DISCLAIMER: These effects are so weird that I don't have any clue as to what rarity they should be or anything. Balance is also a potential issue.
OTHER DISCLAIMER: This thread was first posted in September 2015. This means I called Fandral Staghelm with Druid of the Ancients, and to some extent, Elemental synergy with Conjuror Milena. Otherwise I didn't get anything right yet!
Druid of the Ancients: Play Dark Wispers, give a minion +5/+5 and Taunt, and summon 5 Wisps. Play Druid of the Claw, it has 4/6, Taunt, and Charge. Druid of the Flame? Easy - you get a 5/5 instead of a 2/5 or a 5/2. Living Roots? Summon two 1/1 saplings and deal 2 damage.
Tribal Moonkin: Excess Crystals are sort of like Overloaded Mana Crystals but they basically allow you to go past 10 mana. If you play Tribal Moonkin on turn 10, on turn 11 you'll have 11 mana, turn 12 12 mana, turn 13 13 mana... Etc. etc.
Trample: This minion can bypass Taunts and can target Stealth minions. sMORC
Steadfast Tracker: Anti-Smorc on a SMORC class. Very good anti-aggro.
Fiery Manabow encourages a type of Hunter that holds onto their hand - I thought perhaps if it was "This weapon's Attack is equal to the number of cards missing from your hand" but that could get really... out of hand.
Dalaran Spellmaster makes Fireball a 4mana +6 Spell Damage. Probably OP? You are sacrificing damage dealt for Spell Damage though, and you have to get rid of this minion to reap any benefit.
Make your hand more potent with Spellwarper! E.g. You have Frostbolt, Arcane Missiles, Arcane Intellect, Fireball and a River Crocolisk in your hand. When you play Spellwarper you get a River Crocolisk with Battlecry: Deal 2 damage to a character and Freeze it. Deal 3 damage randomly split among all enemies. Deal 6 damage. Draw 2 cards." Now your battlecry targeting arrow will only target one character, because the Frostbolt and the Fireball will apply to only one character despite them being separate, so you'll end up dealing 8 damage to a character and Freezing it. You also lose out on Spell Damage bonuses.
Conjuror Milena: The deathrattle will attempt to replace each card in your hand with an elemental of similar cost - this includes Unbound Elemental, Water Elemental, Frost Elemental, Earth Elemental, Fire Elemental. Similar cost meaning the card will be replaced with an elemental that has the cost closest to it. i.e. Arcane Missiles will be replaced with Unbound Elemental - Deathwing will be replaced with Frost Elemental or Fire Elemental (random one).
Blessed Shieldbearer: The Bubble gets worse.
Crusading Preacher: So when attacked by one of your characters, that character take no retaliation damage.
Knight of Quel'Thalas: "If you have more/less than x secrets" is the gist of this one. It gets rid of those silly 1 mana useless crappy secrets and becomes a 6/8 for 5. Pretty good!
Penitence: Not instead, but as an additional damage dealt. You have Goldshire Footman + Penitence and it attacks Dragon Consort --> Dragon Consort takes 1 damage, destroys Goldshire; 50% chance to take 5 damage from itself and die. Pretty good!
Praying Gnome: Praying Gnome + Recombobulator on another minion = value.
Highwayman's Blade: Instruction in Coin use. Useful if a Druid picks it up too.
Interruption at Cards: Four of a kind is four of the same card. If you use Gang Up you can get this to happen.
Poisoning the Well: Played Eviscerate without doing anything else last turn? Playing "Poisoning the Well" puts the card up in the history as being played after it, and you get the targeting arrow to deal 4 damage. If it's a minion, it'll only work if the minion is still on the board, otherwise nothing happens. If it's a weapon it re-equips it with the exact same durability and attack as it had the turn before but activates its combo.
Dual Wielder: Equip 2 weapons - both on the left side of your hero portrait. weapons equip from left -> right, so if you do Assassin's Blade + Hero Power you get Assassin's Blade on the left and the wicked knife to the right of it. Then equipping Perdition's Blade will replace the Assassin's Blade. You can choose the weapon you buff with Deadly Poison or Tinker's Sharpsword Oil. By clicking on one weapon, the other one shuts off like you've already attacked with it. This doesn't mean you can attack twice in a turn though, but it does mean you have the potential to choose how you attack!
Destructive Shaman: I suppose this isn't that unique an effect (Shadow Words...)
Elemental Spirit: You get 5 extra stats for a guarantee that your Crackle will do 3 damage.
Wind Whisperer: Pretty underpowered for a 4 drop, but it's proof of concept.
The Shockcaller: Random buff range, like random damage range. You can get +1/+1, +2/+2, +3/+3, +1/+2, +1/+3, +2/+1, +2/+3, +3/+1, +3/+2. Cool no?
Turn 4 Felguard, Turn 5 Impatient Felguard. Value! A reason for Felguard orDemonfuse (god forbid) to be run.
Immolater: Good for Handlock... Probably understatted.
Melting Abyssal: You discarded a Demonfire through Soulfire earlier in the game. You play Melting Abyssal turn 8 + Hero Power and draw a Demonfire - you get another Demonfire! :O
Forsaken Summoner: Soulfire burns Jaraxxus? Nevermind he just goes back into your deck. Pretty solid body for the effect.
Risen Warrior: Somewhat underwhelming as an effect, but opens new horizons in terms of card design.
Worgen Ragemaster: Grommash Hellscream gets 12 attack instead of 6 as an example. Attack buffs are doubled. Effect buffs like Windfury or Taunt are not, however.
Bronzebeard Rallier: Cool huh? Turn 7 Whirlwind + Bronzebeard Rallier = 2 damage to all other minions, 1 damage to this one. The battlecry text changes to the text of whatever spell you cast last while it's in your hand and an animation plays when it happens.
Knight of the Realm: Give a minion Charge or Inner Rage? They also get an extra +1 Attack and +1 Health. Neat!
Yes, well I suppose "Unused" would be better, and I guess that's been done before.
Piloted Sawcutter is somewhat similar to Gahz'rilla, I'll admit.
Breach Commander's flavor is that he's found a 'gap' in the enemy lines that he can exploit.
Exo-Suit Sapper: Different from "Immune while Attacking". I suppose this effect is really powerful because it's only subject to removal by spells or minion effects.
Elder Mage: Not tremendously innovative. Pit Fighter with Spell Damage insanity. Can get really hard to play if you have already played a bunch of spells.
Holy mother of Jesus, are you sure you meant to do that with Elemental Spirit?
I suppose I did. It seems like a bit of a downer, but there are some Shaman spells that don't do random amounts of damage, so I was thinking using this in a more minion/weapon heavy deck where that isn't something you really worry about. Of course it seems bad, but you can just trade it into other minions or play it after playing your spells. Thoughts on other cards?
Holy mother of Jesus, are you sure you meant to do that with Elemental Spirit?
Of course it seems bad, but you can just trade it into other minions or play it after playing your spells.
Oh no, it's definitely not a bad card. You have to find the right deck for it of course, maybe something that doesn't run crackle or storm so that way when you win the game automatically by playing a 6/6 on turn 3, you don't have to worry about your burst spells doing slightly less damage. Yeah, a turn 3 6/6 seems nice the more I think about it.
Isn't the Elemental Spirit really overpowered? It's a 3 mana 6/6 with a downside that's hardly noticeable. Sure it makes Crackle a worse Lightning Bolt, but you could just run that card instead.
Loving the cards by the way.
Yeah I guess it is - it should probably have another drawback like Overload to compensate as well. The balance is totally off for some of these because the effects are so outlandish, but I've had a go anyway.
New cards! Really interesting ones - far right of the window for each class, and the bottom row of neutrals are new. Take a look at Spellwarper for instance.
Oh, lol I didn't know that was where the art was from...
Anyway, here's the last batch of cards - the bigger ones. Some are legendaries and some art just really cool effects. The hunter one is a bit eh. So this is it for the interesting card ideas - what do you guys think? Could they be in Hearthstone?
I'm updating this thread... I guess. I've come up with too many ideas to put them all in individual threads. Here are three more cards.
Mini-Hearthstone would be playing another game with the same opponent, except both players only have 15 Health and 15 cards in their deck. The 15 highest-cost cards from both players' original decks are removed, in favour of resolving the win on the 'mini-hearthstone' board faster. Of course this card isn't included or playable in the mini-hearthstone game, because then infinite recursion would happen. This is either a huge tempo loss or a huge tempo gain, so it's a pretty swingy card.