I'd quite like to see a graveyard explicitly added to Hearthstone. Graveyard interactions in MTG, and other games, can be really rich and interesting.
Some 'timed' effects might be interesting. For example, there was a card in Gwent that went to your graveyard and activated after 3 turns (when it damaged an enemy unit and boosted a friendly one, creating a big tempo swing). Timed effects force planning ahead, which can be interesting.
Also, more cards that emphasise the order in which they are played and/or card position in the hand. Soul Infusion and Luna are good examples.
Overall, I want to see new mechanics that makes the game more complex, interesting, and skill-intensive. It won't happen. xD
11
While this card does not actually prevent the taking of Fatigue damage, it does put it to good use. At the start of your turn (while your deck is empty, and after you draw a card) you will summon a random minion of cost equal to the amount of damage you took (5 dmg. --> 5 cost summon). However, this card also allows for you to put to use any card-draw you might have left over from earlier in the game, if you decide it's worth it, of course.
3
9
I voted Mete-Defining because it's cards like this that keep Hunter out of the Meta
21
Earth Shock