Rage Reactor:
Flavor: 6/10
Power: 2/10
This really doesn’t seem like it’s worth the slot much. Perhaps when combined with the artifact that gives your general frenzy, or with the spell that prevents a minion from counter attacking, so you can get the most value from it. Most opposing minions will be in close proximity to other enemies, so the eggs won’t exactly stay long. However, there may be some hidden combos that can make this card somewhat usable.
Biomimetic Hulk:
Flavor: 4/10
Power: 4/10
Although it is a bit slow, there is a lot of potential here. Flashing this out is quite easy, and can dish out some good damage if you defend it. The main thing holding this back is being unable to use one of your most powerful removal spells, natural selection, while this is on the field. It also is very easily removed, but that isn’t so bad, since having a 2 mana minion soak up removal is pretty much a win. Works really well with Keeper as an early drop.
Seismoid:
Flavor: 5/10
Power: 5/10 (6/10 in Starhorn)
Definitely solidified Starhorn as the premier mech general for Magmar. Also works really well with replicant; there’s some pretty nasty decimus combos with him. However, outside of comboing with other mechs, this card is very weak.
Embryotic Insight:
Flavor: 6/10
Power: 5/10 (8/10 with Ragnora)
Two mana draw is incredibly valuable, and even with the contingency of needing an egg, this card will definitely see play. Obviously much stronger for Ragnora due to his ability to use it more consistently.
Erratic Raptyr:
Flavor: 8/10
Power: 4/10
This guy is reeeeeally cool looking. Definitely am a fan of how he looks, and that stat line makes me sweat. The ability is very interesting as a concept, but I think it will hold the card back too hard for it to see much play. At least it will pretty much kill any minion that procs it though.
Upper Hand:
Flavor: 7/10
Power: 2/10 (3/10 in Starhorn)
Quite obviously another Starhorn card, but not necessarily restricted to him. I really don’t see a single-target damage based removal offering much use, however. Doesn’t compete much with any other removal card.
Homeostatic Rebuke
Flavor: 8/10
Power: 8/10
Oh man. That’s a really cheap board removal. This has the potential to be very strong, but with how common minions with higher health than attack are, I think it is definitely not overbearing. Has an intriguingly good synergy with build cards.
Effulgent Infusion
Flavor: 6/10
Power: 2/10 (6/10 for Vaath)
I think the only interesting thing about this card, and probably its primary use, is some sort of combo involving drogon and a minion on the board. Pretty much only usable for Vaath, but I might play around with this in solo Vaath as a finisher or cheap burst late game.
Progenitor
Flavor: 8/10
Power: 7/10
This guy is so cool! Very respectable for his statline, and the opening gambit is respectable. It’s interesting in that it works well for both swarm (for more eggs) and big minions (for those sweet eggs). Definitely stronger if you are in the lead, which is almost like the second coming of Chrysalis Burst. Just as weak to AoE and ping though. Definitely hope to pull this guy.
Gigaloth
Flavor: 7/10
Power: 6/10
It’s really strong, I’ll give it that. But Magmar’s midgame is incredibly important, and this would be a pretty serious loss of momentum. However…If this lives, it coincidentally comes out on the same turn as you can play Makantor. Let’s just think about that for a moment.
Pupabomb:
Flavor: 8/10
Power: 5/10 (7/10 for Ragnora)
The egg’s gonna die before the next turn anyways, might as well go out…with a bang. But for real, this card is a little difficult to proc outside of Ragnora, but with rebirth minions being pretty nice nowadays this could see play outside of that general.
Armada
Flavor: 7/10
Power: 7/10
Although it is a little spendy, this guy can really pull his weight if you can protect him. It might turn out to be a control Magmar staple. Also, firing this guy off three times in a turn with cryptographers just sounds hilarious. Fire the artillary!
Saurian Finality
Flavor: 8/10
Power: 6/10 (8/10 for Vaath)
This card is probably the most interesting card revealed due to its notable concoction of abilities. Rightfully so, it may be the most controversial. But in the end, I think this is not quite as strong as people are making it out to be. It does not swing momentum in the user’s favor as heavily as other 7-drops. However, it really supports Vaath’s playstyle, and will probably be used exclusively with him. You can bet I’ll be using him in Solo Vaath if I pull it!
Notable neutrals: Replicant for Seismoid, Bloodbound Mentor for some deck types, and Capricious Marauder for my own personal lulz with Flash Reincarnation and Primordial Ballast.