Yeah, I was actually really surprised how many cards are available. Been fooling around with a few concepts, Warcry seems really good for a relatively brainless aggro build to farm the AI with. Most of the cheap/decent warcry units are uncommons. I actually love this mechanic, because it smooths out your luck; as long as you can keep pulling off some warcries each round, then even if you're getting drowned in mana, eventually a critter or weapon will pop up and reap the rewards of the dry spell. It gets stopped fairly effectively by heavy investment into a single unit, but people rarely do that because of the risk of losing it to a single kill card. Bit of a shame neither green nor red have any decent hard removal for such things, an early 6/6 really fucks you up unless they misplay things, and silences don't really do much since the stat buffs remain.
Also considering a bounce deck, due to the way cards retain their stats wherever they go, you can do some evil cheese like playing a X/X golem, then bouncing it and playing it again to add even more power. Lots of cards with comes into play effects as well, especially from yellow. And yellow gets the mana elves, which are always OP because tempo is king of the TCG.
My only 'concern' is that the rarest cards really are much better than the common ones, which means ranked constructed is going to be largely dominated by whoever has been around long enough to get all the good shit (or pay for it.) Still, with drafts so easily accessible, I'm not really worried about that aspect.
Was pleasantly surprised by how creative a lot of the legendary cards were, some cool shit in there, I recommend browsing them if you're on the fence.