Cool. I tinkered with some odd Mage at the release of Witchwood and it came up short, but it felt close. This is the kind of card that can work OK at 5 mana and beyond, but even just dropping it on curve is a decent play as it can act as a resilient soft taunt, kind of like Augmented Elekk.
The dream will be like "5 mana, 3/4, deal 1 damage and draw a card" but it's not that easy to have perfect ping without AOE or thing like that. And with Jaina, sometimes you doesn't want to get closer to fatigue, or you prefer Acolyte of Pain. So overall, I don't think this card will be played giving the current meta.
It makes the mage hero power scary. Let me ask you this. Is it fun for a player to worry about an infinite value effect that is always available from the start of the game? Hero powers suck and cards that assist them suck even more. You want it to be something that allows a player to do something so they don't feel awful when they are out of cards? Fine, but don't make them a central game play mechanic when by design they are non-interactive.