I like Temporary Farewell the most, but it is a little weak, maybe it should also buff the shuffled minion as Dire Frenzy. Did we forget someone is also cool. I kinda dislike Masked plotter tho, because against combo decks it is just very devastating effect, it is strong simply against control decks, like removing Aoe of heal from their topdeck. Maybe it shouldn't shuffle the card to very bottom of the deck and only rearranging them like Demonxz95's Future Sight.
@Murdery Unicorn
Nice concept! However, i would add one stat somewhere, like an EVIL Miscreant. Also how this card will work then more Lackeys will be added?
@whatTheHeck
Cool concept, but as @Murdery Unicorn noticed, it is too OP as a removal.
@OttawaCloset
I think this is not a great idea, because effects don't really change, as @linkblade91 said, effects should be like A or B, while your is A or A+. Otherwise, concept is good, maybe it's a little overcosted and i would remove Twinspell.
@Demonxz95
I like Future Sight more, but if you are going to use it, i think you should nerf it to only 3 cards shown.
@DestroyeR
I like Chester more than Murloc Holmes, hope it is a valid submission.
@Thezzy
Honestly, i'd go with something different, this one has many tokens and it's hard to balance. Maybe you make it like Kalimos, Primal Lord with upgrading your mechs for the rest of the game, also i would change Enhanced network and Repair allies.
@Shatterstar1998
I like Fight or Flight the most, it is easy to uderstand and is well-balanced.
I have an idea myself, what do you think:
EDIT: Only now noticed the second page and that people changed ideas and got new ones. LOL.
So I don't know if it's designed well or not, but the idea is - you either use it as a buff (Blessing of Might) or as a removal (Execute) as long as you have beasts on the board. I *didn't make* it cost only 1 mana on purpose, because I feared the synergies it could enable with Oondasta.
These are my ideas so far. Feedback is highly appreciated :)
I planned to comment on the more interesting cards a bit later (looking at you DestroyerR), but since I like Path of Peace a lot, I can start now:
Imho it's a bit OP. On turn 2 it will be like Ancestral Knowledge w/o the Overload drawback, which could be really strong for combo and aggro decks (the latter are about to lose Divine Favor in less than a month). Druid's Healing Touch costs 3 mana and mage's AI as well, so why don't you increase the cost of your card to 3? Your card will still be unique due to its flexibility and end-of-turn effect. I like the peace theme a lot and how this card enhances healadin.
The medic is also a nice touch. It can synergise well with Northshire Cleric or act like that Kabal Talonpriest for 1 less health, however I'm not really sure if I can tolerate a reprint of that broken 3-drop. Back in MSoG Kripp complained about it, because it offered a massive tempo swing for priests in arena. The healing part is fine - it's like a Fungal Enchanter, but it targets only 1 minion for potentially 1 extra health. The "giving a minion 3 extra health" part is kinda worrying to me.
Thanks for the feedback! My thoughts on Path of Peace were of course led by Divine Favor leaving to HoF. You are absolutely right with your Ancestral Knowledge comparison, my intention was to actual be able to attack, but choose not to (like "...if you have a weapon, but did not attack..."). If anyone has an elegant solution to it, you'd make my day. Because it is delayed, I think the health restoration is ok. Maybe only to the hero?!?
The medic is a slightly worse Earthen Ring Farseer and a worse and conditional Kabal Talonpriest (I actually think the 1 Health matters a bunch). Of course the effect is strong, but any other number would feel bad. I have been around during MSoG arena, but that was before the bucket system, so I'd not be too worried to see 4 of 'em every game :)
Now to your card: First off, there is a logic flaw that is not that easy to solve without losing the flavor. Either it should be "give a minion +3... (no more siccing) or: give a Beast +3... (way too narrow for t he second mode)". I imagine it to play like a worse Hunter's Mark in most cases. Maybe make it tribe dependent or a secret. The direction has potential, but it is yet to be found!
You can word kt "Look at 3 Mana costs where one is cost of a random card in your opponet's deck. Guess which one is it to steal that card". I'm not sure how many lines is this on card, but if more than 4 you need to try to word it better, cause 4 is definetly maximum of text lines you should have.
I'll give more feedback later(probably) when I'll be on pc
I was spinning around ideas what the EVIL guys could do. What do you think about this idea? It is basically both revealing you up to 3 cards from your opponent's hand and also potentially giving you a card. Should I select some other character since Lazul may get a real reveal some time soon or does it make the card even more interesting?
Does this read like a lite version of Toki's Hero Power effect in Monster Hunt? I made the Keyword and tooltip to solidify the mechanic's intent and scope without barfing it onto the card.
UI-wise I picture this playing out with first seeing the random effect happen, presenting a Discover-esque option overlay offering "Re-Roll" or "Keep". If "Re-Roll", a rewind animation occurs and the card and random effect is played again. If "Keep", carry on as normal.
I feel this could certainly be used in a variety of ways to mitigate Hearthstone's omnipresent RNG we love to hate.
I feel like the card can just skip the reroll mechanic completely and has its wording become: Whenever you play a random effect, you can choose to redo it, with the token made to solidify the effect. That way, you don't have to make an entire new mechanic. I also think it should be a 1/3 minion since it basically do nothing without a random effect.
Ah, I'm well accustomed to this field. But rather than go the obvious route for me, I tried to do something different that fits the theme.
Way to delay some card effects, but ensure they are still playable. Whilst the card cannot be "played", it can still be cheated out of your hand to work around this (think cards like Skull of the Man'ari or Oondasta).
Of course, I could always just reprint Future Sight from my Time Traveler class as a card for an existing class.
I like Future Sight a lot more. I would make it a Mage card since Mage already had time-themed cards (Toki, Open the Waygate) and actually has the draw engine to run this. City Infiltrator should be renammed into something City Saboteur.
Masked Plotter should have vanilla stats. Its effect is basically pretty useless against Aggro since their card is relatively low cost and would not make a difference. I like the second Hunter spell more since its allow for more decision making on the part of the player but probably too similar to To My Side!
I like Temporary Farewell the most, but it is a little weak, maybe it should also buff the shuffled minion as Dire Frenzy. Did we forget someone is also cool. I kinda dislike Masked plotter tho, because against combo decks it is just very devastating effect, it is strong simply against control decks, like removing Aoe of heal from their topdeck. Maybe it shouldn't shuffle the card to very bottom of the deck and only rearranging them like Demonxz95's Future Sight.
@Murdery Unicorn
Nice concept! However, i would add one stat somewhere, like an EVIL Miscreant. Also how this card will work then more Lackeys will be added?
@whatTheHeck
Cool concept, but as @Murdery Unicorn noticed, it is too OP as a removal.
@OttawaCloset
I think this is not a great idea, because effects don't really change, as @linkblade91 said, effects should be like A or B, while your is A or A+. Otherwise, concept is good, maybe it's a little overcosted and i would remove Twinspell.
@Demonxz95
I like Future Sight more, but if you are going to use it, i think you should nerf it to only 3 cards shown.
@DestroyeR
I like Chester more than Murloc Holmes, hope it is a valid submission.
@Thezzy
Honestly, i'd go with something different, this one has many tokens and it's hard to balance. Maybe you make it like Kalimos, Primal Lord with upgrading your mechs for the rest of the game, also i would change Enhanced network and Repair allies.
@Shatterstar1998
I like Fight or Flight the most, it is easy to uderstand and is well-balanced.
I have an idea myself, what do you think:
EDIT: Only now noticed the second page and that people changed ideas and got new ones. LOL.
Honestly, the card is just not very interesting. It's basically Discover a Dream card without the Discover keyword.
Repost my cards for more feedback:
Token:
The first one has multiple use: You can use it as a buff, as a Sap or as an extremely weak Shadowstep.
The second one allow you to choose to play it as a 6/6 or 2 3/3. I'm not sure this card is legal in the competition.
Rollback Post to RevisionRollBack
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
The concept is brilliant in my taste! But, I think that 4 damage for 2 mana is too much. Also, it powercreeps Spirit Bomb and Shadow Bolt. Not like any of those are real, but it should cost 3 Mana as I think.
Lol, forgot those 2 existed. Anyway, I decided to reduce the damage to 3 to put it on par with other 2 mana-deal 3 damage spells, however I'm not sure if it's worth to target a friendly minion with this even if it can be considered a more flexible dark pact.
That's why goblins shouldn't be warlocks.
Oh, I also changed the art and now it's a Boomsday card because of the goblin and the whole soul draining thing.
I am.
May I post Pepe this week? XD
@linkblade91 so just to be clear, Murloc is ok now right? If it isn’t, these have GOT to count:
Or this:
@Wailor
I like Temporary Farewell the most, but it is a little weak, maybe it should also buff the shuffled minion as Dire Frenzy. Did we forget someone is also cool. I kinda dislike Masked plotter tho, because against combo decks it is just very devastating effect, it is strong simply against control decks, like removing Aoe of heal from their topdeck. Maybe it shouldn't shuffle the card to very bottom of the deck and only rearranging them like Demonxz95's Future Sight.
@Murdery Unicorn
Nice concept! However, i would add one stat somewhere, like an EVIL Miscreant. Also how this card will work then more Lackeys will be added?
@whatTheHeck
Cool concept, but as @Murdery Unicorn noticed, it is too OP as a removal.
@OttawaCloset
I think this is not a great idea, because effects don't really change, as @linkblade91 said, effects should be like A or B, while your is A or A+. Otherwise, concept is good, maybe it's a little overcosted and i would remove Twinspell.
@Demonxz95
I like Future Sight more, but if you are going to use it, i think you should nerf it to only 3 cards shown.
@DestroyeR
I like Chester more than Murloc Holmes, hope it is a valid submission.
@Thezzy
Honestly, i'd go with something different, this one has many tokens and it's hard to balance. Maybe you make it like Kalimos, Primal Lord with upgrading your mechs for the rest of the game, also i would change Enhanced network and Repair allies.
@Shatterstar1998
I like Fight or Flight the most, it is easy to uderstand and is well-balanced.
I have an idea myself, what do you think:
EDIT: Only now noticed the second page and that people changed ideas and got new ones. LOL.
1. Each nightmare amalgam would only count as one tribe.
2. If you play 4 different tribe's minions and 2 nightmare amalgam, the condition is fulfilled.
Well, this is my first idea. I wonder if I can make the text more simple :-/
Anyway, what do you think?
My Hearthcards ID: kolozenzei
For now I came up with the following card:

So I don't know if it's designed well or not, but the idea is - you either use it as a buff (Blessing of Might) or as a removal (Execute) as long as you have beasts on the board. I *didn't make* it cost only 1 mana on purpose, because I feared the synergies it could enable with Oondasta.
These are my ideas so far. Feedback is highly appreciated :)
I planned to comment on the more interesting cards a bit later (looking at you DestroyerR), but since I like Path of Peace a lot, I can start now:
Imho it's a bit OP. On turn 2 it will be like Ancestral Knowledge w/o the Overload drawback, which could be really strong for combo and aggro decks (the latter are about to lose Divine Favor in less than a month). Druid's Healing Touch costs 3 mana and mage's AI as well, so why don't you increase the cost of your card to 3? Your card will still be unique due to its flexibility and end-of-turn effect. I like the peace theme a lot and how this card enhances healadin.
The medic is also a nice touch. It can synergise well with Northshire Cleric or act like that Kabal Talonpriest for 1 less health, however I'm not really sure if I can tolerate a reprint of that broken 3-drop. Back in MSoG Kripp complained about it, because it offered a massive tempo swing for priests in arena. The healing part is fine - it's like a Fungal Enchanter, but it targets only 1 minion for potentially 1 extra health. The "giving a minion 3 extra health" part is kinda worrying to me.
Thanks for the feedback! My thoughts on Path of Peace were of course led by Divine Favor leaving to HoF. You are absolutely right with your Ancestral Knowledge comparison, my intention was to actual be able to attack, but choose not to (like "...if you have a weapon, but did not attack..."). If anyone has an elegant solution to it, you'd make my day. Because it is delayed, I think the health restoration is ok. Maybe only to the hero?!?
The medic is a slightly worse Earthen Ring Farseer and a worse and conditional Kabal Talonpriest (I actually think the 1 Health matters a bunch). Of course the effect is strong, but any other number would feel bad. I have been around during MSoG arena, but that was before the bucket system, so I'd not be too worried to see 4 of 'em every game :)
Now to your card: First off, there is a logic flaw that is not that easy to solve without losing the flavor. Either it should be "give a minion +3... (no more siccing) or: give a Beast +3... (way too narrow for t he second mode)". I imagine it to play like a worse Hunter's Mark in most cases. Maybe make it tribe dependent or a secret. The direction has potential, but it is yet to be found!
here is my card
@KamiYuuki
You can word kt "Look at 3 Mana costs where one is cost of a random card in your opponet's deck. Guess which one is it to steal that card". I'm not sure how many lines is this on card, but if more than 4 you need to try to word it better, cause 4 is definetly maximum of text lines you should have.
I'll give more feedback later(probably) when I'll be on pc
I was spinning around ideas what the EVIL guys could do. What do you think about this idea? It is basically both revealing you up to 3 cards from your opponent's hand and also potentially giving you a card. Should I select some other character since Lazul may get a real reveal some time soon or does it make the card even more interesting?
May your nets always be full! 🎣
@800kmage
it's pecified in restrictions that you cannot use Discover.
@Sinthuja
They made Madame Lazul as hero skin, so i think they won't make it as legendary in this expansion.
Given I proposed the theme, I think I can answer. All your cards, including the current Murloc Holmes, count.
@Wailor Awesome, thanks! Which one do you like better, if I may ask?
I feel like the card can just skip the reroll mechanic completely and has its wording become: Whenever you play a random effect, you can choose to redo it, with the token made to solidify the effect. That way, you don't have to make an entire new mechanic. I also think it should be a 1/3 minion since it basically do nothing without a random effect.
I like Future Sight a lot more. I would make it a Mage card since Mage already had time-themed cards (Toki, Open the Waygate) and actually has the draw engine to run this. City Infiltrator should be renammed into something City Saboteur.
Masked Plotter should have vanilla stats. Its effect is basically pretty useless against Aggro since their card is relatively low cost and would not make a difference. I like the second Hunter spell more since its allow for more decision making on the part of the player but probably too similar to To My Side!
Honestly, the card is just not very interesting. It's basically Discover a Dream card without the Discover keyword.
Repost my cards for more feedback:
Token:
The first one has multiple use: You can use it as a buff, as a Sap or as an extremely weak Shadowstep.
The second one allow you to choose to play it as a 6/6 or 2 3/3. I'm not sure this card is legal in the competition.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
I like the gambler the most.
I'd say Snake in the Boot. It's the most elegant one, IMO.
Lol, forgot those 2 existed. Anyway, I decided to reduce the damage to 3 to put it on par with other 2 mana-deal 3 damage spells, however I'm not sure if it's worth to target a friendly minion with this even if it can be considered a more flexible dark pact.
That's why goblins shouldn't be warlocks.
Oh, I also changed the art and now it's a Boomsday card because of the goblin and the whole soul draining thing.
Click here to see my custom pirate adventure, The Treasures of VanCleef! https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/240766-expansion-competition-the-treasures-of-vancleef