I think Baby Ogre could be alright. Given that, unlike Worgen Infiltrator, it's free! It lets you put two minions down on turn 1, or up to 3 if you've got the coin. It's a good way to ensure you always have that second minion for Defender of Argus and at worst it can soak up Knife Juggler hits :DJack is a bit like Elise in that there's a good chance you never see the results of its effect but it's still a good minion for its mana. Could be good if you are a late game control deck.
Baby is weak, Animate Totems is OP and Jack Beanstalk is too strong. Jack with stats like this in some way will serve as a chow, turn one minion that can kill 3/2 2 mana minion and can't be killed by hero power (on early turns). Baby Ogre in my opinion should have a 2/2 for 1 or even 0 mana, because 1 more (unlike the wisp or tinyfin) attack but with a chance of missing can't be justified by zero cost.
Forsaken Sailor - The artwork shouts for a ninja tag and .
I actually think Baby Ogre is pretty strong. Consider - 0 cost minion that can trade (albeit unreliably) with 2-mana 3/2s? Definitely way better than Wisp, yet surprisingly evenly statted, if you look at how Ogre Brute is statted. I actually had to reconcile the mana value of the unreliability before accepting that Baby Ogre wasn't overstatted (which Jack Beanstalk absolutely is).
Cauldron Rumbler is a little to strong as you only have too endure 1 Overload making it a discount compared to and the fact you could play next turn with the coin gives a 3/5.But with 2 Overload the card is fair and it plays nice with if you play Trogg first instead.
Considering there is a neutral 0/4 Taunt minion for 1 mana, and that Cauldron Rumbler is a class card, getting +1/+1 and losing Taunt for 1 Overload seems like a fair price.Totem Golem is a +2/-1 for 1 extra mana, when compared to the Rumbler, also, which seems fine.
Animate Totems isn't as good as you think. Yes, if you have 7 totems and they haven't killed them the whole game, you get to do 21 damage. But good luck pulling that off. Remember for the most part you have to summon those 0/2s 1 turn at a time, and they die super easy. Especially if this card WERE in the game, no opponent would let you keep more than 1 totem up at a time.