Your card must do something "When the game starts...".
We have whittled down ~120 valid entries to just 13 of the community's favorites. Check out all the finalists below and vote in our poll (vote for as many or as few as you like) to help decide the winner and be sure to check back after the poll finishes for the announcement of the winner and the start of a new theme!
NOTE: Cards with a black border have additional material, like explanations or unique tokens, located in a spoiler at the bottom of the finalist gallery. They are listed in order of position in the final poll.
Interesting week! And, I'm happy that most of the finalists don't have purely positive start-of-game effects, the only exception being "One, Two, Combo!". I think my favorites, though, are going to be... Lorekeeper Nordu, Il'gynoth, Gelbin the Corrupted, and Plate Specialization.
Oooo, interesting finalists. Based on the existing Prince Malchezaar, start of game effects should have a chance to be really good, but also a chance to royally screw you over. My favorites this week are Lorekeeper Nordu, Jacus, Relentless Trainer, Croaky Concertoad and my own Alex the Unlucky.
I also think this week is deserving of a "least favorites" analysis. So those would be One, Two, Combo, Plate Specialization (sorry, Asylum), and Deathwing, Worldbreaker. These particular three will always be good as long as you're a competent deck builder, so there is absolutely no risk in including it in your deck, assuming you build around it. For example, any deck that doesn't plan on aggressively flooding the board will include Deathwing, Worldbreaker. Ragnaros the Firelord is rotating for the same reason, that you just stick it in any deck that plans to go to Turn 8.
One, Two, Combo especially, is a card draw/deck thin, a combo activator, and a Gadgetzan Auctioneer activator that you're guaranteed to have in your hand. Patches the Pirate, another guaranteed card, is just a Stonetusk Boar, and is instantly included in any Pirate deck.
My favorites here would be Il'gynoth and Gelbin, the Corrupted. So far all Discover minions are on Battlecry, so seeing one that's non-Battlecry but still functional is very cool and interesting.
What kinda sucks though is that my card was only one or two spots away from getting here. :(
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
The thing about Deathwing,Worldbreaker is its just a vanilla 10M 12/12 that clogs up your deck/hand in many many matchups. Against control and even some aggro and midrange decks, it will have little to no effect. Pirate Warrior rarely has more than 5 minions out at a time and can kill people by turn 4. Its a tech card in a Zoo/token dominated meta but is too slow and unimpactiful when included otherwise.
For Alex, "Burrowing" was missing and Ancient Curse may have been a better fit but it's cute.
Even though my card (One, Two, Combo!) is the only one with a strictly positive effect, I honestly think it's balanced. Yes, it thins your deck, that's the point. It's not a good spell if you have it in your starting hand, but Patches the Pirate is still alright if it's in your starting hand (though not optimal, I know. It still has the pirate tag after all).
Gadgetzan Auctioneer and miracle is getting a big nerf with Conceal getting moved to wild, so I don't think it'll be overpowered. Honestly, I don't think it was either way. It's a great card, I'm very aware of that, but I don't think it's overpowered.
The thing about including a certain minion in a certain archetype deck, well... yeah? There are spells you'd ALWAYS see in a certain archetypes, even spells you'll see whenever you see that class (Fireball, Execute, Swipe just to name a few). One, Two, Combo! fits in miracle, and it might even create a new archetype in a combo-rogue. I can't really see the problem with that.
lots of nice cards here and gratz to everyone. But, I have to ask about Gelbin, The Corrupted. I like the card but how does it not break the rule 'discover is non-functional'? I've no prob with it being in, just want to understand the thinking as It doesn't actually get around the rule (as stated). Was the ruling changed at some point?
lots of nice cards here and gratz to everyone. But, I have to ask about Gelbin, The Corrupted. I like the card but how does it not break the rule 'discover is non-functional'? I've no prob with it being in, just want to understand the thinking as It doesn't actually get around the rule (as stated). Was the ruling changed at some point?
We (the mods) agreed that it was reasonable to assume that Gelbin would be able to function, perhaps by making a second phase after the Mulligan where you have a time limit to Discover the card. It's much more likely to be possible than a card that explicitly allows Discover on the opponent's turn, so we let it through.
To be fair, the finals this week are really good. I know some have been bothered with some of the previous weeks having "meme" cards as the finalists, so it's a nice change.
Rollback Post to RevisionRollBack
My Entry for this week's Card Design Competition - Season 8.16:
Wow, I made it! I was afraid I wouldn't because I was on a page with tons of votes.
Lorekeeper Nordu : 3/5. Its effect resembles Prince Malchezaar in the sense that it could either help you or screw you, but you're still globally advantaged by this since you know you have to mulligan cards you DON'T want while your opponent doesn't which can be very frustrating. I don't see this being played, except in fun decks.
One, two, combo! : 4/5. I was afraid of this one! It's not only free fuel for Questing or Van Cleff of Auctioneer but helps the Rogue class in general (by being a combo trigger). I'm still a bit afraid about balance. If Rogue ever gets a broken OTK again, this will definitely help it.
Il'gynoth : 9999/5. Best card in the set.
Talented Spellcaster : 1/5. What does this card do when the 1-cost spell has a target? Is it randomly chosen? If so I think the card should say it. Apart from that, the card is very weak. Most of the time you'll get only 1 inspire trigger. Is there cases when it is worth playing what is practically a 5-mana 1/4 ? I don't think so, especially when you're not even guaranteed to get the spell you need.
Mallory the Maniacal : 3/5. It could bring interesting mulligan decisions for control decks. Which cards are the most interesting to copy? This would also force your opponent to keep an eye on your hand to see which cards have been duplicated. More often that not, it's impact won't be very big though. Mostly because control vs. control matchups are rare and generally not worth teching for.
Jacus, relentless trainer : 2/5. The upside generally doesn't seem to compensate for the downside, I doubt this would see play.
Fimdeeflonk Overmaster : 0/5. Exactly the kind of card Asylum warned us about. +1/+1 to everything is absolutely broken in zoolock. Well, it's broken period. Not to mention this applies the effect to itself as well given the wording so it's a 4-mana 4/5 when played... Also wtf is a fimdeeflonk ?Nevermind, I didn't see the minus for the Health stat. I still think it would be broken in zoo though. Also what would happen to 1-Health minions ? Would they instantly die when played?
Gelbin, the Corrupted : 2/5. The card isn't functional as worded since one player would have to discover a card during his opponent's turn which goes against the "no action during opponent's turn" philosophy of HS. Apart from that, I'm afraid it would make midrange/curvestone decks too consistent. A cool card, but nothing more.
Plate Specialization : 4/5. This would definitely make Control Paladin good, or at least conceivable. Flavor is also off the charts. It's a bit too good though. I would have made it give only 3 Armor instead.
Croaky Conceroad : 2/5. I assume this was made for Control Shaman but this would actually be completely broken in aggro/midrange Shaman because no other class profits from board control as much as Shaman does (except maybe druid). Flametongue Totem, Bloodlust... the card and potential card that could make this broken are too numerious and the downside is negligible for aggro/midrange shaman. Not to mention this doubles as an excellent defensive tools since Frogs have taunt. Wisps of the Old Gods costs 7, this costs 1... Balance aside, the base concept is good and flavor is off the charts.
Alex the Unlucky : 3/5. I admit, it's pretty funny. Useless, but funny.
Deathwing, Worldbreaker : 3/5. People say it's unfun because it screws swarms decks. But those are not very popular and there are already cards that could screw up specific playstyles (Ice Block anyone?). A tech card, but nothing more.
Highlord Mograine : 2/5. Like Malchezaar, this is too unreliable to be put in a deck. I like the flavor though.
Don't take those comments personnaly. I'm just commenting on specific cards!
Fimdeeflonk Overmaster : 0/5. Exactly the kind of card Asylum warned us about. +1/+1 to everything is absolutely broken in zoolock.
It's not +1/+1. It's +1/-1. I was weirded out by it at first too, but the implication that you can't play any 1-health minions in your deck (like most neutral Charge minions) because they would just die immediately having 0 health made it a bit more intriguing.
Fimdeeflonk Overmaster : 0/5. Exactly the kind of card Asylum warned us about. +1/+1 to everything is absolutely broken in zoolock.
It's not +1/+1. It's +1/-1. I was weirded out by it at first too, but the implication that you can't play any 1-health minions in your deck (like most neutral Charge minions) because they would just die immediately having 0 health made it a bit more intriguing.
I actually think you could play a 3/0 if a card like Stormwind Champion is on the board. Not sure how I'd actually test this in game to verify it, but that's what I'd expect anyway.
Lots of cool cards this week! Nothing strikes me as outright bad either! I'll have to give it some more thought before I vote.
lots of nice cards here and gratz to everyone. But, I have to ask about Gelbin, The Corrupted. I like the card but how does it not break the rule 'discover is non-functional'? I've no prob with it being in, just want to understand the thinking as It doesn't actually get around the rule (as stated). Was the ruling changed at some point?
We (the mods) agreed that it was reasonable to assume that Gelbin would be able to function, perhaps by making a second phase after the Mulligan where you have a time limit to Discover the card. It's much more likely to be possible than a card that explicitly allows Discover on the opponent's turn, so we let it through.
Lorekeeper Nordu: I'm not a big fan as I fear this is just gonna help the first player win more due to always getting their perfect crazy start.
One, Two, Combo!: Not a fan as a card that does something for literally free, no mater how small, will become staple in every deck that can use it.
Il'gynoth: Not sure how I feel on this guy. The effect is definitely cool but it makes your hero power basically do nothing if you don't draw C'thun and when you do it just OTKs. Hard to tell how this guy would plan out.
Talented Spellcaster: Not really a fan as I feel he'd have made a lot more sense reveling the card when you play him. It seems bizarre to have a start of game effect that has no effect until you draw and play the card.
Mallory the Maniacal: This card is pretty sweet, if you want an extra super strong legendary you have to get stuck with it in your hand in the early game while if you get your perfect curvestone hand those cards will likely suck being shuffled back into the deck. Adds some extra thinking to what you keep in your opening hand.
Jacus, Relentless Traineris the embodiment of my dream to play Fool's Bane with Upgrade! and Heroic Strike so I can swing at a horde of giants to my hearts content! He works great for it as doing crazy hero trades is the only way to make up for the 10 health you lose. By himself he'd create some new deck types and the best part is none of them would be aggro!
Fimdeeflonk Overmaster: Really cool and unique effect but I feel in practice he wouldn't see play as you couldn't play anything with 1 health, your 2 health minions can now be pinged by mage/rogue/druid, and most importantly health tends to be worth more than attack so he kinda hurts your deck. I could just be overthinking him though, the effect is still awesome either way.
Gelbin, The Corrupted: Seems fair but I feel the effect is misplaced as it doesn't really do a whole lot and given start of game effects take time at the start of the game (this guy much more so than others), there can't be many of them so having a very minor effect on one seems a waste.
Plate Specialization: Very cool and unique. Doubt it'd take away from warrior as they still benefit from armor better but if Paladin decks ended up being better with this and it become somewhat stable it'd take away from Paladin. On the one hand the effect is awesome and brings in new options for Paladin, but on the other hand having 2 classes with the same hero power seems kinda lame. I think the benefits outway the negatives so this card is still awesome!
Croaky Concertoad: A super powerful card that gives your opponent a card they may not want or find useful against your deck. Plus if you run two of these you completely screw over reno decks. Not my thing.
Alex the Lucky: Also known as RNG simulator 2017. If someone draws an Ambush! on turn one they probably auto lose. Not a fan.
Deathwing, Worldbreaker: Much like One, Two, Combo!, this gives you something for nothing. In this case that something is only relevant against specific decks and this card would only really end up in control decks so you can argue having to play this card in mirror matches where you'll likely draw him eventually is the drawback so it does balance out there. I'm still not a fan though as it just limits peoples options and that's no fun.
Highlord Mograine: Very unique and all over the show effect though my biggest problem is Baron Rivendare. If you get him and play this guy on turn 4 you basically win as you get a basically 15 damage battlecry.
Anyway those are just my thoughts, good luck to everyone!
How has nobody pointed out how broken Il'gynoth would be? You currently have to devote an entire deck to C'thun, with this it would be a mere 2 cards, one of which you don't even have to draw. How many C'thun druids are using their hero power that much anyway?
Wonderful! Most finalists have a negative effect attached or have a reasonable effect if they don't. This week I'm digging Plate Specialization, II'Gynoth (I love my C'Thun deck and always will) and Alex the Unlucky. Though I do have some concerns about a card like One, Two, Combo!, which could be a bit too powerful for reasons already stated.
Talented Spellcaster : 1/5. What does this card do when the 1-cost spell has a target? Is it randomly chosen? If so I think the card should say it. Apart from that, the card is very weak. Most of the time you'll get only 1 inspire trigger. Is there cases when it is worth playing what is practically a 5-mana 1/4 ? I don't think so, especially when you're not even guaranteed to get the spell you need.
I'm aware that the card's effect isn't clear when you look at it. Well, that's what happens when you have only 4 lines of text... I put some remarks about the card's functionnality here, that were presented in the submission topic, so that at least people can understand what the card does
TALENTED SPELLCASTER CLARIFICATIONS
When the game starts, the spell is revealed to both players. Thus, each player knows what the card does.
If you have two Talented Spellcasters in your deck, a single spell is revealed. Both Spellcasters will cast the same spell.
If you don't have a 1-Cost spell in your deck, Talented Spellcaster reveals nothing and triggering its Inspire does nothing.
«Cast it.» truly means «Cast a copy of it.»
Targets are chosen randomly when the spell is cast (if required.)
EDIT
@Turkeybag
Talented Spellcaster: Not really a fan as I feel he'd have made a lot more sense reveling the card when you play him. It seems bizarre to have a start of game effect that has no effect until you draw and play the card.
Actually, if you wait until you play the card to reveal a spell, maybe you will have drawn it. So, you need to reveal the card at the start of the game, to ensure that you have something to reveal. But that's a good point, it would seem more natural if the effect happened at the same time the card was played.
For Alex, "Burrowing" was missing and Ancient Curse may have been a better fit but it's cute.
Iron Juggernaut doesn't say "Burrowing" either, so I think it's fine. And the three cards are all underground, and the idea is that he's a really bad Pirate who sucks at finding treasure, so he keeps digging up useless and deadly stuff.
Alex the Lucky: Also known as RNG simulator 2017. If someone draws an Ambush! on turn one they probably auto lose. Not a fan.
Alex the Unlucky. He's kinda dead if you haven't noticed xD
It's also difficult to remove RNG from deck shuffling. Besides, what's Hearthstone without a little RNG? You have a very small chance of auto-winning (similar to drawing all three Nerubians from Beneath the Grounds at once). You also have a very small chance of auto-losing, which makes this a risk/reward card. And if both players draw the Ambush! at the same time, it doesn't really accomplish anything.
Apologies for the double post, but how does Lorekeeper Nordu work if he's in both decks? Since the card says "another mulligan", do you get three mulligans? Or does it just give a second mulligan?
Hello! If you haven't done so, you should totally click here to vote
in PART 2 of the Class Creation Competition's most recently round!
This Week's Finalists
Competition-Specific Restrictions:
We have whittled down ~120 valid entries to just 13 of the community's favorites.
Check out all the finalists below and vote in our poll (vote for as many or as few as you like) to help decide the winner and be sure to check back after the poll finishes for the announcement of the winner and the start of a new theme!
NOTE: Cards with a black border have additional material, like explanations or unique tokens, located in a spoiler at the bottom of the finalist gallery. They are listed in order of position in the final poll.
by Telefonkabel
by Lathy
by CheeseEatingEtc
by OBoily
by nobravery
by Turkeybag
by Co_Ga
by Prawnnoodles
Armor Up!
by Asylum_Rhapsody
Frog
Hex
by ShadowsOfSense
Ambush!
Burrowing Mine
Weasel Tunneler
by Dxiled
by AngryChicken
by Enselt (Wild Card)
Il'gynoth
Highlord Mograine
You can find me here! Good luck everyone!
Interesting week! And, I'm happy that most of the finalists don't have purely positive start-of-game effects, the only exception being "One, Two, Combo!". I think my favorites, though, are going to be... Lorekeeper Nordu, Il'gynoth, Gelbin the Corrupted, and Plate Specialization.
Oooo, interesting finalists. Based on the existing Prince Malchezaar, start of game effects should have a chance to be really good, but also a chance to royally screw you over. My favorites this week are Lorekeeper Nordu, Jacus, Relentless Trainer, Croaky Concertoad and my own Alex the Unlucky.
I also think this week is deserving of a "least favorites" analysis. So those would be One, Two, Combo, Plate Specialization (sorry, Asylum), and Deathwing, Worldbreaker. These particular three will always be good as long as you're a competent deck builder, so there is absolutely no risk in including it in your deck, assuming you build around it. For example, any deck that doesn't plan on aggressively flooding the board will include Deathwing, Worldbreaker. Ragnaros the Firelord is rotating for the same reason, that you just stick it in any deck that plans to go to Turn 8.
One, Two, Combo especially, is a card draw/deck thin, a combo activator, and a Gadgetzan Auctioneer activator that you're guaranteed to have in your hand. Patches the Pirate, another guaranteed card, is just a Stonetusk Boar, and is instantly included in any Pirate deck.
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
My favorites here would be Il'gynoth and Gelbin, the Corrupted. So far all Discover minions are on Battlecry, so seeing one that's non-Battlecry but still functional is very cool and interesting.
What kinda sucks though is that my card was only one or two spots away from getting here. :(
Click the image to go to my custom Time Traveler class.
The thing about Deathwing,Worldbreaker is its just a vanilla 10M 12/12 that clogs up your deck/hand in many many matchups. Against control and even some aggro and midrange decks, it will have little to no effect. Pirate Warrior rarely has more than 5 minions out at a time and can kill people by turn 4. Its a tech card in a Zoo/token dominated meta but is too slow and unimpactiful when included otherwise.
For Alex, "Burrowing" was missing and Ancient Curse may have been a better fit but it's cute.
Even though my card (One, Two, Combo!) is the only one with a strictly positive effect, I honestly think it's balanced. Yes, it thins your deck, that's the point. It's not a good spell if you have it in your starting hand, but Patches the Pirate is still alright if it's in your starting hand (though not optimal, I know. It still has the pirate tag after all).
Gadgetzan Auctioneer and miracle is getting a big nerf with Conceal getting moved to wild, so I don't think it'll be overpowered. Honestly, I don't think it was either way. It's a great card, I'm very aware of that, but I don't think it's overpowered.
The thing about including a certain minion in a certain archetype deck, well... yeah? There are spells you'd ALWAYS see in a certain archetypes, even spells you'll see whenever you see that class (Fireball, Execute, Swipe just to name a few). One, Two, Combo! fits in miracle, and it might even create a new archetype in a combo-rogue. I can't really see the problem with that.
I want Alex The Unlucky so badly; it would be a great card to punish greedy decks like Jade Druid or Control Warrior.
lots of nice cards here and gratz to everyone. But, I have to ask about Gelbin, The Corrupted. I like the card but how does it not break the rule 'discover is non-functional'? I've no prob with it being in, just want to understand the thinking as It doesn't actually get around the rule (as stated). Was the ruling changed at some point?
I think Talented Spellcaster is my fav.
You can find me here! Good luck everyone!
To be fair, the finals this week are really good. I know some have been bothered with some of the previous weeks having "meme" cards as the finalists, so it's a nice change.
My Entry for this week's Card Design Competition - Season 8.16:
Wow, I made it! I was afraid I wouldn't because I was on a page with tons of votes.
Lorekeeper Nordu : 3/5. Its effect resembles Prince Malchezaar in the sense that it could either help you or screw you, but you're still globally advantaged by this since you know you have to mulligan cards you DON'T want while your opponent doesn't which can be very frustrating. I don't see this being played, except in fun decks.
One, two, combo! : 4/5. I was afraid of this one! It's not only free fuel for Questing or Van Cleff of Auctioneer but helps the Rogue class in general (by being a combo trigger). I'm still a bit afraid about balance. If Rogue ever gets a broken OTK again, this will definitely help it.
Il'gynoth : 9999/5. Best card in the set.
Talented Spellcaster : 1/5. What does this card do when the 1-cost spell has a target? Is it randomly chosen? If so I think the card should say it. Apart from that, the card is very weak. Most of the time you'll get only 1 inspire trigger. Is there cases when it is worth playing what is practically a 5-mana 1/4 ? I don't think so, especially when you're not even guaranteed to get the spell you need.
Mallory the Maniacal : 3/5. It could bring interesting mulligan decisions for control decks. Which cards are the most interesting to copy? This would also force your opponent to keep an eye on your hand to see which cards have been duplicated. More often that not, it's impact won't be very big though. Mostly because control vs. control matchups are rare and generally not worth teching for.
Jacus, relentless trainer : 2/5. The upside generally doesn't seem to compensate for the downside, I doubt this would see play.
Fimdeeflonk Overmaster : 0/5. Exactly the kind of card Asylum warned us about. +1/+1 to everything is absolutely broken in zoolock. Well, it's broken period. Not to mention this applies the effect to itself as well given the wording so it's a 4-mana 4/5 when played... Also wtf is a fimdeeflonk ?Nevermind, I didn't see the minus for the Health stat. I still think it would be broken in zoo though. Also what would happen to 1-Health minions ? Would they instantly die when played?Gelbin, the Corrupted : 2/5. The card isn't functional as worded since one player would have to discover a card during his opponent's turn which goes against the "no action during opponent's turn" philosophy of HS. Apart from that, I'm afraid it would make midrange/curvestone decks too consistent. A cool card, but nothing more.
Plate Specialization : 4/5. This would definitely make Control Paladin good, or at least conceivable. Flavor is also off the charts. It's a bit too good though. I would have made it give only 3 Armor instead.
Croaky Conceroad : 2/5. I assume this was made for Control Shaman but this would actually be completely broken in aggro/midrange Shaman because no other class profits from board control as much as Shaman does (except maybe druid). Flametongue Totem, Bloodlust... the card and potential card that could make this broken are too numerious and the downside is negligible for aggro/midrange shaman. Not to mention this doubles as an excellent defensive tools since Frogs have taunt. Wisps of the Old Gods costs 7, this costs 1... Balance aside, the base concept is good and flavor is off the charts.
Alex the Unlucky : 3/5. I admit, it's pretty funny. Useless, but funny.
Deathwing, Worldbreaker : 3/5. People say it's unfun because it screws swarms decks. But those are not very popular and there are already cards that could screw up specific playstyles (Ice Block anyone?). A tech card, but nothing more.
Highlord Mograine : 2/5. Like Malchezaar, this is too unreliable to be put in a deck. I like the flavor though.
Don't take those comments personnaly. I'm just commenting on specific cards!
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Lots of cool cards this week! Nothing strikes me as outright bad either! I'll have to give it some more thought before I vote.
Lorekeeper Nordu: I'm not a big fan as I fear this is just gonna help the first player win more due to always getting their perfect crazy start.
One, Two, Combo!: Not a fan as a card that does something for literally free, no mater how small, will become staple in every deck that can use it.
Il'gynoth: Not sure how I feel on this guy. The effect is definitely cool but it makes your hero power basically do nothing if you don't draw C'thun and when you do it just OTKs. Hard to tell how this guy would plan out.
Talented Spellcaster: Not really a fan as I feel he'd have made a lot more sense reveling the card when you play him. It seems bizarre to have a start of game effect that has no effect until you draw and play the card.
Mallory the Maniacal: This card is pretty sweet, if you want an extra super strong legendary you have to get stuck with it in your hand in the early game while if you get your perfect curvestone hand those cards will likely suck being shuffled back into the deck. Adds some extra thinking to what you keep in your opening hand.
Jacus, Relentless Trainer is the embodiment of my dream to play Fool's Bane with Upgrade! and Heroic Strike so I can swing at a horde of giants to my hearts content! He works great for it as doing crazy hero trades is the only way to make up for the 10 health you lose. By himself he'd create some new deck types and the best part is none of them would be aggro!
Fimdeeflonk Overmaster: Really cool and unique effect but I feel in practice he wouldn't see play as you couldn't play anything with 1 health, your 2 health minions can now be pinged by mage/rogue/druid, and most importantly health tends to be worth more than attack so he kinda hurts your deck. I could just be overthinking him though, the effect is still awesome either way.
Gelbin, The Corrupted: Seems fair but I feel the effect is misplaced as it doesn't really do a whole lot and given start of game effects take time at the start of the game (this guy much more so than others), there can't be many of them so having a very minor effect on one seems a waste.
Plate Specialization: Very cool and unique. Doubt it'd take away from warrior as they still benefit from armor better but if Paladin decks ended up being better with this and it become somewhat stable it'd take away from Paladin. On the one hand the effect is awesome and brings in new options for Paladin, but on the other hand having 2 classes with the same hero power seems kinda lame. I think the benefits outway the negatives so this card is still awesome!
Croaky Concertoad: A super powerful card that gives your opponent a card they may not want or find useful against your deck. Plus if you run two of these you completely screw over reno decks. Not my thing.
Alex the Lucky: Also known as RNG simulator 2017. If someone draws an Ambush! on turn one they probably auto lose. Not a fan.
Deathwing, Worldbreaker: Much like One, Two, Combo!, this gives you something for nothing. In this case that something is only relevant against specific decks and this card would only really end up in control decks so you can argue having to play this card in mirror matches where you'll likely draw him eventually is the drawback so it does balance out there. I'm still not a fan though as it just limits peoples options and that's no fun.
Highlord Mograine: Very unique and all over the show effect though my biggest problem is Baron Rivendare. If you get him and play this guy on turn 4 you basically win as you get a basically 15 damage battlecry.
Anyway those are just my thoughts, good luck to everyone!
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
How has nobody pointed out how broken Il'gynoth would be? You currently have to devote an entire deck to C'thun, with this it would be a mere 2 cards, one of which you don't even have to draw. How many C'thun druids are using their hero power that much anyway?
Wonderful! Most finalists have a negative effect attached or have a reasonable effect if they don't. This week I'm digging Plate Specialization, II'Gynoth (I love my C'Thun deck and always will) and Alex the Unlucky. Though I do have some concerns about a card like One, Two, Combo!, which could be a bit too powerful for reasons already stated.
The Nexus comes to the Inn with my set of Heroes of the Storm Legendaries!
EDIT
Actually, if you wait until you play the card to reveal a spell, maybe you will have drawn it. So, you need to reveal the card at the start of the game, to ensure that you have something to reveal. But that's a good point, it would seem more natural if the effect happened at the same time the card was played.
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
Apologies for the double post, but how does Lorekeeper Nordu work if he's in both decks? Since the card says "another mulligan", do you get three mulligans? Or does it just give a second mulligan?
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed