It's been a little while since we saw
a major Maro-style effect; I'm glad to see it
back in green, and I'm interested to note how it
addresses some of the things that seem to have
made people feel bad about previous ones. You
can cast the Sage even if it's the last card in
your hand (although a 1/1 for five mana isn't a
great bargain), and the Werewolf has a lot more
combat abilities than previous Maro-style cards,
making it a lot better in the face of disposable
Saproling blockers and such. The variability
means that it probably won't be a high pick for
competitive constructed, but its potential for
boundless growth and rapid scaling in
multiplayer settings mean that it will
undoubtedly end up being popular nonetheless.
We haven't had a good "maro" creature in a
while, and this is definitely a good one. Five
mana isn't that bad, considering it also draws
you a card. And if you have a "maro", you
probably don't want to play out your hand
anyway, which the Sage rewards by transforming
into an even bigger version of itself with
vigilance and trample!
My concerns are twofold. One, this is the set of
Madness, and as such there are a lot of cards in
the set encouraging you to discard cards, which
runs counter to what this guy wants to do. Even
if you aren't running Madness, if your opponent
is, they'll be able to keep their hand size down
to prevent WoAH from hitting too hard. Second,
transformed Werewolves already encourage your
opponent to play two or more spells. This guy
gives your opponent double reason to want to
play extra cards-- it'll keep their hand size
down.
Then again, if they play out their hand, WoAH
will be smaller but they won't have enough cards
to transform it back.