Not sure if I'm actually allowed to make this change.
This card kind of makes me sad now. It used to be so cool, but it was too OP :(
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New name. Is it better or worse, and should it be changed again?
The wording is now more in line with Blessing of Wisdom. Is this appropriate?
Here's a thing! This is a rework of Frost Wyrm. I think it's really interesting having a spell that works with holding Dragons. At first, I thought it was a bit strong, but then I realized that the holding condition gives you a 'freeze two minions' that have their positioning restricted, so it's not too bad. If I had to buff it to 2 mana, I would add a Scheme: (1) or (2).
Yes, that's what it would physically do. The reason I changed it from the old version is because the "on your side of the field" was in the quotations from the word-for-word deathrattle that would be added, making it seem like it would resummon it for the opponent if you used it on an enemy minion. With this effect, the deathrattle would be generated more appropriately than it could be phrased in a card. Probably something like: "Deathrattle: Resummon this minion as a 3/5 Lichling for the player who bound it."
@Ice Eater - Someone said that with such a strong effect, the base creature shouldn't be as powerful on it's own. I'd be willing to make it a 2/1 with +1/+2 though, since a 1 mana 1/2 goes beyond uselessness.
Frost Breath - While turning a dragon into a frost wyrm is cool, I think we're going to have to agree to disagree on frost breath :(
Entomb - If you were to attack with all your minions and then play entomb, then on your next turn, all of your friendly minions would still be frozen, so you wouldn't be able to attack with them then. Regardless of whether you Freeze before or after a minion attacks, they are all going to lose an attack somewhere.
Marauder: You spelt the name wrong :P The effect is fine but I would prefer for it to be some gold crazed dwarf instead. Also "Coin" and not "coin".
Tamer: "Dragon". It's a decent card but unsexy. I would thrash this if I were you as you only can submit two BRM cards.
Last Will: Keep it as it is.
Coinlust: You would basically turn what keeps this class going into Corruptions. It doesn't really make sense flavor wise either.
Friend: Nope.
Agent: Hmmm...hard card to balance. On the one hand it's probably easy to play around, on the other it's kind of a random mind control. I think it's fine as it it now but it's hard to say. "gain control"
Agent #2: Just a reverse Shadow Madness.
Technomage: Very plain. The mech chicken art is already in the game. Maybe change it into an anti-mech tech card: "Transform a Mech into a 1/2 Mechanical Chicken". Should be an epic in that case though.
Derby: YES! Fun effect :D However it's quite weak. Power of the Wild costs 2 but gives you choose one. So I would say giving your minions +1/+1 is worth about 1,5 mana. But as you get 2x that effect in one card it's maybe worth 4 mana. But then you have a negative effect slapped on it. So I would say, price it at 3 mana.
Hood: Very weak. Even if it didn't have salary it would be too weak.
Wrong: Skip the spell part and just have it as a minion.
So, I made first 11, but to be honest I'm not equally satisfied with them so there will probably be some changes (and there are some series signs mistakes so this obviously needs fixing as well). Take a look and feel free to comment. :) I post Double Agent 2 times because I would be thankful to know your thought on both of them.
BRM:
Naxx:
Maybe Sting should be equipped from the beginning? Or maybe somehow weaker?
GvG :
Wrong Neighborhood (yeah, I know I've misspelled that in card name :P ) cost should rather be higher...
I agree with most of what murlock said, with a few exceptions.
Friend is a cool card, I like it as is.
Moyd is pretty weak. Against a mage, you're pretty much paying 6 mana for 7 damage
I actually really like double agent as a spell. Just an idea, you could change it to something like this
Not the best worded, but you get my jist. After all, this class is all about paying people off.
I might drop Coin lust down to 1 mana and make it just for spare parts. After all, You really need your coins, but nobody really needs spare parts.
Last will feels kinda confused, in that there is just so much going on in the card
I agree with the change in the base stats but not with the change in the Battlecry wording. The second way it's worded, it'll gain the bonus stats even if it doesn't unfreeze something. I also think +1/+1 would be enough and that +2/+1 just feels excessive.
I... kind of love it. It's like a huge culmination of the Scheme mechanic, and I think it was very well done. I also do agree with the changes.
I will be upset if you don't go with the version that says Beep Boop.
I like the spell version of this a lot better, but I'd consider changing the wording to be more consistent with Cone of Cold.
I'm confused. Why is this not just "Give a minion 'Deathrattle: Summon a x/x Lichling.'"?
Aaand I figure I might as well finish up my Seer while we're at at. =3
THE SEER
HERO POWER TOKENS
BASIC SET
CLASSIC SET
NAXXRAMAS
Help with this guy's wording would be much appreciated. The intention is that the Deathrattle resolves as though it were this minion's Battlecry, so like if it randomly selects to repeat the Deathrattle of an enemy Leper Gnome, your opponent's hero will take 2 damage. I'm worried, though, that it's not clear and that it might sound like the Deathrattle repeats for whoever controlled the minion attached to it, so in the same example it might sound like its your hero that would take the 2 damage. I could fix this confusion by just making it friendly minions only, but I don't want people to run this in their deck with just Sylvanas Windrunner or something.
GOBLINS VS GNOMES
For GvG, I wanted to give Seers some better combo potential. I had hinted at some combo potential back when I did my Classic Set, mostly with my Secret synergy cards, but I think GvG is where it really starts to shine with Scryer's Trance and the 3N16MA Machine. The purpose of the latter should be obvious, to increase the damage potential of your low-cost damage spells like Misfortune (Basic Set) and Fateful Sign (Basic Set). The purpose of the former may at first appear to be a way of getting around your opponent's Secrets, and it certainly is useful for that (suck it, Ice Block), but it's much better used to help you build up your own collection of Secrets by preventing your opponent from triggering them. That way, on your next turn your Secret synergy cards like Dire Inevitability (Classic Set) will be much more powerful.
The other combo potential option I added was Prophet Skeram. I'm very much not sure about how to balance an effect like that, but the idea is simply that he lets you better play and abuse minions that normally have the downside of your opponent getting to deal with them before you get a chance to use them to their full potential. Obvious pairings? Doomsayer, Gadgetzan Auctioneer, and Malygos come to mind. Of course, for some of the higher cost stuff, chain combos with Foreshadowing (Basic Set) will be necessary.
Finally, I really like Revelations. While Seers do have a lot of card draw options, they're mostly higher-cost and not mass draw, so I thought this effect with a reverse-Thoughtsteal-like downside would be neat.
BLACKROCK MOUNTAIN
Not sure about the exact numbers on Déjà Vu. I went back and forth between 10 and 15 cards in your deck, and I'm also not sure whether it should cost 1 or if I can get away with it costing 0 since the effect is kind of a double-edged sword and Moonfire is bad anyway.
Infinite Drake I just like. I wasn't sure exactly how to word it, so I ended up going with wording similar to Poison Seeds. Just a way to mulligan your high-cost Dragons that you drew too early in the game and that are dead cards right now because of their cost.
From the ones you finished up, the one I like the most is probably scryer's trance, just a very wonderful idea, very immersive set overall.
I also like how you made the delayed effects more interesting in prophet skeram, that is definitely a slightly different approach in comparison to your other cards and very well executed.
The rest feel very generic for the most part, and don't misunderstand, I like that as well. I think minor balance tweaks involving stats or costs can be made for an objective optimum, but I wouldn't worry about it too much.
I think you hit a wall with your choices for the art on some of these cards. Even though you are inserting the mech theme, I think it just takes one step too far from your previous visual representation. I found that it turned me off slightly.
Think the blackrock cards deserve a special mention:
Deja vu is funny and strong, that's the best combination one can ask for. I think with the abundance in card draw your class has available and now some spellpower leaks in form of 3n16ma machine it's super cool and fearsome. And the added restriction of needing some cards in your deck for it to return is super clever, not just from a balancing standpoint.
Infinite drake is the solution to all the problems most dragon decks were facing. It was just too much of a hassle to keep a high cost dragon in your opening hand just to ensure the holding effect for the earlier drops you might want to play. But with this, they can very conveniently be recycled Trade Prince style. Furthermore the body is very satisfactory as well so good job on this one all around.
Hurry up and make your finale topic so the first sentence of this topic can stop being a lie. XD
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soon.
@Ice Eater -- Whoops, the wording change was an accident. I've changed it back. As for nerfing it to +1/+1, I'm not sure. I feel I've been making changes too willy-nilly to this card and I'll have to consult my circle of sages (friends) before making further changes.
@Frost Breath -- I feel like adjacent and next to are sort of interchangeable, and in this case, "the ones next to it" is a lot longer than "adjacent ones" and its such an elegant card please let me keep it within 3 lines pleeeease
@Soulbind -- It's "resummon as an x/x Lichling" because it summons the minion AS a lichling, not an independent Lichling. Here, let me show you what I mean, using the example of Loot Hoarder just like Zukuu did:
Also, a question: Am I allowed to change End of Hope? It was one of my 3 example cards from phase I, and I'm not sure what the rules permit.
Also, a question: Am I allowed to change End of Hope?
Yes, that's not a problem. The rules for Phase I submissions stated that you were not required to use your example cards unaltered for your final product.
@Soulbind -- It's "resummon as an x/x Lichling" because it summons the minion AS a lichling, not an independent Lichling. Here, let me show you what I mean, using the example of Loot Hoarder just like Zukuu did:
I would definitely write "Resummon a copy of this minion as a 3/5 lichling". I was under the impression as were others I assume that the x/x lichling was just a vanilla card.
Experimental new card, since lich has no single-card single-target removal. I want to finalize this before moving onto the legendary. Speaking of which, I have no ideas for it.
Experimental new card, since lich has no single-card single-target removal. I want to finalize this before moving onto the legendary. Speaking of which, I have no ideas for it.
I think that's a really cool idea for a card! I think it'd be better balanced around 6 mana though. As for your legendary, do you mean you have no idea on a character or no idea on an effect? If it's the former, this might help: http://wowwiki.wikia.com/Lich
Experimental new card, since lich has no single-card single-target removal. I want to finalize this before moving onto the legendary. Speaking of which, I have no ideas for it.
I think that's a really cool idea for a card! I think it'd be better balanced around 6 mana though. As for your legendary, do you mean you have no idea on a character or no idea on an effect? If it's the former, this might help: http://wowwiki.wikia.com/Lich
Here was my logic behind the balancing: The card's effect does two things. 1. Destroy an enemy minion without triggering deathrattle, and 2. Add a minion to your hand. Adding a minion to your hand is worth probably the same-ish as drawing a card, which is around 1 mana. The silence and destroy an enemy minion is fairly consistently priced at 6 mana. Add those together, 7 mana effect. As you mentioned earlier, opponent draws a card is worth 2 mana, so I add that to the 5 mana cost and you get a cost of 7 mana. Due to controversy on the value of getting the enemy minion into your hand, I agree with you in that it could probably be justified to be an 8 mana effect. But even so, as many people have reminded me when designing hard removal, this is a game where hex and execute are balanced and assassinate sucks. So, for the good of the class, is it worth pricing it at 6 mana? I feel that it would destroy the card. You could also compare it to mind control.
For the legendary, someone told me earlier that I should do Darkmaster Grandling. There is currently no shadow card for the naxx/gvg/brm set, so I want it to get some representation. However, I also need it to use Scheme in some way. So I'm not sure where to go given those constraints.
Do any of the other semi-finalists that didn't make the cut feel a bit empty and aimless? I've been so obsessively working on the class these last three weeks; constantly thinking of new ideas at the weirdest moments and writing them down.
@Iceater: Nice concept, but might be a tad strong to get a 4/2 out for 1 mana that might actually benefit your cause. If it were to be 'an enemy minion', it'd be a more interesting card.
@Master Plan: As you're spending 9 mana and are presumably in turn 9, you don't need to cycle 30 cards. You'd redo some of them. Also, 30 is a lot and this wouldn't be fun to play against: Your opponent just sees you picking cards 60 seconds long. Yawn. I do love the theme and the feeling and it fits your class perfectly. Why not reduce it to Scheme 10? Which is already incredibly powerful. You could even make it Draw a Card afterwards. It'd make it an effective Master Plan: pulling out the right spell/minion at the right time.
@Evil-o-Matic: This was something I was missing in your class. This would work really well with your scheme mechanic. Absolute love it.
@End of Hope: I liked this card and I still do. Is it cumulative? Does it stack?
@Frozen Veins and @Wild Cryomancer: Both decent cards.
@Entomb: 0 Mana for Immunity at your disposal is way too strong. It doesn't buy your enemy a turn, since it buys you a turn to draw that perfect AoE wipe or killer spell or big taunt minion, whatever. Should be at least 4 mana.
@Soulbind: I like the potentials of this when cast upon an enemy. Do you silence it to prevent you from getting a Lichling and while doing that also removing its own card text? As it is now, it would be a bit boring to cast it on your own minion, kill it in a trade and get a 5/5 for 4 ... Meh. May I suggest the following: 2M "Choose an enemy minion, if it survives until the start of your next turn then summon a 5/5 Lichling for you". Something of a Corruption and Blessed Wisdom? You get me?
Also, anyone interested in my Expandion/Adventure card set for the Trade Prince. Would it be OK to post it here after everyone rounded up?
That's part of the problem with this contest concept. With the "normal" contest you invest some time sure but not the hours upon hours it takes on the classes... especially those that move through the rounds. When you don't make it there's dozens of hours of time that just blow up with nothing left to show for it. :/
Experimental new card, since lich has no single-card single-target removal. I want to finalize this before moving onto the legendary. Speaking of which, I have no ideas for it.
I think that's a really cool idea for a card! I think it'd be better balanced around 6 mana though. As for your legendary, do you mean you have no idea on a character or no idea on an effect? If it's the former, this might help: http://wowwiki.wikia.com/Lich
Here was my logic behind the balancing: The card's effect does two things. 1. Destroy an enemy minion without triggering deathrattle, and 2. Add a minion to your hand. Adding a minion to your hand is worth probably the same-ish as drawing a card, which is around 1 mana. The silence and destroy an enemy minion is fairly consistently priced at 6 mana. Add those together, 7 mana effect. As you mentioned earlier, opponent draws a card is worth 2 mana, so I add that to the 5 mana cost and you get a cost of 7 mana. Due to controversy on the value of getting the enemy minion into your hand, I agree with you in that it could probably be justified to be an 8 mana effect. But even so, as many people have reminded me when designing hard removal, this is a game where hex and execute are balanced and assassinate sucks. So, for the good of the class, is it worth pricing it at 6 mana? I feel that it would destroy the card. You could also compare it to mind control.
For the legendary, someone told me earlier that I should do Darkmaster Grandling. There is currently no shadow card for the naxx/gvg/brm set, so I want it to get some representation. However, I also need it to use Scheme in some way. So I'm not sure where to go given those constraints.
I don't know where you got that your opponent drawing a card is worth 2 mana. Look at dancing blade. It gives your opponent a card, and it doesn't even get a full manas worth of stats to compensate. I think it should be at least 6, because you are not only silencing and destroying a minion, you are effectively drawing a card as well.
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What is raw power again?
4 Mana: Deal 2 damage. Add a 'Decay' spell to your hand for each damage dealt.
Decay: 1 mana, deal 2 damage.
Okay, here's some card updates.
Not sure if I'm actually allowed to make this change.
This card kind of makes me sad now. It used to be so cool, but it was too OP :(
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New name. Is it better or worse, and should it be changed again?
The wording is now more in line with Blessing of Wisdom. Is this appropriate?
Here's a thing! This is a rework of Frost Wyrm. I think it's really interesting having a spell that works with holding Dragons. At first, I thought it was a bit strong, but then I realized that the holding condition gives you a 'freeze two minions' that have their positioning restricted, so it's not too bad. If I had to buff it to 2 mana, I would add a Scheme: (1) or (2).
Im happy with the changes, especially entomb and frost breath. One thing: wouldn't Soul Bind just give a minion a deathrattle?
Yes, that's what it would physically do. The reason I changed it from the old version is because the "on your side of the field" was in the quotations from the word-for-word deathrattle that would be added, making it seem like it would resummon it for the opponent if you used it on an enemy minion. With this effect, the deathrattle would be generated more appropriately than it could be phrased in a card. Probably something like: "Deathrattle: Resummon this minion as a 3/5 Lichling for the player who bound it."
ALso , like how you added a space for Ice Eater :P. "player who bound it" can just be reworded with "your"
@Ice Eater - Someone said that with such a strong effect, the base creature shouldn't be as powerful on it's own. I'd be willing to make it a 2/1 with +1/+2 though, since a 1 mana 1/2 goes beyond uselessness.
Frost Breath - While turning a dragon into a frost wyrm is cool, I think we're going to have to agree to disagree on frost breath :(
Entomb - If you were to attack with all your minions and then play entomb, then on your next turn, all of your friendly minions would still be frozen, so you wouldn't be able to attack with them then. Regardless of whether you Freeze before or after a minion attacks, they are all going to lose an attack somewhere.
Marauder: You spelt the name wrong :P The effect is fine but I would prefer for it to be some gold crazed dwarf instead. Also "Coin" and not "coin".
Tamer: "Dragon". It's a decent card but unsexy. I would thrash this if I were you as you only can submit two BRM cards.
Last Will: Keep it as it is.
Coinlust: You would basically turn what keeps this class going into Corruptions. It doesn't really make sense flavor wise either.
Friend: Nope.
Agent: Hmmm...hard card to balance. On the one hand it's probably easy to play around, on the other it's kind of a random mind control. I think it's fine as it it now but it's hard to say. "gain control"
Agent #2: Just a reverse Shadow Madness.
Technomage: Very plain. The mech chicken art is already in the game. Maybe change it into an anti-mech tech card: "Transform a Mech into a 1/2 Mechanical Chicken". Should be an epic in that case though.
Derby: YES! Fun effect :D However it's quite weak. Power of the Wild costs 2 but gives you choose one. So I would say giving your minions +1/+1 is worth about 1,5 mana. But as you get 2x that effect in one card it's maybe worth 4 mana. But then you have a negative effect slapped on it. So I would say, price it at 3 mana.
Hood: Very weak. Even if it didn't have salary it would be too weak.
Wrong: Skip the spell part and just have it as a minion.
Moyd: Very confusing and weird card text.
Sorry if I were harsh :D
I agree with most of what murlock said, with a few exceptions.
Friend is a cool card, I like it as is.
Moyd is pretty weak. Against a mage, you're pretty much paying 6 mana for 7 damage
I actually really like double agent as a spell. Just an idea, you could change it to something like this
Not the best worded, but you get my jist. After all, this class is all about paying people off.
I might drop Coin lust down to 1 mana and make it just for spare parts. After all, You really need your coins, but nobody really needs spare parts.
Last will feels kinda confused, in that there is just so much going on in the card
Hurry up and make your finale topic so the first sentence of this topic can stop being a lie. XD
I agree with the change in the base stats but not with the change in the Battlecry wording. The second way it's worded, it'll gain the bonus stats even if it doesn't unfreeze something. I also think +1/+1 would be enough and that +2/+1 just feels excessive.
I... kind of love it. It's like a huge culmination of the Scheme mechanic, and I think it was very well done. I also do agree with the changes.
I will be upset if you don't go with the version that says Beep Boop.
I like the spell version of this a lot better, but I'd consider changing the wording to be more consistent with Cone of Cold.
I'm confused. Why is this not just "Give a minion 'Deathrattle: Summon a x/x Lichling.'"?
Aaand I figure I might as well finish up my Seer while we're at at. =3
THE SEER
HERO POWER TOKENS
BASIC SET
CLASSIC SET
NAXXRAMAS
Help with this guy's wording would be much appreciated. The intention is that the Deathrattle resolves as though it were this minion's Battlecry, so like if it randomly selects to repeat the Deathrattle of an enemy Leper Gnome, your opponent's hero will take 2 damage. I'm worried, though, that it's not clear and that it might sound like the Deathrattle repeats for whoever controlled the minion attached to it, so in the same example it might sound like its your hero that would take the 2 damage. I could fix this confusion by just making it friendly minions only, but I don't want people to run this in their deck with just Sylvanas Windrunner or something.
GOBLINS VS GNOMES
For GvG, I wanted to give Seers some better combo potential. I had hinted at some combo potential back when I did my Classic Set, mostly with my Secret synergy cards, but I think GvG is where it really starts to shine with Scryer's Trance and the 3N16MA Machine. The purpose of the latter should be obvious, to increase the damage potential of your low-cost damage spells like Misfortune (Basic Set) and Fateful Sign (Basic Set). The purpose of the former may at first appear to be a way of getting around your opponent's Secrets, and it certainly is useful for that (suck it, Ice Block), but it's much better used to help you build up your own collection of Secrets by preventing your opponent from triggering them. That way, on your next turn your Secret synergy cards like Dire Inevitability (Classic Set) will be much more powerful.
The other combo potential option I added was Prophet Skeram. I'm very much not sure about how to balance an effect like that, but the idea is simply that he lets you better play and abuse minions that normally have the downside of your opponent getting to deal with them before you get a chance to use them to their full potential. Obvious pairings? Doomsayer, Gadgetzan Auctioneer, and Malygos come to mind. Of course, for some of the higher cost stuff, chain combos with Foreshadowing (Basic Set) will be necessary.
Finally, I really like Revelations. While Seers do have a lot of card draw options, they're mostly higher-cost and not mass draw, so I thought this effect with a reverse-Thoughtsteal-like downside would be neat.
BLACKROCK MOUNTAIN
Not sure about the exact numbers on Déjà Vu. I went back and forth between 10 and 15 cards in your deck, and I'm also not sure whether it should cost 1 or if I can get away with it costing 0 since the effect is kind of a double-edged sword and Moonfire is bad anyway.
Infinite Drake I just like. I wasn't sure exactly how to word it, so I ended up going with wording similar to Poison Seeds. Just a way to mulligan your high-cost Dragons that you drew too early in the game and that are dead cards right now because of their cost.
From the ones you finished up, the one I like the most is probably scryer's trance, just a very wonderful idea, very immersive set overall.
I also like how you made the delayed effects more interesting in prophet skeram, that is definitely a slightly different approach in comparison to your other cards and very well executed.
The rest feel very generic for the most part, and don't misunderstand, I like that as well. I think minor balance tweaks involving stats or costs can be made for an objective optimum, but I wouldn't worry about it too much.
I think you hit a wall with your choices for the art on some of these cards. Even though you are inserting the mech theme, I think it just takes one step too far from your previous visual representation. I found that it turned me off slightly.
Think the blackrock cards deserve a special mention:
Deja vu is funny and strong, that's the best combination one can ask for. I think with the abundance in card draw your class has available and now some spellpower leaks in form of 3n16ma machine it's super cool and fearsome. And the added restriction of needing some cards in your deck for it to return is super clever, not just from a balancing standpoint.
Infinite drake is the solution to all the problems most dragon decks were facing. It was just too much of a hassle to keep a high cost dragon in your opening hand just to ensure the holding effect for the earlier drops you might want to play. But with this, they can very conveniently be recycled Trade Prince style. Furthermore the body is very satisfactory as well so good job on this one all around.
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...
soon.
@Ice Eater -- Whoops, the wording change was an accident. I've changed it back. As for nerfing it to +1/+1, I'm not sure. I feel I've been making changes too willy-nilly to this card and I'll have to consult my circle of sages (friends) before making further changes.
@Frost Breath -- I feel like adjacent and next to are sort of interchangeable, and in this case, "the ones next to it" is a lot longer than "adjacent ones" and its such an elegant card please let me keep it within 3 lines pleeeease
@Soulbind -- It's "resummon as an x/x Lichling" because it summons the minion AS a lichling, not an independent Lichling. Here, let me show you what I mean, using the example of Loot Hoarder just like Zukuu did:
Also, a question: Am I allowed to change End of Hope? It was one of my 3 example cards from phase I, and I'm not sure what the rules permit.
Yes, that's not a problem. The rules for Phase I submissions stated that you were not required to use your example cards unaltered for your final product.
I would definitely write "Resummon a copy of this minion as a 3/5 lichling". I was under the impression as were others I assume that the x/x lichling was just a vanilla card.
.
The wording struggles...
Better?
Experimental new card, since lich has no single-card single-target removal. I want to finalize this before moving onto the legendary. Speaking of which, I have no ideas for it.
I think that's a really cool idea for a card! I think it'd be better balanced around 6 mana though.
As for your legendary, do you mean you have no idea on a character or no idea on an effect? If it's the former, this might help:
http://wowwiki.wikia.com/Lich
Here was my logic behind the balancing:
The card's effect does two things. 1. Destroy an enemy minion without triggering deathrattle, and 2. Add a minion to your hand. Adding a minion to your hand is worth probably the same-ish as drawing a card, which is around 1 mana. The silence and destroy an enemy minion is fairly consistently priced at 6 mana. Add those together, 7 mana effect. As you mentioned earlier, opponent draws a card is worth 2 mana, so I add that to the 5 mana cost and you get a cost of 7 mana. Due to controversy on the value of getting the enemy minion into your hand, I agree with you in that it could probably be justified to be an 8 mana effect. But even so, as many people have reminded me when designing hard removal, this is a game where hex and execute are balanced and assassinate sucks. So, for the good of the class, is it worth pricing it at 6 mana? I feel that it would destroy the card. You could also compare it to mind control.
For the legendary, someone told me earlier that I should do Darkmaster Grandling. There is currently no shadow card for the naxx/gvg/brm set, so I want it to get some representation. However, I also need it to use Scheme in some way. So I'm not sure where to go given those constraints.
That's part of the problem with this contest concept. With the "normal" contest you invest some time sure but not the hours upon hours it takes on the classes... especially those that move through the rounds. When you don't make it there's dozens of hours of time that just blow up with nothing left to show for it. :/
I don't know where you got that your opponent drawing a card is worth 2 mana. Look at dancing blade. It gives your opponent a card, and it doesn't even get a full manas worth of stats to compensate. I think it should be at least 6, because you are not only silencing and destroying a minion, you are effectively drawing a card as well.