Off of AeroJulwin's feedback, here's a 1-mana version.
Extra feedback
Linkblade91
You've already submitted, so I can't assist you any further, but the card looks quite solid.
Wailor
Not gonna lie, I feel like Gazlowe could've had this exact text and it would've worked perfectly fine. I think the card is fine, and it could be pretty fun.
BasilAnguis
Both of these are strange cards.
In practice, Cascade seems to work best when it's just a 5 mana "restore 20 Health to your hero". It's bad at healing a full board since Divine Hymn or even just Neferset Ritualist does that job for much cheaper. I feel like this is not exactly what you had in mind with the card.
I don't really like Roll the Wheel. I think the range of RNG it has is not fun for either player, and it's also quite easy to game the system by just not having minions.
New card ahoy! Very slow week, so I'll just post some feedback now.
Linkblade91
We did talk about this, but I do still believe the cost should be upped. Compare this to my old 3 mana 1-Attack weapon for Warrior for no text and basically infinite Durability. This is much stronger than that.
Wailor
I prefer the Rogue version personally. It's much more fun and I think the pool is better from a gameplay perspective. I think the pool is simply too small for the Warrior one.
I would also make the Infuse effect a bit stronger since it doesn't seem particularly significant at the moment.
AeroJulwin
A lot of Rogue in this competition it seems.
I think the card is pretty cool. The flavor is really nice, and it ties into the ability very well. My only gripe is that the card would logically have tokens for each spell school (similar to Druid's Choose One cards) and you wouldn't be able to fit them all anywhere in submission.
R
I like Marin Noggenfogger as a more grounded version of the original from MSoG. The only little problem I see is that "until" is misspelled on the card with two ls. I must also ask, is he related to Marin the Fox?
Lady Sarevess immediately makes me think of Sorcerer's Apprentice combos which would be dangerous, but since that card isn't very good anymore, maybe this is fine?
I'm going to guess that quite a few people saw the word "damage" on my card and without fully reading the card, instinctively assumed that the card broke the rules of the comp. Probably affected my score quite a bit. I thought this might happen, but didn't worry about it when the card got good feedback here. Ahh.....
He an expert puppeteer, but he also knows how to pull some strings in over places.
"You want Ragnaros to hit that minion? Sure, I can help you with that."
Note that it cannot cause cards to choose illegal targets, so for example it cannot cause an effect like Deadly Shot or Ragnaros to hit one of your own guys, or something like Greybough to apply to an enemy minion. In cases like this, the card will still work as normal.
As this is an entirely new card type and not just a new mechanic, I'm sure we'll absolutely see Locations return. Not every set, but it'll be somewhat of a deciduous mechanic.
Hero cards are fairly rare to get, but we still get them every once in a while. I imagine this will be the same deal. Actually since this card type supports non-Legendary cards, we may actually get more of them than hero cards.
Yes, the reveal does indeed start today. It is true that it's unusually early to reveal the second set of the year today. Why it's this early is something we can only speculate unless we're given a concrete answer from Blizzard themselves.
But hey, we're getting some new cards revealed and that's always fun, right?
Off of feedback, Flame Enchantment has its mana cost increased by 1, and Deep Burn has its cost decreased by 1 (they started 2 mana apart and now they're 0 mana apart, and it's weird how that worked out), now Warlock only and its art is now centered on the burning character and doesn't have the caster. Tame the Flame is of course, still another option.
As for extra stuff.
BloodMefist
I love Burn Bright. Simple, yet elegant.
Other people have already said that Magic Candle isn't allowed since it's a Mage card, and… well, that. Pretty cool card though (although the textbox looks really weird), so at least you've got that going for it.
I like both versions of the card. I think the first version is fine in terms of design, but I've made that exact same card at 2 mana and honestly I think you can do the same thing. The second version is pretty cool, though a part of me is tempted to say that it can be 2 mana.
Linkblade91
I do prefer Tumbling Snowball myself, though I think the tokens should be Elementals.
Also, I'm not sure who R is supposed to be when you say "R's feedback for my opinion on Deep Burn". R hasn't given me any feedback at all.
BasilAnguis
I do like Cauterize the best. Icy Hell is perfectly fine (though it doesn't feel like a Classic card), and I think Blazing Speed is just too weird and unwieldy.
AeroJulwin
Awesome flavor. I'm slightly worried about how strong this would be in Spell Druid decks since it's arguably even stronger than Fungal Fortunes in many ways.
Nirast
I will also agree in that it should drop the Cost reduction, mainly because the card feels too bloated with effects when it does have it. I realize that this is also just a problem with dual-class cards in general, but I do also think it leans quite heavily into the Warrior side both mechanically and flavorfully to the point where it'd probably make more sense for it to just be a Warrior card. If you want to keep it as a dual-class card, then I'd suggest to try changing the flavor of it a bit.
R
Tea Time is flavorful I suppose, but it doesn't feel like either a Warrior card or a Fire spell, and I think you should change the artwork. I love Uncle Iroh as much as the next person, but he doesn't belong on a Hearthstone card unless you're trying to make some sort of Hearthstone/ATLA crossover set (which come to think about it, actually sounds like it could work). It also feels really weird as a Common, as the "end your turn" effect in and of itself feels like an Epic on the cusp of being a Legendary.
Overheat I think is better in terms of Fire spell flavor and simplicity for the rarity, but it screams OTK potential. Two of these in turn can quadruple a character's damage for 4 mana. It also doesn't feel like a VttSC card either.
Not sure if Buried in Ice is allowed. It does freeze, but i'm certain it's not the kind of freezing the rules forbid.
Unfortunately neither of these cards are allowed. Heartpiercer is a Fire spell that destroys a minion (which is not allowed), and your other 2 cards are Mage cards (which is also not allowed).
Heh, my recent expansion comes perfectly here. There are quite a few Fire spells for other classes, and ones that don't deal damage or destroy minions.
I've always wanted there to be extra Fire support for Warlock. Deep Burn is a dual-class card in the set with Mage, but I can make it a Warlock-only card for the competition. I just didn't feel like making a new card right away since I didn't think it was needed (work smarter, not harder).
Before, all the cards were hosted on HearthCards using permanent links, which would sometimes cause a lot of cards to not load properly. Now I have all the cards hosted on Imgur instead, so it should always load a lot better now. (and yes, this meant that I had to go and replace every card with an Imgured card)
Now all it has to do is just live for a turn.
EDIT: I see that Edit, haha.
Nobody knows her true face, or if she even has a face at all.
Is it obvious how the upgrade is applied? It's supposed to be a +1/+1 upgrade.
A livestream match this early into the reveal season?
That's something you don't see very much.
Off of AeroJulwin's feedback, here's a 1-mana version.
Extra feedback
Both of these are strange cards.
In practice, Cascade seems to work best when it's just a 5 mana "restore 20 Health to your hero". It's bad at healing a full board since Divine Hymn or even just Neferset Ritualist does that job for much cheaper. I feel like this is not exactly what you had in mind with the card.
I don't really like Roll the Wheel. I think the range of RNG it has is not fun for either player, and it's also quite easy to game the system by just not having minions.
New card ahoy! Very slow week, so I'll just post some feedback now.
I prefer the Rogue version personally. It's much more fun and I think the pool is better from a gameplay perspective. I think the pool is simply too small for the Warrior one.
I would also make the Infuse effect a bit stronger since it doesn't seem particularly significant at the moment.
A lot of Rogue in this competition it seems.
I think the card is pretty cool. The flavor is really nice, and it ties into the ability very well. My only gripe is that the card would logically have tokens for each spell school (similar to Druid's Choose One cards) and you wouldn't be able to fit them all anywhere in submission.
I like Marin Noggenfogger as a more grounded version of the original from MSoG. The only little problem I see is that "until" is misspelled on the card with two ls. I must also ask, is he related to Marin the Fox?
Lady Sarevess immediately makes me think of Sorcerer's Apprentice combos which would be dangerous, but since that card isn't very good anymore, maybe this is fine?
3 minutes, 12 seconds!
I'm going to guess that quite a few people saw the word "damage" on my card and without fully reading the card, instinctively assumed that the card broke the rules of the comp. Probably affected my score quite a bit. I thought this might happen, but didn't worry about it when the card got good feedback here. Ahh.....
He an expert puppeteer, but he also knows how to pull some strings in over places.
"You want Ragnaros to hit that minion? Sure, I can help you with that."
Note that it cannot cause cards to choose illegal targets, so for example it cannot cause an effect like Deadly Shot or Ragnaros to hit one of your own guys, or something like Greybough to apply to an enemy minion. In cases like this, the card will still work as normal.
As this is an entirely new card type and not just a new mechanic, I'm sure we'll absolutely see Locations return. Not every set, but it'll be somewhat of a deciduous mechanic.
Hero cards are fairly rare to get, but we still get them every once in a while. I imagine this will be the same deal. Actually since this card type supports non-Legendary cards, we may actually get more of them than hero cards.
"Unlike minions, Locations don't have Attack or Health, so they actually can't be damaged or destroyed unless a card specifically says so."
We're absolutely getting a way to destroy Locations then. Why would Cora say this if we weren't?
Yes, the reveal does indeed start today. It is true that it's unusually early to reveal the second set of the year today. Why it's this early is something we can only speculate unless we're given a concrete answer from Blizzard themselves.
But hey, we're getting some new cards revealed and that's always fun, right?
Nah, it's somehow going to be Mage again.
Whodunnit-themed set? That would be pretty sick.
Off of feedback, Flame Enchantment has its mana cost increased by 1, and Deep Burn has its cost decreased by 1 (they started 2 mana apart and now they're 0 mana apart, and it's weird how that worked out), now Warlock only and its art is now centered on the burning character and doesn't have the caster. Tame the Flame is of course, still another option.
As for extra stuff.
I love Burn Bright. Simple, yet elegant.
Other people have already said that Magic Candle isn't allowed since it's a Mage card, and… well, that. Pretty cool card though (although the textbox looks really weird), so at least you've got that going for it.
My first wave of feedback.
I do prefer Tumbling Snowball myself, though I think the tokens should be Elementals.
Also, I'm not sure who R is supposed to be when you say "R's feedback for my opinion on Deep Burn". R hasn't given me any feedback at all.
Tea Time is flavorful I suppose, but it doesn't feel like either a Warrior card or a Fire spell, and I think you should change the artwork. I love Uncle Iroh as much as the next person, but he doesn't belong on a Hearthstone card unless you're trying to make some sort of Hearthstone/ATLA crossover set (which come to think about it, actually sounds like it could work). It also feels really weird as a Common, as the "end your turn" effect in and of itself feels like an Epic on the cusp of being a Legendary.
Overheat I think is better in terms of Fire spell flavor and simplicity for the rarity, but it screams OTK potential. Two of these in turn can quadruple a character's damage for 4 mana. It also doesn't feel like a VttSC card either.
Unfortunately neither of these cards are allowed. Heartpiercer is a Fire spell that destroys a minion (which is not allowed), and your other 2 cards are Mage cards (which is also not allowed).
Heh, my recent expansion comes perfectly here. There are quite a few Fire spells for other classes, and ones that don't deal damage or destroy minions.
I've always wanted there to be extra Fire support for Warlock. Deep Burn is a dual-class card in the set with Mage, but I can make it a Warlock-only card for the competition. I just didn't feel like making a new card right away since I didn't think it was needed (work smarter, not harder).
We're sorry for the delay, but the finalist voting is now up and running!
Pretty significant update here.
Before, all the cards were hosted on HearthCards using permanent links, which would sometimes cause a lot of cards to not load properly. Now I have all the cards hosted on Imgur instead, so it should always load a lot better now. (and yes, this meant that I had to go and replace every card with an Imgured card)
The new Lightning Bloom is honestly just what it should've been from the very start.