My thoughts on the new cards:
The Good:
- Strive for height: I can see this being very popular, _especially_ in conjunction with magic shrine.
- Trigger trap: ouch, tower-killing decks just got a lot more dangerous
- Magic sanctuary: Since I tend to favour mage/legend decks, this makes me salivate - if you can get up to 30 gems quickly and get a unicorn down, you can easily overwhelm your opponent before they have a chance to build their defenses, and this will definitely help there. I like that it has a condition though.
- Knight Templar: I like the limitation and think it's a very cool idea. I still wonder if it might be a bit on the overly powerful side though.
- Wishing Lagoon: A lot like Last Order, which I also love. Gives you a lot more versatility, at the cost of an extra turn (and in this case, a few gems).
- Pirate Bay: I think brigand decks could have used a small buff, so this is just what the doctor ordered.
Wind Witch: It must be my birthday!
The so-so:
- Renewal: I like that this one is tricky and kinda meta-y, but right now its uses are pretty limited. Yeah, it has an okay synergy with new development and perfect shot, but nothing mind-boggling. I can see it getting better when new cards come around that depend on the new keyword though.
- Wicked Ritual: Good to see titan decks getting a buff. They need this, since, despite the changes that have happened, titan victory is still a very, very rare thing.
- Market Week: I wouldn't kick it out of bed for eating crackers.
The Ugly:
- Doppelganger: Powerful potential, but too expensive and limited for a common. Would clutter up a hand pretty quickly.
- Ambush: Same problem
- Mirror Golem: People will probably take it as unliving filler. Interesting idea, but not worth it except for the keyword.
- Ghost Rider: Has conditions that make it almost useless for a tower destruction deck, and its regular attack is weak for its cost. People might take it for keyword ballast and that's about it.
- Moon Shrine: I can't imagine who would actually use this. Zero-cost focused decks? I actually tried making one of those once, using as many zero-cost commons combined with that burning card that discards all zero-cost commons. Didn't work out terribly well.
Feel free to disagree with me.
(Oh, and in case it wasn't clear, my scale of "good" is based on how powerful the cards are, not how interesting or well-designed they are)