I like the second one the most. That way, you can essentially stop the effect from becoming too ridiculous while still being capable of providing value. The body for the first one is way too weak (paying 4 mana for a 1/3 taunt hurts no matter what), and same goes for the 5 mana version.
Cards I want feedback on:
The buffs are completely random for Prepare For A Fight!, meaning that minions can get +3/+1 or +4 health or whatever other combination.
The reasoning for the weak statline is because you would ideally play it in a deck that runs cards that buff minions in your hand, therefore making bigger Taunts.
As for your cards, Prepare for a Fight is a pretty cool idea for a card with the buffing, but I feel like it might be better if every instance gave +1/+1. Makes it less random. Lotus Trainer seems a bit weak when compared to a Jungle Panther (and pre-nerf Master of Disguise). Yes it can occasionally give Stealth multiple times, but with 2 Health on a turn 3 (or 5 when combined with Inspire), it's not that likely to live on your next turn. Also, it's not very clear if it can give Stealth to itself or not. I think Grimestreet Blacksmith is fine, it's just a bit boring. Since it is technically a class card, I feel maybe it could be a 4/5.
At worst, it's a 3 mana 2/2 with "Deathrattle: Summon 2 1/1 Rats" which already by itself isn't bad, but the obvious synergy with the other "buff in hand" cards makes this a card with utmost potential to be absolutely amazing. Dealing with 2 Rats may not be that hard but try dealing with 5 or 6 of them (and your opponent won't want to use Flamestrike or Dragonfire Potion just to get rid of some 1/1 minions).
So, here is my idea for this. In which, based on what class you play it, you get a different outcome. If you play it while you're not a Mage, Priest or Warlock, the Battlecry does nothing.
I think it's pretty difficult to evaluate warrior's, pala's and hunter's cards until we have the full picture on the "+1+1 to *something* in your hand" mechanic and possible (dream) curves. Especially Paladin's legendary imho has a *huge* jump in power-level going from 2/2 to 3/3.
I strongly disagree on Kun, I think the card is bad to average for mostly the same reasons Varian was. Too slow vs aggro, mostly pointless vs control. You could argue that Varian failed also for his anti-synergy with battlecries, which is true, but I can see only two scenarios for this card: 1) "the dream" Aviana wombo combo to put down a big fat board; this would happen mostly in control mirrors and it's just too vulnerable to board clears. For comparison, N'Zoth is way stronger because the board is filled for free, not using actual cards / resources from your hand. 2) a simpler play like Kun + 1 or 2 mid sized minions or spells. Isn't this basically what Arcane Giant already does? (and potentially earlier) Do we really need a third, less versatile copy of it in the deck?
On the contrary, speaking of Druid, I think you perfectly nailed it on Mark of the Lotus. I also think it's really about the redundancy with Power of the Wild for token decks. Look at Onyx Bishop almost bringing Resurrect into viable territory, when it was basically a gimmick / joke card before... what happens when you give redundancy to an already strong card?
I think you're right about the +1/+1 to hand thing. If The Mistcaller was revealed in this expansion and didn't exist, I think people would call it good. Admittedly, when I reviewed Kun the Forgotten King, I just had the mindses of "whoa, 0 mana 7/7!" as when I first looked at the card, but that being said, I do still think it has some potential. I'm also thinking of changing Pilfered Power from Good to Average as it does seem like a counter-intuitive card (you're basically trying to combine Token Druid with Astral Druid which doesn't mix well). I also agree with you about the Resurrect comment. 4 Power of the Wilds are better than 2, especially when 2 of them cost 1 less.
I strongly disagree about the paladin legendary. I think it is pretty bad. Compare it to the horrible frost wolf grunt and the only guaranteed advantage you get is divine shield for 1 extra mana. If this card is removed by a spell you can end up with 0 healing. If you buff it to try to get more healing it will be either transformed or removed by a bigger spell. A good portion of the time you'll probably get 2 healing, but that's pretty much nothing in terms of added survivability.
In current decks, yes, however I'm liking the look of a quicker Midrange pally list with Small Time Recruits and Getaway Kodo. Not to mention if an opponent is wasting a Hex or a Polymorph on a 3 drop then that is one less for Tirion.
It also has synergy with the newly revealed Grimestreet Outfitter and Grimestreet Enforcer, both in the sense that it further buffs him, thus more healing, and the Taunt/Divine Shield combination makes it more likely for Grimestreet Enforcer to get a second activation off.
Out of every weapon class in the game, Warrior was probably the best class to give this to since their weapons receive the most benefit from this. Fiery War Axe can now become a mid-game weapon, Gorehowl can now attack face once. Even Tentacles for Arms doesn't look bad with this card.
And in Wild, you can go turn 3 this, into turn 4 Death's Bite.
Overall, I like this card. I think it's pretty good.
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Pro-tip: You can vote in multiple different Incognito windows to vote an infinite amount of times. Just requires a lot of patience.
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At worst, it's a 3 mana 2/2 with "Deathrattle: Summon 2 1/1 Rats" which already by itself isn't bad, but the obvious synergy with the other "buff in hand" cards makes this a card with utmost potential to be absolutely amazing. Dealing with 2 Rats may not be that hard but try dealing with 5 or 6 of them (and your opponent won't want to use Flamestrike or Dragonfire Potion just to get rid of some 1/1 minions).
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Which of these is the best change for my card?
For reference, here is the original version:
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Ancient Mage came out in the classic set, before GvG.
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First minion in the game with an "adjacent" based effect since GvG (Wee Spellstopper).
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This is my second idea for this competition:
For reference, this was my first idea:
Which one do you like better?
I fear that Shielded Juggernaut might be too powerful with all of these "buff in hand" cards in the new set.
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Section 4 posted.
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When C'Thun and Stampeding Kodo have baby.
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@Brickface, good point. I thought it could get away with it as it technically does qualify as a class card, but you are probably right.
Updated.
I think your card is pretty cool. It doesn't seem too OP either, so overall I like it.
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So, here is my idea for this. In which, based on what class you play it, you get a different outcome. If you play it while you're not a Mage, Priest or Warlock, the Battlecry does nothing.
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Bad card. Awesome artwork.
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Out of every weapon class in the game, Warrior was probably the best class to give this to since their weapons receive the most benefit from this. Fiery War Axe can now become a mid-game weapon, Gorehowl can now attack face once. Even Tentacles for Arms doesn't look bad with this card.
And in Wild, you can go turn 3 this, into turn 4 Death's Bite.
Overall, I like this card. I think it's pretty good.