Here my submission :
Flavor text : "It's time to get lighter !"
I love shaman and overload so I'd like to have some more synergies with it.
With this card you can get an heavy combo finisher (2x Elemental Destruction + Earth Elemental) or an "emergency" removal.
To clarify : You choose which cards you discard.
Art from NightBlue on Deviantart.
1
I'm a huge fan of this change. Giants themselves have proven to be a pretty large problem, as they often can create absolutely ridiculous swing turns. I think that's the reason Blizzard has been hesitant to make any more neutral ones, and why they nerfed the Molten Giant (and the corresponding classic handlock) to the ground. As someone who plays both wild and standard, I'm excited to see the Molten Giant shine again in a format that can support it, but more importantly, I'm excited about what this means for the future. Unless I'm mistaken, this is the first time that Blizzard has ever reverted a nerf. Who knows, we may get some of them more unplayable cards (like starving buzzard) back for the wild format.
6
Raza and Patches are long time coming and very fair, as they both have been dominating wild the entire time. When people are running a card as bad Bloodsail Corsair just for Patches, you know you have a problem. The one I'm most surprised at is Corridor Creeper. This wasn't a card that they should have picked up as too strong in internal testing, so they've essentially removed it from the game.
9
The General
The General is back! Unlike other heroes, who fight themselves and use only minions of their class, the general knows how to field creatures from all walks of life. You can't win a battle if you have no healers to support your warriors, which is why many of the cards have a theme of ready for anything , like Make Camp , so that you do not get stuck with "dead" minions. That is, minions that you can not use to their full potential.
Card Explanation
Stormwind Captain : Showcased this guy already in phase 1, because he's one of the cornerstones of Unity. Cheap enough to combo late game, but quick enough to use for tempo plays as well.
Protect : Part of my "Nuts//Bolts" challenge, (the other being Serve ), this class has numerous cheap ways to protect your minions, as keeping certain other class minions alive is essential for the core mechanics to work.
Serve : With 0-cost cards, the struggle is always "is this effect even worth the deck space?". The only cards that accomplish this are heavily conditional ones. Vast majority of the time, this is giving you a silenced Nerubian Egg with some different art, but with a good way to trigger both Unity and Combo (If you've acquired Rogue cards). There are definite dream scenarios, but they are not enough to justify this card costing 1.
Make Camp : Oh nuts, you got a warrior/priest/mage card the synnergizes with armor/healing/spells. Good thing you got this card! Comparable to Shield Block , but the class has no inherent synnergies with either healing or armor, just the ones it might pick up, and 2 Health is not as good as 3 armor.
Incoming! : Hand of Protection . With armor. Another card to protect high value targets, and offer Paladin synnergy.
Remaining Cards
10
The General
Meet the general. Unlike other heroes, who fight themselves and use only minions of their class, the general knows how to field creatures from all walks of life. You can't win a battle if you have no healers to support your warriors, and the general knows this.
Unlike other classes, the general has no specific weaknesses. This is balanced by the fact that they have no absolute strengths. Instead, many of the cards have a theme of ready for anything , like hero power, so that you do not get stuck with "dead" minions. That is, minions that you can not use to their full potential.
Stormwind Captain (Basic Set) - One of the basic cornerstones of the class, this allows you to get the Unity ball rolling early. His stats are quite weak, as most class 1-drops are actually very strong.
Reinforce (Classic Set) - This is a common theme with Unity cards. It is not an easy requirement to pull off, so many of the class cards have alternatives that prevent them from being useless. Don't have a minion? We'll give you two. Do have the correct minion? Give it a buff. Worse than either Lost in the Jungle or Mark of the Wild , but the variance makes up for it.
Frostwing Welp (Knights of the Frozen Throne) - What else would a death knight general be doing but recruiting more forsaken? The death knight will be all about taking control of previously slain minions.
Grimestreet Recruiter (Mean Streets of Gadgetzan) - Without U nity , this is a bit worse than Grimestreet Informant . However, if you do have Unity , you get a random card that is much more powerful, especially if that card is another Grimy Goons card that scales with attack. That card in turn is harder to get rid of, which makes future Unity even easier.
Field Trip! (Journey to Un'Goro) - Unlike other "bundle" cards that have come out recently, you're actually only getting a 7/8 worth of stats for 8. However, this does multiple things. Sorcerer's Apprentice and Violet Teacher have large synnergy, especially with cards like Reinforce . It also activates Unity , and sets up for any spells that summon minions (which are in the basic set, I assure you).
1
5
A very simple rogue card that can be used to trigger combo , or with Preparation to ramp out an early creature.
1
5
When your entire plan falls apart
1
5
Northshire Cleric
Had a real hard time balancing this. On one hand, your summoning a damaged 1 drop, but on the other hand, you're setting up a lot of card draw. So I settled on 2.