Magmar is certainly not weak in the meta right now. However, Shim’zar did not do much for Magmar in terms of expanding its play styles. Sure, there are a few strong units here or there as well as some pretty darn good spells, but overall, It has been pretty underwhelming. Right now, meta Magmar decks are all about Aggro. They usually aim to play as many units as they can in the earlygame and use Mandrake or Makantor to make sure the opponent doesn’t recover in the lategame. Maybe, a Magmar rework would involve toning down this aspect of Magmar and focusing more on eggs, grow, or control.
Veteran Silithar: Way too overnerfed. Perhaps a 4/4 or even the original 4/5 would still work.
Wild Inceptor: Why is this a 4 drop? It could be a perfectly fine 3 drop since its ability, while powerful, requires something with a specific keyword to be drawn, played, and die.
Dreadnought: In my opinion, this is the most disappointing unit out there since its effect seems so insignificant compared to the pixel art. I would stick its effect on a smaller unit and give it a new one. Perhaps:
Dying wish: Summon a Magmar minion with cost equal to this minion’s attack.
This would give Magmar a sticky lategame minion other than Silithar Elder and Synergize with Moloki Huntress and attack buffs. Otherwise, something big like this fits the sprite much better than the frail (for its cost) tech unit that it is right now.
Flaming Stampede: By far the worst 8 mana spell printed this expansion. Koan of Horns, at least, has an interesting effect. This, however, is just a big tempest that has a small, hard to use, upside. I understand that, flavour-wise, this is supposed to represent a mass extinction, but this is just a weird way of doing it. My suggestion:
Deal 5 damage to non-egg minions. Summon a copy of each surviving minion.
This keeps the current egg synergy while also punishing aggro and encouraging you to play bigger minions. This would also fit with the Mass extincition theme since species that survive these events often prosper due to lack of competition and new niches.
Taygete: This used to be an amazing unit since it was great at both dealing damage and dealing with aggro. The 5 health and pseudo frenzy allowed it to make short work of many earlygame threats, while the effective 5 attack also let it threaten the life total of the opponent general. Now, this unit is still good, but lacks the controling capabilities. Now, it is far too frail to win back the earlygame and is mainly used by Aggro to push or general damage. I would rather this be a 2/5, 1/6, or even a 1/5 since the extra health was what made is so good at dealing with earlygame.
Visionar: The stats for this minion are just too ackward for it to see play. On average, this thing is a 7/4 that gains +2/+2 by the time it gets to attack on your next turn (+1/+1 if you do not use Starhorn’s BBS and +3/+3 if you do). As such, you are paying 1 extra mana for a Grimrock with +3 attack. This is hardly a good deal. If it has more defensive stats, like starting as a 5/4, I would be much more willing to play with it.