Here my submission this week:
How good it is: A card help Rogue activate combo every turn without actually use up a card.
1, A card help Rogue activate combo every turn without actually use up a card. (If this minion ignored by enemy)
2, Your enemy may need to spend a "step" to stop it and loss tempo.
3, Quest Rouge, if any
4, At least you can draw a card, it "compresses" your deck
5, Not an infinity spell, easy to counter and not too OP, Balanced.
6, Epic card function, not a must but useful.
Flavor text: Timmy wants to be a famous rogue like Valeera, he acts cautiously in every step.
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Reddit: ricarleite*
HearthPwn: ApacheSpark
FIRST CARD - Festival and Double requirements
Hero Power:
Christmas comes early with this absurdly corrupted version of good old Santa, a Hero replacement for Warlock. The idea is to thin out and then thin IN your deck with larger spells and minions. It's a balanced cost for a 5 Mana with no imediate effect, and it grants an interesting side effect: you can have a card draw with no Health impact, AND you keep increasing your deck's size to avoid fatigue. It's always Christmasn when you can bring back that Legendary again and again. It's also useful to mill out your opponent.
The double effect will always shuffle the double cards in your deck so you are not guaranteed to get the copy of the card immediately after a draw (unless, of course, your deck has only one card). The effect does work exponentially, two copies become four, and so on. Also, keep in mind Hearthstone has a limit of 60 cards in a deck - so once that limit is reached, the double effect is limited.
SECOND CARD - Stealth and Race:
A companion piece to Xris Xringle, this mindly evil Tortollan has a powerful effect that gets balanced by sharing it with your opponent. Of course, you'd wait for the proper moment to play it. It also fits even Warlock very well by itself.
Keep in mind that, costing 4 Mana, this cannot be in your deck when Xris Xringle replaces your Hero, or it's bye bye tortollan.
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NEXT: The most horrible, unplayable, bad card you can think of, but not TOO bad; it must be plausible that Blizzard could indeed print it someday.
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Doomsayer combo, perhaps?
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It's an interesting way of bringing healing into a more risky mechanic. And yes, this could theoretically bring Jaraxxus to 30 health.
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Timmy the Impatient - Cute, but a bit too focused on outside mechanics (time), so it doesn't quite get my vote. 5/10
Mad Mad Delton Ytrell - Pretty neat, but feels a bit slow and underpowered 6/10
Tenor Hire - A bit slow. 5/10
Xavius, Nightmare Lord - Risky, but with benefits. 7/10
Ogre Summoner - Kinda pointless and random, 4/10
Lady Anacondra - My choice, it's a tiny small change that makes a HUGE impact in late games. 8/10
Gallywix, the Generous - Good design, but the outcome is not quite favorable for the player. 6/10
Goblin Curvebomber - Broken and unbalanced 3/10
Jacques the Ripper - Sort of unbalanced for the second player, who is already balanced by the extra card and coin. Having an extra condition for the second player would turn this into a WAY too complex card. Not feasible as it is. 4/10
Treasurehound Ronya - Win conditions should NOT be on the game, and the benefit is not there. Blizzard already discarded such cards during the game development. Unplayable as it is, and pointless. Beyond pointless. 1/10
Poultryblast - Improving Angry chicken? Are we there yet? 4/10
Ogre Clan Leader - Not quite there, and it absolutely demands a silence to be playable, and that is a mechanic that is being downplayed by each new deck that comes in. 3/10
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next: a card that stimulates a new mechanic for a class, but the mechanic has to be completely new and absurd for that class.
You heard him! New and absurd!
Battlecry... not! will trigger a random Battlecry from any minion in the game (regardless of it being summoned, discarded, on any hand or deck) that does NOT violate the "Not" text. In this case, it rules out any battlecry that heals any character. The idea here is to run this with only another strong battlecry minion (Yogg-Saron and CThun comes to mind), and pray the enemy doesn't run Flame Imp.
Next: a serious and balanced card that have a rare effect of effectively making you win the game.
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THIS is the spell Paladins want.
Next: a 1 minion card with a battlecry and deathrattle that have the exact same effect.
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