Frostfur: Support for a Control-ish Freeze Shaman.
Fungalmaster Flurgl: A little but of random fun. They evolve into minions that cost (2) more since you then lose all synergy. If it seems too powerful I can always change it to just (1).
Elder Jari: A nice tool for Control Druid. At first, I wanted it to Double your current Armor, but that seemed too typical. So, I changed it to a spell-synergy control Druid minion.
Frostfur isn't exactly an interesting boss, but the effect here is interesting. Funny interaction with Volcano and the other fire-based shaman spells.
Not exactly sure how Fungalmancer Flurgl is supposed to work..? If you have a 1-cost minion, is it then a 3-cost that costs 1? It's a bit convoluted
Elder Jari is good, but it might be that she's too good, especially as Druid has some relatively high cost spells these days (UI). Tank druid overload is quite possible here.
This is an interesting theme. Some cool ideas can come out of this. Here are my first 3:
Lyris is just a bit too silly (wild cards aside), but I like the flavor of Seriona, especially the italics for some reason? The boss doesn't care that it reduces your minions to 0 attack, but this can be good without it; however it is slightly understatted. If it were a 5 mana card I think it would be just right. Graves is too vanilla imo.
My Ideas:
So far I'm trying to go for the more strange bosses—— the ones particularly that don't do much. Lava-Filled Chamber is a dormant minion, and acts as anti-aggro. Probably broken at this cost, but it's tough to evaluate. It is essentially 20 guaranteed damage to your opponent's board as long as you don't have any minions. It's soft-countered by recruit, though. There would be a counter on it like The Darkness.
A. F. Kay is probably not good enough as it is? She's kind of like Temporus but potentially worse, so I might drop her stats down to a 4/6 and make her cost 5.
Treasure Vault is my go at a fun mutually beneficial treasure card which also synergizes with all sorts of buff cards (this is probably too abusable at its current health, might make it 6 hp).
I agree with your A. F. Kay change, stats are pretty underwhelming. The chamber is a hard one to evaluate, on one hand, it's great/powerful against aggro, on the other hand, its abysmal against control so maybe its fine? If anything, reduce the number of ticks from 10 to 8. Treasure vault may need a change to 6 as you mentioned.
Otherwise great cards! Was kinda hard to evaluate them (except for A. F. Kay)
Well this will be fun. Though we're kinda limited on ideas.
A.F. Kay: So I wanted to take her minion reduction theme, though I think the previous idea of rewarding you for being AFK is cooler so I don't know if I'll use this one.
Candlebeard: I wanted to make a pirate themed N'zoth, for I love pirates.
Pathmaker Hamm: The maddest bomber of them all.
AFK: That's 7 mana for "win the game with your Malygos combo" (maly + faceless + faceless+ prince) or charge or anything else. The effect is also permanent, so you can use your next turn. It's really broken the way she currently is. Maybe reduce the minions by 2 mana. I'd like her the best outside of these 3.
Candlebeard: Pirates have low body and only 2 charge minions. Also requires 6 pirates to have died. Also will only summon 6 minions instead of 7 if it would be a spell. This is not nearly as potent as Anyfin. For 10 mana it's really weak.
Pathmaker: I mean it's basically Yogg, but 3 turns earlier and guaranteed to cause mayhem. Not a fan of this, since it's too rng.
Here's what I've got so far:
Gnosh's ability interprets his Swallow Whole ability in a balanced way. Whenever he attacks a minion with lower Attack than he has, he takes no damage (flavor-wise, he swallows it whole). Bink the Burglar is supposed to represent how he's not a very good burglar, and as the first boss, he's easily killed. He can steal a Coin from your opponent (note that this doesn't go into your hand, it just disappears), but they get it back by killing him. Fungalmancer Flurgl's ability is a pretty direct interpretation of his Fungal Infection hero power. He summons an easily killable mushroom at the end of your turn. If it stays on the board, it buffs all your minions at the start of your turn. This can snowball if you manage to keep these up, although that would probably be a tall order considering Hogger isn't that good.
Gnosh feels underwhelming. At 6 mana you are beyond the straight-up removal point, so he is actually just a shitty divine-shield minion if he attacks <=3 attack minions. That's too specific, only active when you attack and the stats are very weak to make it worthwhile. I like the effect, but it should be on a 2, 3 or 4 mana minion. Otherwise, it could straight up be "destroy" any minions with less attack, instead of taking no damage. Kinda has more flavor, because he just devours them. Probably needs an increase of attack (5 feels better) a reduction in mana (5 again) on top of the effect change. I'd like this the best.
Bink Is a vanilla 3/2 for 2 mana 99% of the time, unless you go first, have him in hand and your opponent still has the coin he does basically nothing. I don't see the value.
Should be "a" instead of "an". Kinda reads a bit clunky, but I generally like the effect. Although it can snowball very easily and hard and he can be cheated out with Finya and other murloc shenanigans like Seadevil Stinger. I'd probably make the Fungus give +1/+1 to another friendly minion, but make them better or trigger on the same turn as Flurgrl or change it to battlecry: summon 2 Fungi.
All of them are interesting, but none of them feel to me like they are quite there yet.
The Brimstone warden comes online on turn 5 in the best case scenario (or do you also count opponents turns?). A doomsayer or Tar creeper is a lot stronger in my opinion. I think you could make it go dormant for 2 turns only (perhaps as a 3/5). The dormant state can be an advantage if you follow this up with boardclear, because it won't be affected. On the other hand, topdecking it on turn 8 feels kinda bad...
The Brandlemar in most cases will be a 3/6 taunt plus a bear trap for 4 mana, as your opponent will kill it before activating the bear trap and there can only be one bear trap at a time. They will only attack your face first if they can kill you regardless of one or two bear traps. This seems a bit on the strong side, compared to other defensive minions around the same mana cost. Another way of looking at it is that it is a 2 mana 3/6 attached to a secret with an added potential upside. I like the flavor a lot though, so I would just change the stats.
Kraxx feels a bit weird to me because of the deathrattle part. Why is it there, what specific cards are you thinking of here? Also, couldn't you silence and then destroy them instead for less card text? As it is, it feels a bit like a Baron Geddon without the repeated effect.
My vote would be for the Brandlemar.
Kraxx just "stomps" on small (aka low health) minions so hard under his foot, that they don't even get a deathrattle. Silence is a problem if you attack a buffed minion (like with equality). It would kinda be weird.
As for your card: I like it a lot, but I somehow feel this is abusable since you can get EXACTLY what you want. Most high costing minions have a more or less a unique cost since you only play a few. You could always get Hardronox, Tirion, Ragnaros or any other key card. It's essentially "draw exactly the minion you want and play it" for 1 mana AND you get a 1/1 on top. That kinda feels off. I feel he should cost 3 or 4 mana to limit its potential. You can raise the stats obviously. I'd keep them mirrored.
Wow this is going to be veeeeery interesting! I got 3 ideas right here, I tried to stick with the flavour, but not sure how insane some of these are.
Tad is a Recruit on steroids minion, which you can use in three ways. Summoning your essential Murlocs. Summoning your big beasties or act like a Dirty Rat for both players. Tad can be used in many ways, but not as a win condition, as your opponent might pull out an Ultrasaur against that Bog Creeper!
Blackseed transforms literally everything (Not including the thing he evolves) into something random but probably better, quite unpredictable, but easier to pull out if there are things you want to keep, just as how you Unstable Evolution until you find a minion you want, it also acts for your opponent, and is a double double-edged sword, as it can give weak or OP thingies.
Tad feels to RNG, even if he'd only do it once. Imagine how you could build a deck around him (can even be searched with the druid spell and finya). You could get the biggest minions while your opponent gets a Voidwalker and Flame Imp. That's an instant loss on turn 4. It's Barnes in worse. Big no-no.
Blackseed seems interesting. Very unique statline and a more or less fun rng effect that isn't instantly game-winning. Your opponent plays into him first tho, so he'll probably get the better benefit. Still, he has an appeal I can't deny.
Seriona is kinda boring. Can't say much about her. She seems balanced (although minion-only decks are kinda screwed tbh). I'd rather go with Blackseed.
Frostfur: Support for a Control-ish Freeze Shaman.
Fungalmaster Flurgl: A little but of random fun. They evolve into minions that cost (2) more since you then lose all synergy. If it seems too powerful I can always change it to just (1).
Elder Jari: A nice tool for Control Druid. At first, I wanted it to Double your current Armor, but that seemed too typical. So, I changed it to a spell-synergy control Druid minion.
Despite okayish stats, Frostfur is still too weak since he is a combo only-card. You can make those better by reducing the mana cost. The wording also seems a bit off. I'd probably go with "Your damaging Spells also Freeze."
Furgl is interesting but has a bit of an identity clash. You can only play him in a Murloc deck, but you disrupt the Murloc synergy by having random minions. Murloc Synergy cards are kinda pointless then. I really like the effect, but it should probably not target Murlocs. I'd probably just make it "Minions" and make it cost a bit less. It's a lot RNG fun like Renounce Darkness, but you can only run one (for a better effect tho). 4 mana 3/4 or something.
Jarl. No. Ultimate Infestation is a thing and a couple of other spells are available to Druid.
Regarding the Warden, it gains both the enhancements as well as the innate effects (taunt, end of, etc) of said card. The enhancements are applied in the order that the silenced minion got them.
Example. Stonetusk Boar gets Dinosized then its attack reduced to one. When the Warden silences it, it would be a 1/10 minion with charge.
Trap Room feels uncreative since that's just his hero power as effect. It's also very weak at that cost. Should be cheaper and maybe without attack (it's a room after all).
Inara is also very weak. You might gain an extra turn, but she has to die for it. Unless your opponent has an 8+ attack minion, you are stuck. She can also be silenced, stolen (Let me steal your mind) or evolved into (in which case it's broken). You also can't do very much with an extra turn without ANY mana, unless you have an established board. I'd probably scrap this idea in its current form.
Warden is the best card, although that effect has been done a couple of times in some variation. It can also run into problems with the way it's worded. I feel it should also cost 6 mana with nerfed stats, since it doesn't have many targets if you think about it.
Updated it according to suggestions:
What would make more sense:
Turn 1. You play it. Turn 2. Turn 3. It becomes active (can't attack).
or
Turn 1. You play it. Turn 2. It becomes active at the end of your turn. Turn 3. Can attack with it (if it's still on the board).
This sounds like a good reason for me to play more dungeon run. Right now I'm just going to go with the boss I've seen the most of, the big rat.
I wanted to capture the first boss you might see in the game. Early game the stats it might bring to the field are somewhat relevant but late game even if it's doing its thing it just might not be an issue for the opponent.
A.F. Kay: I think she would great has a big "egg". The Deathrattle might be a little insane, but it would be hard to pull off and fits her theme. The can't be targeted is so Priest can't abuse it with Inner Fire shenanigans.
Vustrasz: AKA the not-so-sleepy dragon. Still unsure about the Deathrattle, but I think it should have something to do with dealing damage to your enemies board.
Brimstone: This would be a great anti-aggro tool with not too much draw back. Obviously destroying a mana crystal is never good, but the stats make up for it even it he gets silenced. I think any version of him would have to have some sort of draw back like can't attack, etc and be overstated. I like can't attack, that way aggro doesn't get yet another broken card.
I also had a George and Karl. Both were seperate collectable Paladin cards, 2-mana 1/1 with Battlecry and Deathrattle. George gave a minion Divine Shield, Karl summoned two 1/1 recruits. Their Deathrattles would summon each other. I feel like that could get out of hand though, especially in aggro Paladin. They'd be like cheaper Dread Steeds pre nerf.
To get the full art, all you need to do is click on the "Import" button in Heartcards.net (it's on the right side of the Card Name field), type in the name of the boss, import it, then change it to a minion.
BRISTLESNARL - I posted this effect several times in previous discussion threads but never made it. I think the effect fits Bristlesnarl well. Basically it's a tool to make "Big" decks and ramp druid more consistent.
GUTMOOK - Tech against spell-heavy decks. Note that it says "Whenever" and not "After" which means that even if your opponent uses a spell to remove this, they will still take 6 damage to the face before it is removed.
XOL THE UNSCATHED - AKA Patches' sister. Note that it says "Whenever", which means she will be summoned BEFORE the spell's effect is executed, which means in turn that said well WILL benefit from Spell Damage +1
Not very inspired this week tbh. All three cards have effects I've already shown at some point in the past.
Jeeru may be a little OP but Silence is already a thing and Xol may be really basic but I'd like to see Gul'Dan summon more that ugly Voidlords and Doomguards. I really wanna see Recruit Warrior so Whompwhisker seemed to fit the bill just fine.
BRISTLESNARL - I posted this effect several times in previous discussion threads but never made it. I think the effect fits Bristlesnarl well. Basically it's a tool to make "Big" decks and ramp druid more consistent.
GUTMOOK - Tech against spell-heavy decks. Note that it says "Whenever" and not "After" which means that even if your opponent uses a spell to remove this, they will still take 6 damage to the face before it is removed.
XOL THE UNSCATHED - AKA Patches' sister. Note that it says "Whenever", which means she will be summoned BEFORE the spell's effect is executed, which means in turn that said well WILL benefit from Spell Damage +1
Not very inspired this week tbh. All three cards have effects I've already shown at some point in the past.
Bristlesnarl: 7 mana is hard to work with unless you have a lot of 1 and 3 mana cards, but I like the idea.
Jeeru may be a little OP but Silence is already a thing and Xol may be really basic but I'd like to see Gul'Dan summon more that ugly Voidlords and Doomguards. I really wanna see Recruit Warrior so Whompwhisker seemed to fit the bill just fine.
Jeeru tokens:
Xol the Unscathed tokens:
jeru is pretty complicated, the lamp it good in big druit, and 2 out of the three wishes could benefit you as well as your opponent; since you can't attack with the lamp unless you buff it, it seems pretty balanced to me; (also, the wording on the magic lamp has some errors, it should be "they cost (4)")
xol is extremly rng, and you can't control what you get from it, but the power of the cards make up for it; not sure what ot think of the dragon-like stats.
whompwisker is my favourite; simple, yet flavourfull, and gread in a potential big warrior,
A.F. Kay: I think she would great has a big "egg". The Deathrattle might be a little insane, but it would be hard to pull off and fits her theme. The can't be targeted is so Priest can't abuse it with Inner Fire shenanigans.
Vustrasz: AKA the not-so-sleepy dragon. Still unsure about the Deathrattle, but I think it should have something to do with dealing damage to your enemies board.
Brimstone: This would be a great anti-aggro tool with not too much draw back. Obviously destroying a mana crystal is never good, but the stats make up for it even it he gets silenced. I think any version of him would have to have some sort of draw back like can't attack, etc and be overstated. I like can't attack, that way aggro doesn't get yet another broken card.
I also had a George and Karl. Both were seperate collectable Paladin cards, 2-mana 1/1 with Battlecry and Deathrattle. George gave a minion Divine Shield, Karl summoned two 1/1 recruits. Their Deathrattles would summon each other. I feel like that could get out of hand though, especially in aggro Paladin. They'd be like cheaper Dread Steeds pre nerf.
Thoughts?
A.F.Kay is hard to kill, but the reward it gives is huge. really op with deathwing and any of the warlok board clears.
vustraz can rage from not very good to absolutely bonkers depending on your hand size; yould be a great board clear in any tipe of mill deck;
the warden has agreat cost for it's stats, but it's very weak against silence; i'd personally let it attack.
This sounds like a good reason for me to play more dungeon run. Right now I'm just going to go with the boss I've seen the most of, the big rat.
I wanted to capture the first boss you might see in the game. Early game the stats it might bring to the field are somewhat relevant but late game even if it's doing its thing it just might not be an issue for the opponent.
good in quest hunter, but not much otherwise; maybe give that deathrattle to all minions in hand and and on the board.
candle beard is like a n'zoth for pirates, and i ike that; but it costs way too much for the stats;
pathmaker is crazy rng, and could win or lose you the game just when you play it; i'd reduce it to minions only;
the dragon is crazy powerfull, but the quest is also kinda difficult for paladin; my only worry is that, if your opponent has a full board when you play the dragon, they can't do much with it; may be have only sumon like 5 cest or something.
now for my ideas:
tokens:
not sure if it's allowed, since the quest isn't named after a boss, the reward is; i'm also not very sure if the imunity makes the ragers op or not.
Kraxx is known for gaining A LOT of Armor, so I think the effects fits it well without actually referring to his Hero Power. Too much/little Armor cost? Mana Cost? Stats? Flavour? Does 12 need to be in brackets? Is costs with or without the last s?
The idea is that you build this giant Mech from your Armor.
This sounds like a good reason for me to play more dungeon run. Right now I'm just going to go with the boss I've seen the most of, the big rat.
I wanted to capture the first boss you might see in the game. Early game the stats it might bring to the field are somewhat relevant but late game even if it's doing its thing it just might not be an issue for the opponent.
So this is what I'm thinking for this week competition. Warrior has come cards which can be useful if they get damage. With that in mind I'm thinking this would be a good option for those types of cards to be used. Plus it would create a different play to play warrior, rather than just relying on the armor route. Thoughts?
Giant Rat: I know it's something seen a lot with custom cards, but i thought it was perfect for the flavour "It's the first enemy in every adventure". Ofc, you'll draw this like a quest, before the mulligan. If you have both this and the hunter quest in your deck, you'll draw both (Giant Rat first card, quest second card).
And this is my interpretation of the Brandelmar's Countering ability
So if I mulligan the rat will I just redraw it? If it gets shuffled back into my deck will I draw it next time I draw?
The Darkness already exists as card, and Wee Whelp is a bit OP. Sure, it's just one, wich balances it a bit, however, the design is kind of dull (and people tend to not like dull legendaries). Voodoomaster is a far better choice than those two.
Fortify:
The card is overcosted imo. Keep in mind hero power is a strictly worse version of Inner Rage, wich already cost 0 mana. And the kind of warriors that would actually like to play this would have it too late, It could be 4 or 5 mana, and maybe in the second case having some buff to stats.
Mr Goldful:
I think Brandlemar should have some rewording, like "spells that cost less than (5) cost (5)". At least basing on how Summoning Scepter from the Dungeon Runs is worded. Besides, it's a nice card, the advantage over Loatheb is compensated with the thing of affecting your own spells as well.
Giant Rat I like it, I already like Dire Mole and this is even better for any kind of hunter. Only problem I see is this concept has alread been tried in some competitions (at least it has been some time ago), wich could cause you some problems in the upvote phase. Then again, I could be wrong.
I could only think on one character to bring into a card:
-"This is madness! - This is VOODOOOOO!"
Of course, this does not work with keywords that can't be triggered twice, like taunt, divine shield, charge or jade golem.
Others, like spell damage or adapt, will actually be triggered twice, giving you double the bonus. Discover would give you two copies of the discovered card.
Rollback Post to RevisionRollBack
Click to see my Hearthstone projects:
To post a comment, please login or register a new account.
@Viridian
I agree with your A. F. Kay change, stats are pretty underwhelming. The chamber is a hard one to evaluate, on one hand, it's great/powerful against aggro, on the other hand, its abysmal against control so maybe its fine? If anything, reduce the number of ticks from 10 to 8. Treasure vault may need a change to 6 as you mentioned.
Otherwise great cards! Was kinda hard to evaluate them (except for A. F. Kay)
I like it a lot, but I somehow feel this is abusable since you can get EXACTLY what you want. Most high costing minions have a more or less a unique cost since you only play a few. You could always get Hardronox, Tirion, Ragnaros or any other key card. It's essentially "draw exactly the minion you want and play it" for 1 mana AND you get a 1/1 on top. That kinda feels off. I feel he should cost 3 or 4 mana to limit its potential. You can raise the stats obviously. I'd keep them mirrored.
Despite okayish stats, Frostfur is still too weak since he is a combo only-card. You can make those better by reducing the mana cost. The wording also seems a bit off. I'd probably go with "Your damaging Spells also Freeze."
Furgl is interesting but has a bit of an identity clash. You can only play him in a Murloc deck, but you disrupt the Murloc synergy by having random minions. Murloc Synergy cards are kinda pointless then. I really like the effect, but it should probably not target Murlocs. I'd probably just make it "Minions" and make it cost a bit less. It's a lot RNG fun like Renounce Darkness, but you can only run one (for a better effect tho). 4 mana 3/4 or something.
Jarl. No. Ultimate Infestation is a thing and a couple of other spells are available to Druid.
Bumping for feedback.
Updated it according to suggestions:
Turn 2.
Turn 3. It becomes active (can't attack).
Turn 2. It becomes active at the end of your turn.
Turn 3. Can attack with it (if it's still on the board).
This site seems to have all the full art if you can't find it:
http://www.thevideogamegallery.com/gallery/category:artwork/page:13
from page 13 and on.
This space is intentionally blank.
This sounds like a good reason for me to play more dungeon run. Right now I'm just going to go with the boss I've seen the most of, the big rat.
I wanted to capture the first boss you might see in the game. Early game the stats it might bring to the field are somewhat relevant but late game even if it's doing its thing it just might not be an issue for the opponent.
Some of my initial ideas:
A.F. Kay: I think she would great has a big "egg". The Deathrattle might be a little insane, but it would be hard to pull off and fits her theme. The can't be targeted is so Priest can't abuse it with Inner Fire shenanigans.
Vustrasz: AKA the not-so-sleepy dragon. Still unsure about the Deathrattle, but I think it should have something to do with dealing damage to your enemies board.
Brimstone: This would be a great anti-aggro tool with not too much draw back. Obviously destroying a mana crystal is never good, but the stats make up for it even it he gets silenced. I think any version of him would have to have some sort of draw back like can't attack, etc and be overstated. I like can't attack, that way aggro doesn't get yet another broken card.
I also had a George and Karl. Both were seperate collectable Paladin cards, 2-mana 1/1 with Battlecry and Deathrattle. George gave a minion Divine Shield, Karl summoned two 1/1 recruits. Their Deathrattles would summon each other. I feel like that could get out of hand though, especially in aggro Paladin. They'd be like cheaper Dread Steeds pre nerf.
Thoughts?
I really like my progress on Jeeru so far:
I just randomly came up with these, could I get some feedback? I think I want Hope to give each player one spell, but I'm not sure.
I was thinking you could put this in a big Druid deck to trade card cost reduction for your opponent getting the wishes.
This space is intentionally blank.
Well seeing as I've already done a thread on this....
Tales of Azeroth- 150+ card expansion!
I do cards and stuff. I'm cool, right? :3
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
My ideas so far
BRISTLESNARL - I posted this effect several times in previous discussion threads but never made it. I think the effect fits Bristlesnarl well. Basically it's a tool to make "Big" decks and ramp druid more consistent.
GUTMOOK - Tech against spell-heavy decks. Note that it says "Whenever" and not "After" which means that even if your opponent uses a spell to remove this, they will still take 6 damage to the face before it is removed.
XOL THE UNSCATHED - AKA Patches' sister. Note that it says "Whenever", which means she will be summoned BEFORE the spell's effect is executed, which means in turn that said well WILL benefit from Spell Damage +1
Not very inspired this week tbh. All three cards have effects I've already shown at some point in the past.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
I've created two new cards and updated Jeeru:
Jeeru may be a little OP but Silence is already a thing and Xol may be really basic but I'd like to see Gul'Dan summon more that ugly Voidlords and Doomguards. I really wanna see Recruit Warrior so Whompwhisker seemed to fit the bill just fine.
Jeeru tokens:
Xol the Unscathed tokens:
This space is intentionally blank.
This space is intentionally blank.
not sure if it's allowed, since the quest isn't named after a boss, the reward is; i'm also not very sure if the imunity makes the ragers op or not.
Kraxx is known for gaining A LOT of Armor, so I think the effects fits it well without actually referring to his Hero Power. Too much/little Armor cost? Mana Cost? Stats? Flavour? Does 12 need to be in brackets? Is costs with or without the last s?
The idea is that you build this giant Mech from your Armor.
So this is what I'm thinking for this week competition. Warrior has come cards which can be useful if they get damage. With that in mind I'm thinking this would be a good option for those types of cards to be used. Plus it would create a different play to play warrior, rather than just relying on the armor route. Thoughts?
My Entry for this week's Card Design Competition - Season 8.16:
Love the theme this week! Here's some of my creations:
Keeping it simple and true to the respective bosses!
Hi.
Xtortion
The Darkness already exists as card, and Wee Whelp is a bit OP. Sure, it's just one, wich balances it a bit, however, the design is kind of dull (and people tend to not like dull legendaries). Voodoomaster is a far better choice than those two.
Fortify:
The card is overcosted imo. Keep in mind hero power is a strictly worse version of Inner Rage, wich already cost 0 mana. And the kind of warriors that would actually like to play this would have it too late, It could be 4 or 5 mana, and maybe in the second case having some buff to stats.
Mr Goldful:
I think Brandlemar should have some rewording, like "spells that cost less than (5) cost (5)". At least basing on how Summoning Scepter from the Dungeon Runs is worded. Besides, it's a nice card, the advantage over Loatheb is compensated with the thing of affecting your own spells as well.
Giant Rat I like it, I already like Dire Mole and this is even better for any kind of hunter. Only problem I see is this concept has alread been tried in some competitions (at least it has been some time ago), wich could cause you some problems in the upvote phase. Then again, I could be wrong.
I could only think on one character to bring into a card:
-"This is madness! - This is VOODOOOOO!"
Of course, this does not work with keywords that can't be triggered twice, like taunt, divine shield, charge or jade golem.
Others, like spell damage or adapt, will actually be triggered twice, giving you double the bonus. Discover would give you two copies of the discovered card.
Click to see my Hearthstone projects: