Card would synergize well with a card that has a very valuable battlecry making the remaining minion worth far less than the minion's mana cost or alternatively with a card that has lost significant value (damaged, silenced, etc.)
This card could be good to the Control Warrior and OTK archetypes, in a way of being able to buff an enraged Grommash Hellscream or Raging Worgen for lots of damage.. But you need a good amount of Armor for this card to be effective.
EDIT: My submission is in the Attachments... Don't know how to post the image itself on the post :3
When I first thought of this, I immediately thought that it could be broken, though I've put some thought into it, and I can't think of anything insanely OP that this would facilitate.
In most instances, it's going to be worse than Innervate, while being far better in a handful of situations. The most obvious abuse I can think of is Spare Part x4 + Fireball + Evocation with Antonidus on board. This would net you 5 mana, and 6 fireballs, Allowing you to cast a second Fireball, and get another Fireball in your hand. So, in total, you deal 12 damage, four silly effects, and net 6 fireballs. Compare this to the same scenario without Evocation, and you have 12 damage, 2 silly effects, and 2 fireballs. Since you can only cast 2 fireballs a turn, this is very much a win more card here.
A far more broken interaction would be with Sorcerer's Apprentice, but even there, I don't see it being a huge problem.
I do, however, see this acting as a functional Innervate for spell heavy mage decks most of the time, which could be fun. I also like the flavor.
Might be a little overpowered but have the potential to be extremely fun. Since it's 0-mana, it combos really well. The main purpose is for fun and awesome calculations for efficient board trades. Can also help for Lightbomb against high health/low attack minions :) (and the obvious Cabal/Shadow Madness shenanigans)
I think it's still balanced since it swaps all minions, so it can create awkward trade situations for the priest player too. Anyway, if that spell was implemented, all classes would get theirs anyway ^^
Before anyone starts to scream "But this is OP!", think about what this card is doing. It's basically a worse Earthen Ring Farseer without a combo and with the Combo it's an even worse Antique Healbot. It dosn't give you board presence but can help with gaining some Tempo.
Since it's 0 mana it will activate plays like Defias Ringleader and SI:7 Agent, but do you want to play this card first? You've just lost out on 3 health doing that, so maybe it's better combo'd with Gagetzan Auctioneer, but is gaining 6 Health AND losing a weapon charge worth it on turn 6?
Might need work on the wording but the idea is simple enough; Sacrifice a card in your deck to clear off Overload for one turn. Lets you keep up momentum on the early game or perhaps make Earth Elemental a bit more playable.
A spell similiar to Innervate, it might seem overpowered at first, however it can't be used to play a stronger minion/spell early game like Innervate does. It does however have a lot of synergy with Mage, the most obvious one is Mage Antonidas+ Mana Flow + Fireball you get for free.
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The Gathering - a Custom Expansion of 185 new cards
This card is intended to be used in a spell rogue deck as a combo starter. I was debating making it Spell Damage +2, but that seemed too strong... That would allow 2x Sinister, 2x Eviscerate to be 18 damage on turn 6... 26 damage if you have two!
It is a somewhat weak card in its current state, kind of on par with moonfire, but I like that it can potentially be 5-6 damage.