Orc fortress, Uncommon, 19b
Horde.
Tower +2N
Wall +3N
N = number of zero cost cards in opponent's hand.
It seems pretty tame by itself. If the opponent has no 0-cost cards, it offers no gain, and the Horde keyword won't trigger with no recruit cost.
Used together with other Horde cards, it becomes useful in that you're ideally placing Palisade wall in your opponent's hand and just having this on hand means the neighboring cards are triggering their Horde keywords. But then, to play it you're still paying 19 bricks for an average 4-6 tower and 6-9 wall by my estimate.
This could be useful in conjunction with other cards that flood the opponent's hand with 0-cost cards, but I can't recall what exists to that effect. I can
think of
a few that replace matching card and their neighbors, but that is again only 3, sometimes 2, with the opponent having the opportunity to play or trash one first.
If you could guarantee the opponent has a hand full of 0-cost cards, gaining 16 tower and 24 wall for 19 bricks is excellent and on par with Uncommon Unliving cards at their ideal deployment. (Aside from playing against someone with a 0-cost deck,
Harpy queen is the best I'm finding, and this again requires that the opponent be using particular cards and that you happen to draw this one Rare.)
TL,DR: It's not very useful unless some specific factors happen to be true for your opponent's deck. In many cases, it grants no gain.
Maybe it should be retooled to always grant some Wall and Tower, perhaps 10+2N wall and 5+N Tower. Or you can base some of the gain from #Horde in your hand as well as #0-cost in the opponent's.
Other ways to tweak it would be to lower the cost but impose a cap and/or adding 1 recruit to the cost in order to make it possible to trigger Horde (although the latter will inevitably cause someone to think the card malfunctioned since the Horde keyword effect takes place after the 0-cost cards are counted for the card effect).