As i see this effect, the battlefield will start being "frosty", like snowflakes moving here and there, maybe a bit of blue foreground. This will show players that permanent effect is used.
So, when user points unit to attack anything, the arrow may be frosty too, not red. If player has not enough mana the message will show up, like in case if this unit already attacked, or summoning sickness case.
If mana is enough, some kind of animation happens, and mana pool of attacker decreased by 2 mana.
This card is anti-aggro card, so you choose to attack or play cards. Also this prevents some OTK attack-based comboes.
Works like a Justicar Trueheart for your opponent. Disrupts your opponent indirectly without tampering their cards, plays or win conditions and is exceptionally powerful when used with Renounce Darkness. I've posted this card in the past but it seems like a good fit for this competition so I thought I'd see how it goes.
This card nature is in line with Beneath the Grounds and Gang Up as a set up card. You play this slow card and reap the benefit later on. This card also push a minion base deck for Rogue. This effect can stack so if you cast it twice, the minion in your deck have two Deathrattle that shuffle an Ambush! into your opponent's deck.
This card might look too strong but this card have flaw that balance this card strength:
This card must be played early (before turn 6) to gain the most benefit.
This card effect only applied to minion in your deck so you need to wait to draw the minion that have the Deathrattle effect.
This card demand you to skip a turn when you play it on early turn (Turn 4).
The benefit of Ambush! rely on RNG of your opponent's card draw so it is not reliable early on.
This card is a Rogue card that rely on Spell to survive using removal, if you play a minion base deck with this slow card, it will be hard against aggro and tempo deck.
To reduce the drawback and increase the benefit you can use Preparation to reduce the cost to play this card on turn 1 or 2. You might struggle to survive at the early turn but in the long run this card will make your opponent scared to remove your minion or draw a card.
Pretty straight forward, you can now see your opponent's hand, and judge if you need to play around his minions and removals, while he can see yours, and decide if he's gonna play them now or save for later.
Its simple and eligent the idea is that they are promoting purify and silence and minions that work with it this is kinda a power way to do it also they didn't want silence effects to be cheep so rather than do it at a low cost i figured why not make a card that makes your hero power do it i felt 3 was to low a cost with blizzards emphasis on silence shouldn't be cheep. So i went with 4 Mana but for 2 Mana you can do it every turn. I know its not as fancy an idea as alot of stuff but it does play off one of blizzards current attempts to make a priest card that can silence minions and make them all buff. Well this kinda feeds on that but expands to make it stronger in the long game as well as disabling your opponents minions.
First of all, Hearthstone lacks good pay off for playing heavy control decks. This card is meant as a reward for a controlling paladin who has survived against an aggro deck for many turns and even against combo decks that use cards such as arcane giant.
One important part to mention is that when the board becomes "balanced" (I didn't want to completely balance the board because you would simply never play creatures and that would cause a basically unwinnable fatigue for non-combo decks) all minions except the longest surviving one will die as the minion slots are reduced.
This card is meant to be an homage to mtg's balance because I think it's a hilariously broken card, yet this version is a lot more balanced, and I'm not sure making it cost less would be wise, unless I wanted every game to go to fatigue.
A cycle card that counts every minion you play from then on as spells in addition to minions, which in turn boosts the numbers of spells cast by Yogg-Saron. It's not just a Yogg booster either, it allows a variety of spell synergy, which is why this is a Priest card as making it a Mage or Rogue card will make it totally broke.
A card for Zoolock/Aggro Warlock. The idea here is that you can throw your minions with wild abandon at the enemy face, then slam this down to prevent you from losing to a Reno Jackson or Forbidden Healing. It could also find a place in a combo deck, allowing you to get some of your combo damage in earlier without fear of your opponent healing themselves back up.