It's Alive! lets you skip the Zombeast crafting restriction. You can combine two Beasts that cost more than 5 Mana, two Beasts with text.
The cost is too high for the random effect. I would rather write "Choose 2 beast, discard them and then summon a zombeast." kinda text so that you at least get to choose the 2 minions you wantto fuse. Playing a 10 cost mana that fuses two 2 mana beasts isnt really fun.
Yeah, it's random, but it's controlled randomness. I mean, you can play all cheap Beasts in your hand and play the spell in the next turn. Or just don't include cheap Beasts in your deck, in the first place.
That said, if most people prefer your approach I'll use it.
Welp, I've come up with 3 ideas for the moment. With these ones I wanted to explicitly theme each of them towards their class through the use of Keywords. I'm going to hold back on reviewing other cards for now and take a break, but in the meanwhile, let me know what you think (I'm mostly concerned about balancing)!
Anzu holds the potential for a small bonus for a small drawback, and the larger the spell played, the more you're overloaded. The lore behind Anzu involves him being captured and restrained, but gaining great power in the process - hence casting a spell, but your mana crystals being locked behind an overload effect. Like Yogg-Saron, if it casts an Overload Spell, you'll have that Overloaded on top of Anzu's, which should help keep it's power in check.
Druid of the Wild is just a simplistic card; it has slightly higher stats than Succubus, but lacks any tribe tag or class interactions with discard effects, with a little added versatility. If you draw it later on in the game, it may be more beneficial to destroy a mana crystal. It's not the most inspired or game-changing card, but I wanted to have something solid to fall back on if my other ideas don't pan out. You don't want to play this with Fandral.
Jaina basically requires you to sacrifice your allies in exchange for great power, gaining ever increasing spell damage at the start of each turn. The automatic aspect of the hero power means you can only use 8 mana crystals, helping to avoid being too powerful. As you can be guaranteed to only draw spells after you play her, it allows you to filter through the deck for your new win condition, as you'll have no way to create board presence.
I've had three ideas so far. I think It's Alive! is miles better than the other two, but let me know what you think.
It's Alive! lets you skip the Zombeast crafting restriction. You can combine two Beasts that cost more than 5 Mana, two Beasts with text... Or heck, even two regular Zombeasts! Therefore, I think 10 Mana is more than justified, even though it literally costs 3 cards to play.
Nuclear Fission is the process to transform matter into energy. It might allow you to draw enough spells to finish your opponent, but that's it.
Drakkari Harmonizer fuses several 1-Cost minions into a bigger one. It's flavour is supposed to be the "One With The Universe" thing from eastern religions, that's why I made it a Shaman card.
I will give some feedback later, as I don't have time now. I'll priorize people who also feedback my cards, of course.
Just dropping by to point out, before I forget to do só, the amazing - if not opressive - combo potential of It's Alive with Young Dragonhawk and King Krush. It's fucking degenerate and I love it.
Idea is he takes collateral for a loan, and everytime you "pay" him, you gives your collatoral back. Soft support for quest paladin. Is the wording all right?
Have some other ideas but this is my favourite in terms of flavor and originality so far. What do y'all think?
Anzu holds the potential for a small bonus for a small drawback, and the larger the spell played, the more you're overloaded. The lore behind Anzu involves him being captured and restrained, but gaining great power in the process - hence casting a spell, but your mana crystals being locked behind an overload effect. Like Yogg-Saron, if it casts an Overload Spell, you'll have that Overloaded on top of Anzu's, which should help keep it's power in check.
Anzu is a solid card, really like the balance overall, really tactical and gambly to play (chance of having volcano in hand or something, and making it kill itself just like Servant of Yogg-Saron and Yogg-Saron, Hope's End himself.)
Druid of the Wild is just a simplistic card; it has slightly higher stats than Succubus, but lacks any tribe tag or class interactions with discard effects, with a little added versatility. If you draw it later on in the game, it may be more beneficial to destroy a mana crystal. It's not the most inspired or game-changing card, but I wanted to have something solid to fall back on if my other ideas don't pan out. You don't want to play this with Fandral.
Druid of the Wild is really busted i.m.o. a 2 mana 4/4 with a minor drawback (im looking at you Vulgar Homunculus) is incredibly strong, and you will always pick destroy a mana crystal when starting with coin wich would result in no loss whatsoever. Discarding a card for a 2 mana 4/4 isn't a big drawback either, since aggro druid still has enough ways to draw cards.
Edit* I said discarding a card isn't a big drawback in aggro decks (but that isn't enirely true, because as you can see Succubus is not being runned in zoolock decks.
Jaina basically requires you to sacrifice your allies in exchange for great power, gaining ever increasing spell damage at the start of each turn. The automatic aspect of the hero power means you can only use 8 mana crystals, helping to avoid being too powerful. As you can be guaranteed to only draw spells after you play her, it allows you to filter through the deck for your new win condition, as you'll have no way to create board presence.
Jaina is a hard one for me to decide wether its great or useless.. her battlecry is so weak compared to the Deathknights (not that I want to compare her to Deathknights) but i.m.o. she feels to slow to be put in a burn deck (having to wait till 9 mana and have her in your hand at turn 9 (considering some people don't have or run Aluneth )). Her hero power seems near useless in a control archetype mage deck. So the only thing I could imagine I see this card being used for is some kind of new OTK deck, building up your hero power so it would be around spell damage +5 like Malygos maybe even higher and make your fireballs deal 10+ damage, but having to survive a # amount of turns for it seems fine (given we don't have Ice Block anymore).
Anzu holds the potential for a small bonus for a small drawback, and the larger the spell played, the more you're overloaded. The lore behind Anzu involves him being captured and restrained, but gaining great power in the process - hence casting a spell, but your mana crystals being locked behind an overload effect. Like Yogg-Saron, if it casts an Overload Spell, you'll have that Overloaded on top of Anzu's, which should help keep it's power in check.
Anzu is a solid card, really like the balance overall, really tactical and gambly to play (chance of having volcano in hand or something, and making it kill itself just like Servant of Yogg-Saron and Yogg-Saron, Hope's End himself.)
Druid of the Wild is just a simplistic card; it has slightly higher stats than Succubus, but lacks any tribe tag or class interactions with discard effects, with a little added versatility. If you draw it later on in the game, it may be more beneficial to destroy a mana crystal. It's not the most inspired or game-changing card, but I wanted to have something solid to fall back on if my other ideas don't pan out. You don't want to play this with Fandral.
Druid of the Wild is really busted i.m.o. a 2 mana 4/4 with a minor drawback (im looking at you Vulgar Homunculus) is incredibly strong, and you will always pick destroy a mana crystal when starting with coin wich would result in no loss whatsoever. Discarding a card for a 2 mana 4/4 isn't a big drawback either, since aggro druid still has enough ways to draw cards.
Edit* I said discarding a card isn't a big drawback in aggro decks (but that isn't enirely true, because as you can see Succubus is not being runned in zoolock decks.
Jaina basically requires you to sacrifice your allies in exchange for great power, gaining ever increasing spell damage at the start of each turn. The automatic aspect of the hero power means you can only use 8 mana crystals, helping to avoid being too powerful. As you can be guaranteed to only draw spells after you play her, it allows you to filter through the deck for your new win condition, as you'll have no way to create board presence.
Jaina is a hard one for me to decide wether its great or useless.. her battlecry is so weak compared to the Deathknights (not that I want to compare her to Deathknights) but i.m.o. she feels to slow to be put in a burn deck (having to wait till 9 mana and have her in your hand at turn 9 (considering some people don't have or run Aluneth )). Her hero power seems near useless in a control archetype mage deck. So the only thing I could imagine I see this card being used for is some kind of new OTK deck, building up your hero power so it would be around spell damage +5 like Malygos maybe even higher and make your fireballs deal 10+ damage, but having to survive a # amount of turns for it seems fine (given we don't have Ice Block anymore).
Overall I think Anzu is most fun/balanced, Druid of the Wild is broken and Jaina is really hard to judge looking at current mage decks.
Anzu was the first one I came up with, as I had an idea about the lore and how to make it work as a card effect, glad it seems alright. Having the drawback scale with the power of the spell is pretty nifty, if I do say so myself. As for Druid of the Wild, do you think scaling it back to a 3/4 would make it balanced? That way it'd still be slightly better than Succubus (as intended), without being too powerful; regardless, it's a little too bland to submit, so I'll chalk it up to experience. Finally, for Jaina, I designed her in mind with being amazing with the right cards, but not really fitting into any contemporary decks. I considered having a lower mana cost without the freeze effect, but without the immediate impact, it really didn't feel like it'd hold on its own. Going to think over how to make her a little more approachable, then decide between her and Anzu. Thanks for the feedback!
As for other cards submitted;
@RigaCrypto: Given how I've designed Anzu, I can say I'm a fan of the card's effect. As for balancing, the stats seem fine; having a slightly more defensive lean means that her effect won't activate too easily, and she won't deal too much damage on her own either. Given her mana cost, you could play smaller spells before you activate her battlecry, which I'm quite fond of. Solid card all round I think.
@ffinderous Show Hand! seems pretty good, though I worry it could be a little too powerful if combined with non-targeted spells like Sinister Strike and Headcrack could lead to single-card one-turn-kills, which feels a little uninteractive. That said, the immediate drawback of not having any cards left could prove good enough to make it balanced. I believe it should say "(targets chosen randomly)".
@Wailor Love the concept for It's Alive! Perhaps having it be 9 mana could give you a means to drop a 1 cost you may have drawn, just to make it a little more consistent, rather than more powerful. Fission's pretty flavourful, but 'draw spells of the same cost' seems vague, do you mean draw from your deck, or add to your hand? Similarly, how would Harmonizer's Discover effect work - what would you be choosing?
@Kwakdizzle: The flavour and balancing for this card seem pretty solid. The wording seems mostly fine, but the battlecry should be "Discard a random card", unless you want the player to be able to choose. Perhaps to cut down on space you could change a couple of things: Whenever could become 'After', and 'the discarded card' could be 'that card'. Other than that, I'm a fan!
@Thezzy: The Collector is the kind of card I can see being added to hearthstone. The effect is consistent while still powerful, though I might increase the cost and stats to make it a later game play. Corrupted Furbolg is cool too, I like the idea of being able to minimise risk at a cost. Perhaps the 2nd choice could be 'Discover two cards in your hand and discard them', to keep in line with existing mechanics / phrasing.
hows this? i made the hero a bit cheaper, added an extra card to the card draw and made the discard happen after that. i also made the hp only discard minions.
@Azshara Yeah, i saw your card and i liked the idea for the same reason (gave you a vote) ;))
The Druid card doesn't seem to have a place in any deck. Druids aren't midrange class that need control at turn 2/3.
Jaine should have a better heropower imo. If turn down 1 damage ping for +1 Spelldamage that you probably won't have in hand at the time. Maybe discarding all minions and adding spells of the same cost would be much better.
My first thought, but I do like it - too overpriced to use without the disco bonus. Divine shield means you need a hard clear to handle, but if your opponent does have a Sap, Mind Control, etc then you've thrown away your Legendaries so a bit of a gamble. Plus you could build around it and include some of the cheap trash Legendaries in a deck specifically to discard.
Whenever I tried to make this mechanic work as a tactical advantage, it ended up underpowered or unimpactful. I thought maybe enabling it to multiply burn could make it viable, but perhaps it ended up a little too powerful. Depends whether Freeze Mage could ever become a thing again in Standard.
If I understood the card correctly, it's Temporal Loop, but keeping the enemy's Health.
It's an interesting finisher tool, but I don't understand why it's a minion. I mean, under normal circumstances, her 4/4 body will never matter, so I'd make it a spell. Broken Timeline, Temporal Paradox or something like that would be legit names, IMO.
I suspect that this idea is horribly unbalanced, so I'd be interested to see any feedback on how to fix it.
I disagree with @ColinthePyro, this card is completely broken as it is, even if it damages your hand hard. Pretty similar to Spreading Plague, but even worse, because your opponent cannot play around it and the tokens have higher attack.
I'd make the tokens 2/4. You could even use Phantom Militia as token :D
Dragon Snatcher's flavor is that he snatches the Dragon from your hand, and when he dies, the Dragon goes free, similar to Demon's Witch Hunter. He'd be most at-home in Priest, though a Deathrattle Dragon Hunter or Rogue isn't out of the question either. Fleeting Vision is recycled from the Big Comp. It gives you (potentially) lots of value as well as information. Picky Looter could be good in a midrange strategy where you just want higher-value cards but aren't worried about fatigue, or you can use it to dig for a key card.
I'd go with Picky Looter, which is simple, but well balanced and flavourful.
Dragon Snatcher is also very flavourful, but has a Spiteful Summoner vibe to it, so people might not like it.
Fleeting Vision has a pretty interesting effect too, but it lacks the excellent flavour of the other two cards.
My first thought, but I do like it - too overpriced to use without the disco bonus. Divine shield means you need a hard clear to handle, but if your opponent does have a Sap, Mind Control, etc then you've thrown away your Legendaries so a bit of a gamble. Plus you could build around it and include some of the cheap trash Legendaries in a deck specifically to discard.
My first thought, but I do like it - too overpriced to use without the disco bonus. Divine shield means you need a hard clear to handle, but if your opponent does have a Sap, Mind Control, etc then you've thrown away your Legendaries so a bit of a gamble. Plus you could build around it and include some of the cheap trash Legendaries in a deck specifically to discard.
you could make it a 4/4 or 5/5 and give it taunt.
I wanted to keep the att/def high so that it wouldn't be totally neutered by a Silence effect - you would really have to have a hard removal to deal with it. And if the att/def is high then the cost should be too; plus - though you'd never want to - it would prevent you playing 2 in one turn since the second would get no boost. Fair idea though so if others agree I would change.
I really like this one. The pun is extremely idiotic, but made me laugh a little bit.
Just one thing... I think Mecha'thun's regular Deathrattle would trigger BEFORE enchantment Deathrattles, nullifying its utility. So, I'd change the text to 'Battlecry: Give your Mecha'thun "Battlecry: Discard a random card." (wherever it is).'
So this is my idea for this week. It's a combination of Sorcerer's Apprentice that went total warlockish combining the discard mechanism (warlock themed) with the possibility of casting spells more early ( like Sorcerer's Apprentice cost reduction).
I don't think its OP cause it can backfire when discarding a bad spell but its rewarding when discarding for ex: Flamestrike and you can kill her at 5 mana thus causing her to cast Flamestrike with its deathrattle.
Either way, name change, text change, balance feedback is greatly appreciated. Good luck to all
Pretty cool effect, could be a nice addition to Big Spell Mage. I'd say it's pretty well balanced right now, specially considering your opponent knows which spell she discarded.
I might try a different flavour because KFT already has a corrupted version of Sorcerer's Apprentice in Doomed Apprentice. Also, the theme is very Warlock-y, which kinda goes against the point of this competition.
Idea is he takes collateral for a loan, and everytime you "pay" him, you gives your collatoral back. Soft support for quest paladin. Is the wording all right?
Have some other ideas but this is my favourite in terms of flavor and originality so far. What do y'all think?
Cool flavour indeed. The text is a bit long, but I don't know how to shorten it.
Also, the guy in the art is a Gnome, so you might want to change the name to Gnomish Banker.
I'd go with Raven Lord Anzu, who is pretty neat. I like that he still punishes you if you cheat out a really big spell, which is something this kind of mechanic is often lacking.
Druid of the Wild is ok, but a bit bland. You could go with it if someone finds something broken about Anzu.
I'm not a fan of Lord Admiral Jaina (who should be Lady instead of Lord, btw), specially because the discard part of her doesn't seem integrated with the rest of the card.
hows this? i made the hero a bit cheaper, added an extra card to the card draw and made the discard happen after that. i also made the hp only discard minions.
Would the discover effect be repeatable for each minion discarded or one and done? I'm thinking of those big minion/Boomship decks where you might only have one or two legendary minions in hand to discard - would we find Rotface over and over? I'm honestly not sure I don't think there are any other cards that function the same way?
If yes, then I think its great and would definitely see play in those types of decks.
Mind Wipe: Removes a minion from play permanently. It can't be revived and all copies of it are removed. Revive effects means summoning minions that died this game (Eternal Servitude, Kel'Thuzad, etc).
Mind Scramble: Same cost as Counterspell, but it also applies to minions, spells and heroes. But the opponent will know what it is so they have some level of counter play.
Surrender to Madness: You give up all healing in you have to gain a bunch of board clears and damage spells. Healing effects include lifesteal minions and spells that both damage and heal. But you can discover spells that both damage and heal (Like Holy Fire) so you're not completely defenseless. You need to discard st least 3 cards to get the same value as Cabalist's Tome, but you only have one copy of this (as opposed to potentially 2) and (in my opinion at least) damaging priest spells are less valuable than mage spells in general.
Mind Wipe: Removes a minion from play permanently. It can't be revived and all copies of it are removed. Revive effects means summoning minions that died this game (Eternal Servitude, Kel'Thuzad, etc).
Mind Scramble: Same cost as Counterspell, but it also applies to minions, spells and heroes. But the opponent will know what it is so they have some level of counter play.
Surrender to Madness: You give up all healing in you have to gain a bunch of board clears and damage spells. Healing effects include lifesteal minions and spells that both damage and heal. But you can discover spells that both damage and heal (Like Holy Fire) so you're not completely defenseless. You need to discard st least 3 cards to get the same value as Cabalist's Tome, but you only have one copy of this (as opposed to potentially 2) and (in my opinion at least) damaging priest spells are less valuable than mage spells in general.
I think Mind Scramble is your strongest option - I would definitely run it to screw with combos/delay big plays you know are coming. Though since your opponent would see the card and have a chance to play around it, I might lower the cost to 2 since it's not quite as strong as the Secret form.
Yeah, it's random, but it's controlled randomness. I mean, you can play all cheap Beasts in your hand and play the spell in the next turn. Or just don't include cheap Beasts in your deck, in the first place.
That said, if most people prefer your approach I'll use it.
Welp, I've come up with 3 ideas for the moment. With these ones I wanted to explicitly theme each of them towards their class through the use of Keywords. I'm going to hold back on reviewing other cards for now and take a break, but in the meanwhile, let me know what you think (I'm mostly concerned about balancing)!
Anzu holds the potential for a small bonus for a small drawback, and the larger the spell played, the more you're overloaded. The lore behind Anzu involves him being captured and restrained, but gaining great power in the process - hence casting a spell, but your mana crystals being locked behind an overload effect. Like Yogg-Saron, if it casts an Overload Spell, you'll have that Overloaded on top of Anzu's, which should help keep it's power in check.
Druid of the Wild is just a simplistic card; it has slightly higher stats than Succubus, but lacks any tribe tag or class interactions with discard effects, with a little added versatility. If you draw it later on in the game, it may be more beneficial to destroy a mana crystal. It's not the most inspired or game-changing card, but I wanted to have something solid to fall back on if my other ideas don't pan out. You don't want to play this with Fandral.
Jaina basically requires you to sacrifice your allies in exchange for great power, gaining ever increasing spell damage at the start of each turn. The automatic aspect of the hero power means you can only use 8 mana crystals, helping to avoid being too powerful. As you can be guaranteed to only draw spells after you play her, it allows you to filter through the deck for your new win condition, as you'll have no way to create board presence.
Just dropping by to point out, before I forget to do só, the amazing - if not opressive - combo potential of It's Alive with Young Dragonhawk and King Krush. It's fucking degenerate and I love it.
Idea is he takes collateral for a loan, and everytime you "pay" him, you gives your collatoral back. Soft support for quest paladin. Is the wording all right?
Have some other ideas but this is my favourite in terms of flavor and originality so far. What do y'all think?
@Azshara
Anzu is a solid card, really like the balance overall, really tactical and gambly to play (chance of having volcano in hand or something, and making it kill itself just like Servant of Yogg-Saron and Yogg-Saron, Hope's End himself.)
Druid of the Wild is really busted i.m.o. a 2 mana 4/4 with a minor drawback (im looking at you Vulgar Homunculus) is incredibly strong, and you will always pick destroy a mana crystal when starting with coin wich would result in no loss whatsoever. Discarding a card for a 2 mana 4/4 isn't a big drawback either, since aggro druid still has enough ways to draw cards.
Edit* I said discarding a card isn't a big drawback in aggro decks (but that isn't enirely true, because as you can see Succubus is not being runned in zoolock decks.
Jaina is a hard one for me to decide wether its great or useless.. her battlecry is so weak compared to the Deathknights (not that I want to compare her to Deathknights) but i.m.o. she feels to slow to be put in a burn deck (having to wait till 9 mana and have her in your hand at turn 9 (considering some people don't have or run Aluneth )). Her hero power seems near useless in a control archetype mage deck. So the only thing I could imagine I see this card being used for is some kind of new OTK deck, building up your hero power so it would be around spell damage +5 like Malygos maybe even higher and make your fireballs deal 10+ damage, but having to survive a # amount of turns for it seems fine (given we don't have Ice Block anymore).
Note* Jaina together with cards like Maiden of the Lake, Garrison Commander, Coldarra Drake would make for some classic wild clown fiesta.
Overall I think Anzu is most fun/balanced, Druid of the Wild is broken and Jaina is really hard to judge looking at current mage decks.
- Williamo's card gallery -
Will make the card art tonight, some ideas:
The Collector
Legendary neutral minion
5 mana
4/4
Battlecry: For the rest of the game, when you discard a card, shuffle a copy into your deck.
Corrupted Furbolg
Druid minion
4 mana
5/6
Choose one: Discard 1 random card from your hand OR Discard 2 cards of your choice.
Any thoughts?
Anzu was the first one I came up with, as I had an idea about the lore and how to make it work as a card effect, glad it seems alright. Having the drawback scale with the power of the spell is pretty nifty, if I do say so myself. As for Druid of the Wild, do you think scaling it back to a 3/4 would make it balanced? That way it'd still be slightly better than Succubus (as intended), without being too powerful; regardless, it's a little too bland to submit, so I'll chalk it up to experience. Finally, for Jaina, I designed her in mind with being amazing with the right cards, but not really fitting into any contemporary decks. I considered having a lower mana cost without the freeze effect, but without the immediate impact, it really didn't feel like it'd hold on its own. Going to think over how to make her a little more approachable, then decide between her and Anzu. Thanks for the feedback!
As for other cards submitted;
@RigaCrypto: Given how I've designed Anzu, I can say I'm a fan of the card's effect. As for balancing, the stats seem fine; having a slightly more defensive lean means that her effect won't activate too easily, and she won't deal too much damage on her own either. Given her mana cost, you could play smaller spells before you activate her battlecry, which I'm quite fond of. Solid card all round I think.
@ffinderous Show Hand! seems pretty good, though I worry it could be a little too powerful if combined with non-targeted spells like Sinister Strike and Headcrack could lead to single-card one-turn-kills, which feels a little uninteractive. That said, the immediate drawback of not having any cards left could prove good enough to make it balanced. I believe it should say "(targets chosen randomly)".
@Wailor Love the concept for It's Alive! Perhaps having it be 9 mana could give you a means to drop a 1 cost you may have drawn, just to make it a little more consistent, rather than more powerful. Fission's pretty flavourful, but 'draw spells of the same cost' seems vague, do you mean draw from your deck, or add to your hand? Similarly, how would Harmonizer's Discover effect work - what would you be choosing?
@Kwakdizzle: The flavour and balancing for this card seem pretty solid. The wording seems mostly fine, but the battlecry should be "Discard a random card", unless you want the player to be able to choose. Perhaps to cut down on space you could change a couple of things: Whenever could become 'After', and 'the discarded card' could be 'that card'. Other than that, I'm a fan!
@Thezzy: The Collector is the kind of card I can see being added to hearthstone. The effect is consistent while still powerful, though I might increase the cost and stats to make it a later game play. Corrupted Furbolg is cool too, I like the idea of being able to minimise risk at a cost. Perhaps the 2nd choice could be 'Discover two cards in your hand and discard them', to keep in line with existing mechanics / phrasing.
hows this? i made the hero a bit cheaper, added an extra card to the card draw and made the discard happen after that. i also made the hp only discard minions.
@Azshara Yeah, i saw your card and i liked the idea for the same reason (gave you a vote) ;))
The Druid card doesn't seem to have a place in any deck. Druids aren't midrange class that need control at turn 2/3.
Jaine should have a better heropower imo. If turn down 1 damage ping for +1 Spelldamage that you probably won't have in hand at the time. Maybe discarding all minions and adding spells of the same cost would be much better.
Why is the rum gone?
Anti-fatigue card:
My first thought, but I do like it - too overpriced to use without the disco bonus. Divine shield means you need a hard clear to handle, but if your opponent does have a Sap, Mind Control, etc then you've thrown away your Legendaries so a bit of a gamble. Plus you could build around it and include some of the cheap trash Legendaries in a deck specifically to discard.
As I promised, here's my feedback.
If I understood the card correctly, it's Temporal Loop, but keeping the enemy's Health.
It's an interesting finisher tool, but I don't understand why it's a minion. I mean, under normal circumstances, her 4/4 body will never matter, so I'd make it a spell. Broken Timeline, Temporal Paradox or something like that would be legit names, IMO.
I disagree with @ColinthePyro, this card is completely broken as it is, even if it damages your hand hard. Pretty similar to Spreading Plague, but even worse, because your opponent cannot play around it and the tokens have higher attack.
I'd make the tokens 2/4. You could even use Phantom Militia as token :D
The three cards are cool, but none is remarkable. I'd say my favourite of the bunch is Agni, God of Fire.
I'd go with Picky Looter, which is simple, but well balanced and flavourful.
Dragon Snatcher is also very flavourful, but has a Spiteful Summoner vibe to it, so people might not like it.
Fleeting Vision has a pretty interesting effect too, but it lacks the excellent flavour of the other two cards.
you could make it a 4/4 or 5/5 and give it taunt.
I wanted to keep the att/def high so that it wouldn't be totally neutered by a Silence effect - you would really have to have a hard removal to deal with it. And if the att/def is high then the cost should be too; plus - though you'd never want to - it would prevent you playing 2 in one turn since the second would get no boost. Fair idea though so if others agree I would change.
My post was getting too long, so I've decided to post the rest of my feedback in another one.
I really like this one. The pun is extremely idiotic, but made me laugh a little bit.
Just one thing... I think Mecha'thun's regular Deathrattle would trigger BEFORE enchantment Deathrattles, nullifying its utility. So, I'd change the text to 'Battlecry: Give your Mecha'thun "Battlecry: Discard a random card." (wherever it is).'
Pretty cool effect, could be a nice addition to Big Spell Mage. I'd say it's pretty well balanced right now, specially considering your opponent knows which spell she discarded.
I might try a different flavour because KFT already has a corrupted version of Sorcerer's Apprentice in Doomed Apprentice. Also, the theme is very Warlock-y, which kinda goes against the point of this competition.
This is totally broken and RNG-based. I'd discard the idea and try something different.
Cool flavour indeed. The text is a bit long, but I don't know how to shorten it.
Also, the guy in the art is a Gnome, so you might want to change the name to Gnomish Banker.
I'd go with Raven Lord Anzu, who is pretty neat. I like that he still punishes you if you cheat out a really big spell, which is something this kind of mechanic is often lacking.
Druid of the Wild is ok, but a bit bland. You could go with it if someone finds something broken about Anzu.
I'm not a fan of Lord Admiral Jaina (who should be Lady instead of Lord, btw), specially because the discard part of her doesn't seem integrated with the rest of the card.
Would the discover effect be repeatable for each minion discarded or one and done? I'm thinking of those big minion/Boomship decks where you might only have one or two legendary minions in hand to discard - would we find Rotface over and over? I'm honestly not sure I don't think there are any other cards that function the same way?
If yes, then I think its great and would definitely see play in those types of decks.
Got some more ideas:
Mind Wipe: Removes a minion from play permanently. It can't be revived and all copies of it are removed. Revive effects means summoning minions that died this game (Eternal Servitude, Kel'Thuzad, etc).
Mind Scramble: Same cost as Counterspell, but it also applies to minions, spells and heroes. But the opponent will know what it is so they have some level of counter play.
Surrender to Madness: You give up all healing in you have to gain a bunch of board clears and damage spells. Healing effects include lifesteal minions and spells that both damage and heal. But you can discover spells that both damage and heal (Like Holy Fire) so you're not completely defenseless. You need to discard st least 3 cards to get the same value as Cabalist's Tome, but you only have one copy of this (as opposed to potentially 2) and (in my opinion at least) damaging priest spells are less valuable than mage spells in general.
I think Mind Scramble is your strongest option - I would definitely run it to screw with combos/delay big plays you know are coming. Though since your opponent would see the card and have a chance to play around it, I might lower the cost to 2 since it's not quite as strong as the Secret form.
This could never be printed... Big Priests and Warlock would have a field day with this card.
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