Wow. Great meta-changing card. Probably has the biggest impact of previews so far.
Resilient - why will Fortified Position help? (Acid Immunity vs. Corrode.) So 18 dice focus damage needed to deal 9 damage on average. That's alot. Unlike Regenerate 2, each Reconstruct 2 will be 4 more dice of attacks.
Psychic and Poison Immunity - these cards are now even more niche as more mages seem to have access to these linked immunities
Uncontainable (finally appears) - no Tanglevine, Force Hold, Stuck (Cripple is a Poison already), nice anti-control
Immune To Itself (plus Raptors ranged, Acid Ball) - this is useful as last action summon to first action attack your doppleganger is usually perfectly viable in the mirror match
Corrode - obvious Iron Golem bane, this makes Earth specialisation less special (thankfully), also makes armoured Wizard with a Shield on less persistently invincible (good)
Devour - this just Obliterates right, destroying recursion? Yeah, it's useful against Zombies of course
Level 3 Arcane - splashable as toolbox against high armour? And because it's awesome in any defensive Guard deck (my bad, see post below). As an Aberration, the Arcane school is the right school for it to be in (can come through the Gate). As tricksiness is needed to play it well which all Wizards have (Forcemaster pays triple). Still, I'd be very happy if it was the only new card Wizards got in this set (too good).
So resource costs = 3 or 6 spell points, 13 mana, full action
Base Stats = 5 dice attack + corrode, 18 dice resilience + 4 dice per attack it makes
Feels a bit undercosted....
But not panicking yet because, like Golems, it is Slow Nonliving (only Charge) but unlike Golems, it does not have Unmovable.
Forcemaster can just move it, even Force Pull from range 2 while ally gets at the thing it guards. And it can be Slammed after it is activated to guard (Surging Wave becomes even better) to bypass it. Unmovable is surely the real issue that Forcemaster has with Iron Golems?
It also does not have the Iron Golem's Burnproof. Expect a lot more Flame in the meta after the Druid arrives.
It is the ideal companion for the lonely Hydra, softening up the victim by corroding its armour before its Triple Strike. And during lulls with no threats nearby, it can always take a bite off its buddy to reconstruct, the Hydra can always grow it back (but not the scales sadly).
A very nice addition to the defensive control game (it's not for aggro though works in "Ooze Hydra Pit" abusing Teleport). Perhaps a bit too strong, but we shall see...
Question: if it only deals direct damage via its Corrode effect, does it Reconstruct 2?