@Thezzy: I like the Zeppelin, although it's too strong imo, since the first instance of its effect can't be prevented by the opponent and it stays on the board, unlike Alarm-o-Bot. So I'd either reduce its health down to 5 or even less (since the enemy will have to destroy it in addition to a Deathwing on turn 6), or limit it to only summoning 6-drops and lower, something like that. In any case, it has a lot of flavour, which I like.
@kingdoemi: Imo even without the Sound the Bells! requirement the effect would still only be average (as a battlecry, end of turn effect, or w/e). Also if you played Sound the Bells' echo copies, you'd just end up overwriting your weapon over and over again, which is sort of wonky.
My ideas so far:
The Huntress' effect is a take on its warcraft ability "Hide", the mortar mortars, and Spirit Walker's battlecry again is a take on its warcraft ability "Etheral Form", where it becomes immune to physical damage.
I'm honestly surprised with how little Spell Damage Shaman has with the amount of damage spells they have and the fact that Spirit Claws exists. As far as I'm aware, the only Shaman-specific source of Spell Damage is Wrath of Air Totem. Thus, I propose Firelord. Not Ragnaros the Firelord. Just, Firelord. I'm not sure how balanced the second ability is, but I like a lot of applications it has.
Imo spell damage is kept rare in shaman because they can get it from their hero power. I guess adding other powerful spell damage cards on top of that could quickly go out of control.
Also, this makes Unstable Evolution cost 0, which is quite powerful even without spell damage :p
@Thezzy: I like the Zeppelin, although it's too strong imo, since the first instance of its effect can't be prevented by the opponent and it stays on the board, unlike Alarm-o-Bot. So I'd either reduce its health down to 5 or even less (since the enemy will have to destroy it in addition to a Deathwing on turn 6), or limit it to only summoning 6-drops and lower, something like that. In any case, it has a lot of flavour, which I like.
@kingdoemi: Imo even without the Sound the Bells! requirement the effect would still only be average (as a battlecry, end of turn effect, or w/e). Also if you played Sound the Bells' echo copies, you'd just end up overwriting your weapon over and over again, which is sort of wonky.
My ideas so far:
The Huntress' effect is a take on its warcraft ability "Hide", the mortar mortars, and Spirit Walker's battlecry again is a take on its warcraft ability "Etheral Form", where it becomes immune to physical damage.
Or you could make the effect only apply to a certain amount of spells each turn, similar to Pint-Sized Summoner.
Imo spell damage is kept rare in shaman because they can get it from their hero power. I guess adding other powerful spell damage cards on top of that could quickly go out of control.
Also, this makes Unstable Evolution cost 0, which is quite powerful even without spell damage :p
Edit:
I would also like to have clarification on that please.