Gifts Ungiven: Your opponent and you switch hero powers.
Roleplay: You and your opponent switch decks.
Zero Cool: Your minions now appear as if they are wisp with 0 casting cost and gain "Battlecry: Revert back to its original minion."
Double Up: Sounds good, I recall proposing this idea some time ago. Certain shenanigans still exist, but nothing too game breaking from the first glance.
Gifts Ungiven: Start with warrior, get mage power, ping+Execute their whatevers - funny. Probably would play against netdecking, and should I play a rogue, I'd include Poisoned Blade in that deck for sure.
Roleplay: A reverse Gifts Ungiven, since you retain hero power - I think those decks would consist of 30 Target Dummys on paladin hero all the way. Aka something TOO STUPID. Could of launch but will be too twisted IMO.
Got a stupid idea: Double Battlecry brawl. Every creature with battlecry triggers it twice, and if the battlecry is targeted, the target of second battlecry is the same as the first. Double silence won't do better than single, double "take control of a minion" will be as good as single too, but double "deal 1 damage to a random enemy" will do two damage, etc etc. Mind Control Tech will then try stealing two minions, but the second steal will first check for if there are 4 or more minions on the enemy side, and not work if 3 remain. Any objections to this one?
I was planning to create a new thread, but found this one already existing, so I'm sharing my ideas here (hopefully someone from Blizzard will read...:)) Feel free to comment or suggest new ones - who knows, someday they might become a reality.
- The Meek Shall Inherit - decks consist only of 0 and 1-mana drops. Wisp MVP anyone? - Brute force - spells (and weapons, for balancing purposes) are excluded, decks can only consist of minions. Trading and battlecry shenanigans ahoy! - You have no power here - hero powers and class cards are excluded. Only neutrals are allowed. - Recession - you start with 10 mana, and your mana crystals decrease each turn until you reach 1. Your late game would be your early game and vice-versa. - Drunken brawl - all minions always have a 50% chance to attack the wrong enemy - Blind stakes - you create your deck like normal, but when playing you only get to see the mana cost of your cards, and not the actual cards. So you will have to be careful when creating your deck, you'll have to make blind stakes and educated guesses - Ice Age - all minions have the Freeze ability - Ninja town - all minions are summoned with the Stealth ability - Depreciation - when a minion dies, a new minion is summoned, which costs 1 less than the minion which died. When a 0-mana minion dies, no other minions are summoned. This one is going to be pretty interesting imo, I wonder if fatigue will be the winning factor here...
"The Meek shall inherit" - bad, worse if all random. Murlocks should rule. If spells are allowed, this is a tad better but mage should rule because of Unstable Portal. Although a Bane of Doom will probably be an MVP.
"Drunken brawl" - hell yes, and in fact was advocated here already. Extra kudos for the player to bring Mogor the Ogre to the party.
"Blind Stakes" - just no, since if a card is a spell, it requires a target, and how would you differ a minion from a spell, and a battlecry target from spell target? Also tricks with positioning minions (Flametongue Totem in between, for example) will be impossible.
"Ice Age" - maybe, MVP will likely be Unleash the Hounds and Knife Juggler, with Flamewaker close to them. Or any other card that deals damage or random damage on trigger. But, hey, there can be a Control Hunter! (I feel some CHAOS around here)
"Ninja Town" - ambiguous feelings. MVP should then be Mal'Ganis for an instawin. If he'd be excluded from stealth, more tricks can be then performed, and the brawl would be playable.
"Depreciation" - an enhanced "Mystery Pilot" brawl, where all minions played are shredders. I say no, because if a 6-drop remains on battlefield for 7 turns at least, because it first becomes 5-drop, then 4-drop etc, this spells stupid. With Mystery Pilot you could clear the board in two turns, here everything would stick around down to wisps/dummies, and since any 1-drop going down is a 50% taunt, this is a stalemate.
All players have bundled 20 Dreadsteeds and 10 Whirlwinds.
Sadly, this one is stupid. Whirlwind does nothing to a Dreadsteed, except preventing your steeds to go face if they are able to, so whoever has hero power to do damage to face wins *cough*Hunter*cough*.
Race to death: Winner is the one who dies first. Warlock would been banned. It would be neat to see that race where players are trying to heal one another and alex themselves to get low quickly. Idea is cool.
Weird challenge. I think leave Warlock in place, there would be a challenge to outrun him in self-damaging. I think a priest could turn 7 Velen, then while the warlock would be unable to face against him, Auchenai then double Antique Healbot for 32 damage to self. IMHO summoning minions here would be detrimental unless hastening one's own win. But, I'd like to see how others would play this. Poor Hunters with their selfish power. :D
Wizard Minions: Whenever you play a minion, add a random spell of the same cost into your hand. That spell costs (1) less. If a minion has "Spell Damage", the spell produced costs another (1) less. (Spells can end up being from any class. The Coin can also be given. If there's no spell of that cost, you get no spell or an Excess Mana, debatable)