@Baron. This all makes imminent sense, greater variance in survivability etc. Like greater variance with smaller dice rolls, but in reverse.
I really like how mobility and board control (e.g. Lumbering, push, Chains) are interacting to add even more layers of subtlety to the game.
So Fire seems to be great against both Necromancer and Druid. Warlock gets a nifty curseweaving card in Rise Again and retains access to burn dealing creatures. Unloved fire demons finally take prime spot for Bloodreaper status. So Warlock aggro is back. Burn, baby, burn!
But Fire Wizard also looks a good meta-choice with Jelly cleaning the arena of Druid's conjurations and Rooted creatures (and a Teleport kill zone), corroding Resilients, not hurt by Necromancer's anti-living tech (Bloodthirsty, Pestilence, Deathlock etc) with Wizard's Tower for attack utility (Acid Ball and Jet Stream only cost 2 spell points), Suppression Cloak and other Mana Drain tech for Swarms and Few Bigs. From cards previewed so far, "Jelly Fire" will be a nice control build to fit the meta after this set comes out.
I see most other mages have been strengthened (e.g raptors have Jokhtari focus damage written all over them to compensate for her bad Necro match-up) but I'm gonna back "Jelly Fire" to be a tier 1 control build in the new meta (along with Warlock aggro of course). You can just Jelly Pit with 4 Jelly, Fire and Teleport Transfusion but both new mages look backseat generals so this (thankfully) won't work as well.
Maybe Warlord with Pop-Up Sniper and Quicksand Thorg gets his day in the spotlight? I just can't see it, sadly.
Great thinking behind this set, team. I am ecstatic to find all my concerns misplaced, whether too weak or too strong. So all change soon.