My last GvG pack.....
3 commons - meh.
Ooh, 2 epics - Clockwork Giant, Golden Clockwork Giant 
Make a mill deck.
Or DE that golden giant for any other Epic.
Also I finally crafted Dr.Boom!
Anyway; I'mma talk about my opinions in TGT cards so far. So if you don't want to be spoiler-ed; skip. I'll be going in roughly reveal order.
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Lowly Squire
Outside of possibly Rouge; who often hero powers Turn 2; I don't see this getting any play at all. Turn 1 Squire Turn 2 Knife; and the Squire can trade for 3/2's or trade and knife 2/3's. And even in rouge it's questionable.
Totem Golem
Vanillia 3/4 for 2... but you pay Overload [1]. Makes sense. You basically take out a mana loan for a Spider Tank which is a Totem not a Mech.
Silver Hand Regent
3/3 for 3 that summons a 1/1 Silver Hand Recruit on Inspire. It's an alright body and is actually pretty good value if you Inspire. But what class wants to hero power Turn 4? And will this thing even live?
Tuskarr Totemic:
It's a 2 drop's body for 3; but summons any random totem. Worst case it's a Razorfen Hunter with a Crazed Alchemist effect. Best case it summons Totem Golem and you probobly win the game. But everything inbetween except Mana Tide Totem is medicore at best.
King's Defender:
A worse Fiery War Axe unless you play a Turn 1/2 Taunt. Warriors do run Unstable Ghouls; so it's not 100% garbage. It's usually garbage.
Tournament Medic
People are bashing this card as a 1/8 for 4. But it has a soft taunt due to it's inspire; and quite a few minions with 1 health are played right now in aggro; which this card helps deal with. Priests and Warriors suddenly recover 4 per turn using this card. Warlocks get free Hero Powers. I also think it's pretty decent against Druid; who tends to chip you down to 14. This helps you stay above 14. Also; even as a 2/8 this guy would be broken. Then there's the old Mogushan Warden style Inner Fire Divine Spirit play to make a 16/16. Or just an 8/8. And unlike the Warden double Spirit Inner Fire is an OTK. [32 vs 28]
Maiden of the Lake
2/6 for 4 is a... passable body; although it gets wrecked by 4/5's it takes 2 rounds. Hero Powers costing 1 is nice while it lives as well. It's a nice card. But is it good enough? I dunno.
North Sea Kraken
Bad. Bad. Bad. Even in Arena which seems to be it's purpose; Force Tank Max is better.
Fallen Hero
Good as a coin play; as it punishes any 3/2 answers. Otherwise; I see no world where this lives to be useful.
Effigy
I doubt this will see play. It's cool but Duplicate is more reliable.
Dranai Totemcarver:
Does Frostwolf Warlord see play? No. This is Frostwolf Warlord for 1 less but only counts Totems. Is it worth playing mostly 0/2's until Turn 4 to summon a 1 mana less Frostwolf Warlord? No. It is not. Unless Shaman gets Muster for Totems; I don't see this used.
Thunder Bluff Valiant:
Mechtooth Leaper for Totems. Is Mechtooth used? No. Will this be used? Probably not. Also; compare Quartermaster; who gives a specific group of minions for a class +3/+3 while his just gives +2.
Ball of Spiders:
Ball of garbage. 3 webspinners is not 6 mana. These webspinners then sit there for a turn and have to die before you can use the Beasts they give. Then the Beasts have to wait a turn due to being played. So 2 turns before you get unreliable value. And that 'value' you're paying 6 for; and then whatever the beasts cost is. Also; most spells basically have Charge. This one dosen't.
It MIGHT be usable if the Webspinners spawned with Charge. But no. This is worse than Cobra Shot.
Garrison Commander:
Cool Effect. Never going to live to be used and playing a 2/3 and using hero power twice isn't exactly a stellar Turn 6 play. I would mention stealthing it with Master of Disguise... but Rouge doesn't want to HP twice ever.
Lock and Load:
Seems alright. Until you realize Hunters don't actually play that many spells usually. And Hunters in general have a lot of
awful cards. Bestial Wrath. Cobra Shot. Ball of Spiders. Even most of their class minions are subpar. And do you really think Hunter players will play a style that's not FACE. If Face Hunter is no longer a thing, they'll just play Zoo or Mechmage of whatever the new SMOrc deck is.
Poisoned Blade:
Garbage Rouge Epic. Free dust. Like most Rouge Epics.
Kodo Rider: It's two 3/5's for 8; which is... fair actually. And if the main body lives it can then start spitting out more. If you happen to have 10 mana and a Garrison Commander already out [Or a Coldarra Drake] this card is crazy.
Coldarra Drake: Fair body. Dragon synergy. Fair effect if it lives. Not saure it'll be used outside of gimmick Fireblast decks that go for the dream 40 damage turn.
Frost Giant: I can see Priests; Warriors and perhaps Paladins running this
Nexus-Champion Saraad: Will people let this live? Probably not. Is it's effect reliable? No. Is it worth effectively 7 mana? Probably not.
Justicar Trueheart: It's heavily biased to Shaman; who effectively gets a x4 multiplier to his Hero Power; while everyone else gets x2 [If you consider Warlock not Steady Shotting himself as 2 mana]; and Hunters get x1.5. 6/3 for 6 is an awful body, but it's effect is huge, particularly in longer games and for more control classes. Especially Priest and Warrior; who it helps stick around even more.
Wilfred Fizzlebang: 4/4 for 6 is awful. It;s never going to live so it's basically an 8 drop. At which point to be worth it it has to draw Jaraxxus or Mal'Ganis. So... yeah. Warlock legendary is garbage. Also makes no lore sense seeing as he died in the Argent Tournament. So can't be at TGT.
Skycap'n Kragg: Hey look Warriors and Rouges will try Pirates again.
Colleseum Manager: Free dust
Holy Champion: Great card for Priests
Flame Juggler: Outclassed by Mad Bomber; who is far more reliable at killing 1 HP minions and can sometimes kill 2 or even 3.
Clockwork Knight: Solid card.
Savage Combatant: If he was a 4/5 he'd be autoinclude. 5/4 isn't as good and Druids already have loaded 4 slots... if it wasn't a Druid card he'd be great.
Darkbane and Lightbane: Both are Spider Tanks without Mech [So a downgrade]; until you start pumping them with extra cards for medicore effects. Darkbane fires a [Random] Darkbomb which is probobly worth 1 mana; and Lightbane casts Hand of Protection on herself; a 1 mana effect. Is that really worth pumping them with extra cards? Who knows yet. These are certainly solid, but are they good enough?
Silent Knight: Actually not as garbage as it seems. He's a Stealth who is resistant to AoE's as well. This is a card you want to buff. Playing him on Turn 3 as a Paladin guarantees a King's target unless he gets hit 3 times by double Mad Bomber or something. And 6/6 Divine Shield is great. Also you can do things like play him and be sure he is safe for a Bloodlist or a Savage Roar setup later in the game. He's gimmicky; but not unplayable.
Argent Watchman: Can someone say GARBAGE?
Spellslinger: So he's a Spider Tank with a potential downside; or a potential upside. Why would you play this over Kirin Tor?
Demonfuse: Dear lord this is
godawful. Firstly; you can't even use it as a nuke like Demonfire. Secondly; an extra +1/+1 is NOT WORTH CASTING Wild Growth [A 2 mana spell] on your enemy. I've seen people joke this is an 'I concede' card. It's
that bad.
Argent Horserider: Excellent anti-aggro card. A lot of people seem to be under-rating it. But it comes out with Charge on Turn 3; trades for anything with 2 HP or less [Most aggro minions. Snipe a Juggler. Respond to a Huffer/Wolfrider/Arcane Golem.] and then it probobly trades with another aggro minion as well. I can actually see this getting play, and I'm probobly going to take Shielded Minibot out of my Paladin deck for this; since my 2 drops are overcrowded anyway and this guy does the same job but is better as a reactionary play any point after Turn 2.
Flame Lance: A lot of people are asking 'why' on this, but Mage has a
lot of good 4 drop cards. It's entirely possible for a Mage to trade out Fireball for this; especially if they are something like an Echo Mage; or using Archmage Antonidas. This is not a bad card. Fireball is just OP in itself.