.E. Captain Greenskin, Bloodsail Raider, Dread Corsair, Southsea Deckhand, & Spiteful Smith
3
one of the strongest cards
3
all variables where I tried to change my minion, I got it
4
for warlock zoo or handlock is cho OP card .)