Stats-wise it's fine, but no one runs War Golem for a reason. As for effect, we need to first establish this card never sees play in aggro or fast midrange, because you never run 7 mana cards in those decks. So as control, It seems strong but take a second to think about how it plays against various archetypes.
Against Control you can get board clears, healing and value. Only one of those is good, and its value. Like if you get a galakrond you're nutting. But as a control deck versus another control deck, you don't need board clears or healing. Most of the time, this card is bad. If you wanted a threat there are better choices. If you wanted value, there are better choices.
Against Aggro, you get burn and small minions. Neither of those are good against aggro. To win this matchup you need taunt, healing and board clears. Alabaster is none of these, and it never finds you one either. It's a War Golem which lets you pay 1 mana for 2-3 mana cards, none of which matter because you'll be dead by the time those cards can attack on Turn 9. Also, a lot of aggro right now is highly synergistic. Totem Shaman runs totems, enough said. Demon Hunter runs attack synergy and weapons.
Against Combo this is even more useless. Either you find worthless combo pieces, or once again, board clears and draw. If you wanted draw or board clears, you should've put them in your own deck.
This card runs into the same issue that thief Priest cards had - it's that enemy cards are generally not good against the enemy deck. They fixed the problem with Thoughtsteal by making it cheap. This is not cheap.
I think the only place this is good is against midrange, and only if you get lucky and hit a 4+ mana card, which is not guaranteed. If I had to name a deck this goes in I think Embiggen Druid could use this well, but even then stuff like Winged Guardian and the Hydra thing are better because they have relevant keywords.
That was all pointless to say. The card is good. Will it be good in most decks? No. Will it be good in a deck? Yes. It is a great card in any deck that can make it work the dream is to have it up for at least 2 turns then it potentially has nerfed dragonqueen alexstraza levels of value
I don't think it is entirely necessary for it to say "1 or more". I can see why they did it, but it just makes the card feel really weird, like they are trying to make it more clunky to play. I would have rather they made it discover any spell, but then nerf it later if it proved to be an issue.
As it is now though the card is still very powerful. 3 mana 3/3 discover a spell isn't bad, 3 mana 3/3 discover 3 spells is super good, anything beyond that is just insane value. 5 stars.
Looks really good in warlock, slightly less so in demon hunter. 3 damage for 2 mana is usually pretty good though either way, even if it can’t hit face
This looks pretty nice. Copying minions with cool effects will be great. Copying deathrattles will also be good, but then it gets a Divine Shield, which you don't necessarily want on your deathrattles.
This just doesn't look that good to me. Sure, you might get a pile of stats sometimes, but those 5-drops are RANDOM, and one of them dies easy? I don't know.
Honestly, I'm actually disappointed with this legendary. Art definitely doesn't fit any shaman theme. Mechanically speaking, it's a very high roll card that feels like a bad zeph. If you play it late game and can generate constant lighting bolts, great. But more likely you will get a situational card that you won't be able to play until the next turn. The variance is too high for it to see any real play
Really good for healing up some and gaining early control of the board. Especially since the deck is looking kind of like the old Dragon Priest, being very much a tempo based deck early on
The original Dr. Boom was run as the top-end in fast decks. So if a 7-mana card helps close out the game, they can run it. But Keymaster is a value generator and that's not what fast decks need at 7 mana.
What you want in control vs control depends on the exact matchup. If you are the player who would win in fatigue, it's up to the other player to put on pressure, in which case more removal can be useful.
In control vs aggro, I agree that you want the likes of Evasive Drakonid and Winged Guardian as your 7-drops: you will out-value them anyway, as long as you can stay alive.
Drakonid Operative was a very good card in its day, so getting cards from your opponent's deck isn't bad in itself. Paying too much mana to get cards from your opponent's deck is bad, but in the case of Operative the big body made the cost worth it, while with Keymaster the tempo gain from getting discounted cards might help. I can see this being useful in Wild, where it can be combined with Naturalize or Coldlight Oracle or Research Project, but I don't remember any card in Standard that does something similar. Of course you'll get one card just from passing the turn, but one might not be enough.
This says full dust is available until the 28th. I went to dust today on the 27th and they are not offering full dust only regular dust on these cards. Glitch or mistake?
This doesn’t really seem all too great, given that you’re probably rarely gonna be able to actually use this that early on, and especially not on curve
I don't know the game well enough to comment on balance, but I do have to say that the Karma decks I've encountered are so non-interactive that they're not fun to play against. EZ/Karma seems especially egregious in this regard, as they don't usually even develop a board presence; they just nuke your stuff and typically hit the board leveled-up without any opportunity to fight against them being flipped.
It's hardly unbeatable, but it feels like two people playing solitaire as you race against each others' life points and dismiss most of what makes the game fun.
Instructor Fireheart is a New Shaman Legendary Revealed for Hearthstone's Scholomance Academy Expansion
Who cares about the art?
Keymaster Alabaster is a New Legendary Card Revealed for Hearthstone's Scholomance Academy Expansion
If it had taunt if would be one of the best cards in the set
Instructor Fireheart is a New Shaman Legendary Revealed for Hearthstone's Scholomance Academy Expansion
This card got nerfed so fast, we didn't even see the original.
Keymaster Alabaster is a New Legendary Card Revealed for Hearthstone's Scholomance Academy Expansion
That was all pointless to say. The card is good. Will it be good in most decks? No. Will it be good in a deck? Yes. It is a great card in any deck that can make it work the dream is to have it up for at least 2 turns then it potentially has nerfed dragonqueen alexstraza levels of value
New Shaman Minion - Instructor Fireheart
I don't think it is entirely necessary for it to say "1 or more". I can see why they did it, but it just makes the card feel really weird, like they are trying to make it more clunky to play. I would have rather they made it discover any spell, but then nerf it later if it proved to be an issue.
As it is now though the card is still very powerful. 3 mana 3/3 discover a spell isn't bad, 3 mana 3/3 discover 3 spells is super good, anything beyond that is just insane value. 5 stars.
Instructor Fireheart is a New Shaman Legendary Revealed for Hearthstone's Scholomance Academy Expansion
It's only 1+ because of new innervate lmao, so obvious.
New Shaman Minion - Instructor Fireheart
Seems alright, kind of slow, though Shaman does like more card generation.
New Demon Hunter & Warlock Minion - Soulciologist Malicia
Looks decent, probably more so for the warlock side of the deck, since it’s shaping up to be a more Control one so far
New Demon Hunter & Warlock Spell - Soul Shear
Looks really good in warlock, slightly less so in demon hunter. 3 damage for 2 mana is usually pretty good though either way, even if it can’t hit face
New Demon Hunter Weapon - Marrowslicer
If the soul fragment decks work, this is gonna be what carries it. 8 damage, while also activating your other synergy cards for next turn.
New Demon Hunter Minion - Shardshatter Mystic
Looks kind of weird given how aggressive the other cards are looking, it’s good, but probably not what the deck would want
New Paladin & Priest Spell - Gift of Luminance
This looks pretty nice. Copying minions with cool effects will be great. Copying deathrattles will also be good, but then it gets a Divine Shield, which you don't necessarily want on your deathrattles.
New Demon Hunter Minion - Soulshard Lapidary
5 damage is a lot so this looks pretty threatening, and 5 damage is the point where it can kill most minions if need be.
New Paladin & Priest Minion - Devout Pupil
This dunks on Sunwalker way harder than any card has dunked on Silverback Patriarch. I can see this being very good in both classes.
New Mage & Rogue Minion - Jandice Barov
This just doesn't look that good to me. Sure, you might get a pile of stats sometimes, but those 5-drops are RANDOM, and one of them dies easy? I don't know.
Instructor Fireheart is a New Shaman Legendary Revealed for Hearthstone's Scholomance Academy Expansion
Honestly, I'm actually disappointed with this legendary. Art definitely doesn't fit any shaman theme. Mechanically speaking, it's a very high roll card that feels like a bad zeph. If you play it late game and can generate constant lighting bolts, great. But more likely you will get a situational card that you won't be able to play until the next turn. The variance is too high for it to see any real play
New Shaman Minion - Instructor Fireheart
Nice! In some scenarios this will just go OFF! In other scenarios, it will force you to play sub-par spells in the hopes of getting what you want.
New Demon Hunter & Warlock Minion - Spirit Jailer
Really good for healing up some and gaining early control of the board. Especially since the deck is looking kind of like the old Dragon Priest, being very much a tempo based deck early on
New Mage Minion - Lab Partner
Not game-breaking or anything, but this can support a lot of crazy shenanigans!
Keymaster Alabaster is a New Legendary Card Revealed for Hearthstone's Scholomance Academy Expansion
The original Dr. Boom was run as the top-end in fast decks. So if a 7-mana card helps close out the game, they can run it. But Keymaster is a value generator and that's not what fast decks need at 7 mana.
What you want in control vs control depends on the exact matchup. If you are the player who would win in fatigue, it's up to the other player to put on pressure, in which case more removal can be useful.
In control vs aggro, I agree that you want the likes of Evasive Drakonid and Winged Guardian as your 7-drops: you will out-value them anyway, as long as you can stay alive.
Drakonid Operative was a very good card in its day, so getting cards from your opponent's deck isn't bad in itself. Paying too much mana to get cards from your opponent's deck is bad, but in the case of Operative the big body made the cost worth it, while with Keymaster the tempo gain from getting discounted cards might help. I can see this being useful in Wild, where it can be combined with Naturalize or Coldlight Oracle or Research Project, but I don't remember any card in Standard that does something similar. Of course you'll get one card just from passing the turn, but one might not be enough.
New Warlock Minion - Void Drinker
Looks pretty nice, and it’s especially nice to see them pushing the wild deck a bit more away from Voidcallers and Gul’dan.
Instructor Fireheart is a New Shaman Legendary Revealed for Hearthstone's Scholomance Academy Expansion
Great Mage card. Effect and card art. Someone smoked mary jane before deciding it was a Shaman card instead
Reminder: Full Dust Refunds for the July 2020 Card Nerfs End Soon!
This says full dust is available until the 28th. I went to dust today on the 27th and they are not offering full dust only regular dust on these cards. Glitch or mistake?
New Warlock Minion - Shadowlight Scholar
This doesn’t really seem all too great, given that you’re probably rarely gonna be able to actually use this that early on, and especially not on curve
Killing Karma
I don't know the game well enough to comment on balance, but I do have to say that the Karma decks I've encountered are so non-interactive that they're not fun to play against. EZ/Karma seems especially egregious in this regard, as they don't usually even develop a board presence; they just nuke your stuff and typically hit the board leveled-up without any opportunity to fight against them being flipped.
It's hardly unbeatable, but it feels like two people playing solitaire as you race against each others' life points and dismiss most of what makes the game fun.