4 mana is expensive to just draw a card, you can do this with Power Word: Shield, Shiv or Commanding Shout combined with other effects. But the idea is that you can draw the card you need at the right time.
Treasure hunting with results always raises morale, but make sure your pirrrates are loyal..
Thematically cool, especially with pirates, your hero and your minions dig for treasure where each individual find something, what's inside the chest is up to the characters' treasure hunting skills and luck.
It says "friendly character" because your hero also searches for treasures. Example: Full board of minions yield 8 Treasure Chests.
In the chest you will always find a card draw, but also the chance for coins in form of Mana Crystals.
There is a chance you'll find no coins (0 Mana Crystals), but then the card will at least cycle itself and then function as a Combo trigger or trigger for "Whenever a spell is cast" effects.!
Low cost because it got a depency of having many minions on board in order to be really good.
Twitch's cancer chat would go crazy with pirate symbols and treasure hunting chants.
Revive Miracle Rogue. Could maybe create Miracle decks for every class?
Clarification of card text: The text means to put two Burnt Ground placeholder cards into each player's battlefield on random positions. If a player's battlefield is full when a Burnt Ground need to be placed, randomly destroy a minion and the Burnt Ground occupies that position. Burnt Ground only act as a placeholder card and is not a minion. This means it can never be changed, targeted or removed by any effect. It doesn't have cost, attack or health. The only two effects that a Burnt Ground has are: 1. It occupies a summon position (a player with two Burnt Ground placeholders can only have five minions on the battlefield); 2. Minions on two sides of a Burnt Ground are not adjacent (playing Sunfury Protector right of a Burnt Ground doesn't give the minion on the left taunt).
Note that by last turn, it means your opponent's turn that just passed.
Since there's no death knight class and neutral minions frequently fit a Scourge / Forsaken / general undead theme, this would fit right in! As for balance, to get two 2/2s for a total of 4/4 for 4 mana, at least two minions must have died, which is in line with cards that cost 1 less for each minion that died this turn (Dragon's Breath, Volcanic Drake and Solemn Vigil), although this applies to the last turn.
I haven't gone through the whole thread to ensure this hasn't already been submitted, but I think the initial neutral spells should be very basic and simple.
So basically think of this card as a neutral negative The Mistcaller for your opponent. the trigger occurs after 6 OR MORE damage is done to your hero on your opponent's turn. I feel like the cost and the delayed effect makes this balanced although I see this just totally breaking aggressive decks with one health minions. In the case that a one health minion is played it would die upon entering the field.
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Reached Legend for the first time in May 2016.
Golden Warlock and some couple 100 wins on Shaman and Priest.
Favorite deck? The Old Handlock, Dragon/N'Zoth Priest, and Renolock.
"I greet you" - Gul'Dan
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2-time Card Design finalist!

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Hearthpwn's #1 Resident Shadowform Advocate
Here's my submission this week.
4 mana is expensive to just draw a card, you can do this with Power Word: Shield, Shiv or Commanding Shout combined with other effects. But the idea is that you can draw the card you need at the right time.
"Here !! Dragon, dragon ... "
I like playing with dragons and this will allow putting the big dragons faster on the board.
I think is a good tempo card and will help the dragon decks for all classes.
Hope I worded the card well . I will accept any suggestions.
Treasure hunting with results always raises morale, but make sure your pirrrates are loyal..
Hearthpwn Community's Balancing of Cards.
"Am I going to draw my Cabal Shadow Priest soon, or should I just play my Shrinkmeister as a body?"
"Throw the Knife Juggler out there now, or wait until I top-deck Muster for Battle on turn 5?"
"Am I going to draw my Brawl in time, or do I have to spend some removal now to stay afloat?"
Hearthpwn's #1 Resident Shadowform Advocate
Clarification of card text: The text means to put two Burnt Ground placeholder cards into each player's battlefield on random positions. If a player's battlefield is full when a Burnt Ground need to be placed, randomly destroy a minion and the Burnt Ground occupies that position. Burnt Ground only act as a placeholder card and is not a minion. This means it can never be changed, targeted or removed by any effect. It doesn't have cost, attack or health. The only two effects that a Burnt Ground has are: 1. It occupies a summon position (a player with two Burnt Ground placeholders can only have five minions on the battlefield); 2. Minions on two sides of a Burnt Ground are not adjacent (playing Sunfury Protector right of a Burnt Ground doesn't give the minion on the left taunt).
My submission for this week:
And the summoned minion:
Note that by last turn, it means your opponent's turn that just passed.
Since there's no death knight class and neutral minions frequently fit a Scourge / Forsaken / general undead theme, this would fit right in! As for balance, to get two 2/2s for a total of 4/4 for 4 mana, at least two minions must have died, which is in line with cards that cost 1 less for each minion that died this turn (Dragon's Breath, Volcanic Drake and Solemn Vigil), although this applies to the last turn.
I haven't gone through the whole thread to ensure this hasn't already been submitted, but I think the initial neutral spells should be very basic and simple.
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Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
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Fun but playable. Great for new players to get a chance to play around with some legendary minions.
Edit: Changed the card to be more like Holy Wrath.
Sands of Ahn'Qiraj: A Custom Hearthstone Adventure
So basically think of this card as a neutral negative The Mistcaller for your opponent. the trigger occurs after 6 OR MORE damage is done to your hero on your opponent's turn. I feel like the cost and the delayed effect makes this balanced although I see this just totally breaking aggressive decks with one health minions. In the case that a one health minion is played it would die upon entering the field.