First thread, so be gentle. I was wondering if it would be possible to design decks, which can possibly create a whole new deck. Doing so by adding new cards or minions to your hand or board. Ofcourse this is possible due to a neat little mechanic called discover and other means, but how many cards can each class generate now in wild atop of their first 30 cards.
I set a few rules by making these decks: 1. Every card that generate one card in your hand or in your deck counts as 1 card (or 2 in cases like Nefarian or 5 for Prince Malchezaar). Every card that generates more than one minion on the board gets a 0.5 per extra minion, this counts for weapons as well. Those minions could theoretically be returned to your hand and so count as an extra generation. For the exceptional case a Rogue opponent Thistle Thea's twice into Vanish or something. These 0.5 can stack if a card creates more than one extra minion, Muster for Battle counts as 1.5 because of two extra minions and a weapon. Spells that create only one minion, like Animal Companion, don't count, because they just create a minion, although random, there is no extra card possibility. Same goes for secrets that give a minion later on, like Bear Trap. Cards that can generate more cards constantly, like Ysera, I've counted as 1+ or 0.5+, they give at least one card with the possibility of more.
One card of each only, no doubles.
class cards > tri-class cards > neutral cards, this to give each class a unique style. The Kabal classes have an advantage here, because all of their shared cards create an extra card, sorry Goons. Aya counts as 1 (2 minions generated on board) and Jade Spirit as 0.5,
cards which add something to your opponents hand or deck I also counted as 0.5, Excavated Evil is the most weird card in this rule, because it can come back to your deck and then should count as 1, I didn't do this because:
Cards that generate cards because of the plays of your opponent are not in the decks, like Lorewalker Cho.
Cards which require a certain combo, like Drakonid Operative, Iaddedif the combo was doable. This also goes for neutral cards. I didn't add any Quest cards, although they theoretically generate an extra card, just because in a lot of cases it is not possible to complete the Quest with the rules I set, although maybe with the new generated cards. Inspire cards I added, because the requirement for those is possible.
random card generation > known card generation. For the neutral cards mostly, a card that generates a known card, like Recruiter is of less importance than a card that creates a random or semi-random (spare parts) card. The goal is to find a deck, not to know a deck.
Quite a lot of rules actually, I will post the decks I have made (and don't have all the cards for) below, with the number of cards they can generate extra. Hope you guys find them inspiring (or total crap) enough to make your own type of find-a-decks. Did I miss cards? Can you make different decks with some rule modifications? What do you think? Are you surprised by the numbers?
Only 9.5+ class cards, lot of tokens as well and relatively low on discover-cards (I counted the kabal cards towards neutral cards as does the deck builder on this site). Although with all neutral discoveries this deck can still generate 38.5+ extra cards
Last one, long post I'm sorry. 10+ class cards created, lots of weapon generation, same for warlock almost none discover cards in class and goons option. 37+ cards in total
summary: Rogue and mage are the best card generators out there. Priest as another thief-class is quite low actually, although not as low as warlock and warrior. With priest I also abandoned some rules I now see (entomb for example is a card which only works if your opponent plays a minion). I don't see some shocking new insight in these decks, but it is interest to experiment with them. I am planning to update these decks every expansion. Can you generate more cards than me? Am I unclear (probably)? Let me know what you think