The Magmortar is okay. It's a good replacement for Pyroar (since it rotated), and maybe if you're playing Incineroar ex, you could run a couple of copies. Other than that though, it's not a very good card.
The Wailord seems fun to play as a rogue deck, maybe with Baxcalibur or smth. You're already hitting 210 damage on a single prizer with the minimum cost, plus 50 is a good multiplier. Probably not seeing any competitive play though.
Idk where N's Liepard at though... maybe it snuck out of the article.
The Corviknight is interesting. Both attacks are semi-decent, if you add the damage modifiers and whatnot. But it is a single prize stage 2, so it would be kind of hard to incorporate it into a "Hop's Box" sort of thing.
Now that I remembered Magearna, it would be good with Wailord. Since you're attaching a lot of energy from your hand to Wailord, it basically heals it every turn, so if you can incorporate it as a retreat pivot sort of thing, healing your Wailord and then putting it into the active. It would be good with Rescue Board too.
Now I'm going to go through the trainer cards super fast. We got Super Potion again, probably one of the worst healing cards ever printed. Hop's bag is a nice setup, looks like we won't have to play Artazon. We need an SIR for that Iris, but not a super great card. N's castle seems okay, but we need more Lillie's cards revealed... hopefully there's finally going to be a good Ribombee.
Holy sh*t that took a while to write.