Off of some feedback, here are some more traditional Murloc cards. I say "traditional" even though Priest is definitely not a traditional Murloc class nor is Freeze a mechanic typically seen on Murlocs (except for obviously Brrrloc).
I was initially hesitant to post Shoreline Gatherer when I noticed that Wailor already used the art after I already made it (and there had been no duplicate arts so far), but then I realized that people using the same art is probably just going to happen anyway.
I really like it, but after reading all the comments, you probably could indeed make it an Epic. Granted Warlock has always been more able to play with this type of game style, but it's fairly unlikely to be extremely significant. I'd say this is a pretty god job all-around.
Hordaki
I absolutely love the use of Tradeable here, but it's hard to see if Tradeable cards will actually see play in Murloc decks (especially when we barely know any of them).
Wailor
Holyfin Crusader is a pretty good card all-around. Chumsayer is funny, but I can't say I'm a big fan of it. I personally prefer the former.
AeroJulwin
Aside from the suggestion to change the name, I think Necromancer Drrgl is a really flavorful idea. What I am slightly concerned about is the fact that the effect doesn't seem to specify not working on the Undead Murlocs. Ergo, you could theoretically keep "machine gunning" your opponent's board down. This is unlikely to be a problem in a majority of circumstances, but in the back of my mind I'm thinking that it could definitely be abused somehow.
Axolfin Spiritcaller seems easier to work with. In most cases, the card will just amount to being a Soul of the Murloc with a body, but I do admire the creativity.
Lundy
Tirion Forgrgrl is a "cute" idea, but I think it's too weak as a Legendary, specifically when Violet Wurm exists and in many respects, accomplishes the same purpose better. I'd definitely prefer your idea to shrink it down in half. I kinda like Blindlight Broodmother and it might see play in Big Shaman (if that's even still a viable deck; it's been a solid month since I last played any Constructed).
Arkasaur
An extremely flavorful card, but it is very slow and I struggle to see where you'd play it.
R
This would be an okay card on it, but unfortunately for you, Gentle Megasaur already exists. I think it would be best if you came up with a different card.
Anchorm4n
I quite like Lil'idan Scalerage and it'll probably have a good chance of scoring good. We do already have Furious Felfin in the game and Murlocs fit the aggressive nature of Demon Hunter perfectly, so it definitely seems possible that we get at least a little bit of support for it at some point.
Mechnapper is a fine card. It took me a little while to understand the flavor but when I did (my fault as I was just slow), I thought you did a really great job on it. Darktide Reaper might be a bit OP when compared with Shadow Word: Horror, but it's not bad in concept by any means.
Cheese
I think this is a really funny card, but I am quite concerned about how mixing Battlegrounds cards with Constructed cards is going to affect your score. I think it's probably best if you avoid making Battlegrounds cards in competitions that aren't specifically designed for people to make them.
Neoguli
Might this make Murloc Tinyfin playable? It actually genuinely might. I think this is a pretty solid card. Even though it definitely can be used by other classes, the effect screams "Rogue card" to me. Not a bad thing, just a harmless though.
The only one of these four I don't like particularly much is Wooden Steed. I feel like just playing Animated Broomstick is generally better. The fact that it uses a non-existant pairing of classes also bothers me. It would be completely fine with a custom watermark, but not in Scholomance (though that would then put you in a problem of generating a card which would be Wild-only at the time which not everyone may be fond of).
I like the simplicity of Repair Bots, though the first Peculiar Pilots will likely get a better score since it's more flashy.
Nirast
I think the card is okay. Mechanically it fits Priest pretty nicely, but unfortunately it doesn't fit the class flavorfully unless it was put into an extremely specific context.
There are actually more than there initially seems like there would be. Off the top of my head, Guess the Weight and Sphere of Sapience provide two options. As as aforementioned even though it doesn't work like a traditional choice card, Death Coil could also fit into that category as well. Actually if Death Coil counts, then Demonfire and Demonheart would also count.
In the realm of more than two options, then you expand this even further. I've always felt that Choose One shouldn't have been a Druid-specific keyword since in addition to opening lots of design spaces for other classes, modal effects are just a main staple for a lot of card games.
Off of Arkasaur's feedback, I went and found some different art to use. Perhaps this one better connects everything else together as well for Wailor ;)
Feedback
Wailor
Horse Mount very much looks like a card that we might see in the set. I do actually like it despite being very rudimentary for the prompt. I do think Cycle of Life will likely have a better chance of scoring well.
Linkblade91
As I've already seen both of them on Discord, I think this is a nice way to tackle the prompt. Both cards are very flavorful and something I can expect to see in the real game. My only concern is that such a big drawback can ultimately be negated entirely when used as a finisher, but I suppose that's just the nature of the beast (or, demon rather) when dealing with huge stat-buff cards like this.
Hordaki
I'm going to point out the watermark anyway. XD
I quite like the idea and the flavor of the card, though I do agree with Wailor in that the All type doesn't seem fitting for a spell both mechanically and flavorfully. I'm not sure if you meant to make the card for Warlock or Warrior since you specify the former in your card description, but you use the latter as the class of the card at the moment. In any case, I'm thinking maybe MatDF would be a good set to put it in to fit the "darkness" approach of the set as well as the Menagerie archetypes.
BloodMefist
Hey, nice job on the cards. I personally like the Adventurers version better because I think it's just more interesting than another SHR synergy card, though I think the SHR version would make more sense for the game unless we end up getting Adventurer synergy later down the line.
Arkasaur
I do agree that adding Rush would be a good idea. Otherwise, the card just seems like a worse Ramming Mount.
Anchorm4n
Huge problem with this card: The ability to give any minion in the game pseudo-permanent Stealth (and even comes with a Health boost too to make it less susceptible to AoE). Stealth for only a single turn might not fit the flavor of the card as much, but it's a compromise that will result in better gameplay.
R
Congrats on that win! I look forward to whatever competition you have for us.
Ancient Spirit is my favorite of the three cards. It's very simple, but it's also a very charming type of simple that makes it stand out against other cards of the same simplicity level. The only issue with the card I see is that it has used art. This art is already taken by the Big Wisps option of Wisps of the Old Gods.
Imitation is a funny card flavorwise, but it seems on average to be a worse Ancestral Spirit.
System Update is another funny card, though I find its ability to target any minion (as opposed to just Mechs) to be a little bit strange and bringing back Zilliax is something that not everyone will likely be happy with it. I think "summon a Zilliax" should also be changed to just "summon Zilliax". Zilliax isn't just a random unimportant mob that you find somewhere. It's a named Legendary character with proper Hearthstone lore.
AeroJulwin
Welcome aboard! It's always nice to see some new people getting involved with card creation. You will likely have some questions to ask and we are available here to answer them.
This idea of choosing a form to give a minion and then summoning that form of minion is an idea that I tried to do for the comp, but I couldn't get good wording for it, so I am glad that you seemed to have gotten it. The wording is a bit unconventional, but it does communicate what the card does pretty well.
The biggest problem I see with your card is that all 3 pieces of it use existing art. Kodo Mount uses the artwork of Getaway Kodo, Distressed Kodo uses the artwork of Stampeding Kodo, and Anxious Kodo uses the artwork of Thickhide Kodo. Finding good art for all of these pieces is probably going to be difficult, but it'll be worth it if you can.
A smaller problem is the use of the Classic watermark as the card doesn't belong in Classic due to using the Rush mechanic which was introduced in The Witchwood. This is a mistake that I see new people to this hobby make a lot, so you shouldn't feel too bad about it. The card feels like a Mount card in the new Stormwind set down to a tee, so it probably makes the most sense to use that watermark.
Took me a while before I came up with something that I felt okay with, so here we go.
And feedback
Wailor
I prefer Leatherworker Tool Kit. Philosopher's Stone has the problem that I simply think all DH weapons in this comp would have which is that it encourages you to not use the mechanic that the entire rest of the class wants you to use (hero attacking).
Linkblade91
I think the flavor is on-point, and I do believe that an implementation of multi-tribed minions will happen in the game some day (other than the Amalgams obviously), though I do agree that's not really that useful in gameplay here since I don't really see what benefits you get from playing a Beast-Mech deck.
R
I do expect some healing for Warlock in the new set, so a design like this is one that I could see happening here (though not a weapon as Runed Mithril Rod has already been revealed).
Neoguli
"1 mana add 2 coins to your hand with a delay" is how I view the card. I feel like it probably doesn't have enough impact to see play. It's also unfortunately just not great in that it negates your Hero Power while you are encouraged to hold onto the weapon. I know all Rogue weapons have this to a lesser degree, but you can still always attack with them to get out of the way whereas you might not be able to with this one. This is unfortunately just a problem that all Rogue weapons in this comp will have (though maybe that means I shouldn't be hard on it?)
Anchorm4n
I think the card is fine, though I think the flavor is a bit weird. Then again, Waggle Pick doesn't really have good pickaxe flavor. I'm not so sure how to judge it.
Not that much time to go, so here's some more feedback while the comp is still going.
Neoguli
I know you've already submitted it, so any changes at this point is out of the question. I kinda like the card, although it is a really weird card which might cost you some points. I imagine many will admire the creativity though.
Swizard
I do agree with Sinti with basically all of what he said in regards to the text and the effect. It's also a little bit strange given that Druid is not supposed to be good at removal, while this basically can remove anything they play, albeit temporarily, but it still doesn't feel very Druid-like. If it was maybe a Warlock card or something like that, then I think it would fit a lot better.
Well, since the flow of cards for this competition is going to be extremely slow, it looks like giving feedback now is sort of necessary even with the small number of cards to go by here.
Nirast
There is….. a lot going on here to say the least. This card carries a Patches problem of being very very bad to have in your opening hand, but otherwise very good to have pulled out of the deck. And you get it pulled out of your deck for free, so as long as you aren't planning on building a deck that will have 7 minions on the board, you're basically playing a 29 card deck. If you don't have it in your opening hand that is, because there's very much a "feelsbadman" aspect if you do and then the card is 1000 times worse.
Wailor
I really like the card, but there seems to be a disconnect between the flavor and the name. If you exile your own minion, you're casting it aside and you're not allowing it to come back. So, to "exile" your own minion only to bring it back later seems a bit weird.
Linkblade91
Aw, I remember this one all too well. I do think the second version is more interesting personally, but it might also end up having the most polarized votes.
R
One of Druid's main weaknesses is supposed to be hard removal, so giving them essentially a Silence + Destroy on a minion and also take up a board space seems very out of left field for Druid. While Naturalize and Mulch both exist, but both are very old cards from when the design philosophies of the game were not the same as they were back.
The Hero Power also seems very strong whilst also being a bit too gambly. You could get a Laughing Sister which no one really wants, or you get a Ysera Awakens which is of course very good and incidentally also goes into Druid's other main weakness: Damaging AoE. I do realize that the original Ysera was like this too, but I think it was phased out with Ysera the Dreamer because it had a very gambly effect on whether or not it would be good (in addition to the fact that it wasn't that good of a card anymore).
Anchorm4n
That really sucks. Unfortunately I don't think there's really an easy way to combat this. If it's any consolation, I do think your variation is quite a bit better.
BasilAnguis
Caught me right at the tail end of making this post. I do quite like the simplicity of the card, which is something we probably won't see too much of in this comp, and as a result will likely make your card stand out. I'm not sure how strong it is, although I feel like some people may be a bit put off by how it's literally just Maiev Shadowsong as a spell.
A mistake I am seeing some people make is including the Legendary gem on the reward (if it isn't a Hero Power). This isn't actually supposed to be there, though I won't be judging harshly on this aspect as it's not really that big of a deal.
Here's some feedback too.
Hordaki
I will echo that the Reward is not particularly that strong for the amount of effort needed to get there (though an on-demand Freeze when you want it and combines with Reckless Apprentice is not something to scoff at). That said, the flavor is very much on point for the Barrens.
Linkblade91
I did of course already mention this on Discord, but I will mention it here as well for the sake of everyone reading. The requirement is particularly creative and interesting and fitting for the Druid class. I can see why people would find the Reward not particularly exciting, though I envisioned that being a Druid weapon would give it enough flair to overcome this. Pretty solid card overall I would say.
BloodMefist
I'm going to have to say the Quest is a bit weird. As noted, Altar of Fire is basically the only reliable way to complete it (other than maybe Azari, the Devourer but that takes a long time to get to). I'm going to say that I prefer the first Hero Power since the second one doesn't really have a way to make it reliable.
Wailor
I do think this is a solid card. Either design works for me, and I'm not quite sure which one is better.
Lundy
A thing about Lost in the Barrens that I don't particularly like is that, like Making Mummies, it relies on using a set-exclusive keyword. This means that it won't ever receive any additional support for the rest of the game's lifespan except for the end of year mini-set. This design isn't unprecedented as Making Mummies exists, but it's not one that I'm particularly fond of. As for the reward, I feel like most Frenzy effects aren't large enough to make the reward really good either.
Embrace Insanity I do like better. The design is interesting in my opinion, although I don't think Elysiana needs "if you deck has no cards" as a condition since your deck will be empty anyway when you finish the Quest. In the rare instance where you do have cards in your deck after finishing the Quest, I don't think that needs to be a reason to limit the reward.
Ritual of Summoning is a pretty neat idea, although I'm not sure if it should be placed right now in Hearthstone's current real life chronological context if we assume Adventurers to be a recurring part of the year (which it may or may not end up being) as the amount of cards that Warlock can use to get Adventurers right now is pretty limited. I'm not exactly sure how Portal of Summoning works either since it doesn't seem to have a mana cost or a card attached to it.
R
I'm particularly fond of the requirement design. I think this is a pretty neat card overall, though I unfortunately can't help you with the name as I don't have a good right one right now. That said, you definitely should change it before you submit it if you do want to submit this card.
Anchorm4n
I like the requirement. I think Pickpocketing is a good Hero Power (despite the usage of the Yoink! art). Fangs of the Father is something that could make a good Reward, although it is a bit incongruent with the Quest which encourages you to dump a lot of cards out of your hand, whereas Fangs of the Father wants you to have a lot of cards in your hand. Is the Fangs found in the Barrens? I'm not too sure.
The Priest's duality is their light and their shadow co-existing. This card represents both sides of Priest.
A Quest with two requirements is something I've wanted to play around with, and I may have just found the perfect time. Whichever Hero Power you get first depends on which part of the requirement is fulfilled last. Fulfilling the Holy part last will give you Holy Beam first, whereas fulfilling the Shadow part last will give you Shadow Beam first. At the start of your turn, you can choose which of these two Hero Powers you want for that turn.
Midway into designing a new card in case Agor wasn't allowed, I actually just then realized that cards had to be minions. So, uh, here's a new card for you guys.
Shadowed Reaper seems like a very solid idea. The amount of minions this hits seems to be pretty big which is the only aspect of the card that I may have some contention with, but this is a good direction to go.
Acolyte of Frost I don't like quite as much. Ignoring the flavor wording (which itself I've never particularly cared for), it doesn't feel like a Mage card to me.
Medivh, the Prophet is a cool recreation of Medivh, but I feel like it possibly does too much stuff.
Wailor
I'd say both of these cards are pretty solid for the most part. I feel like you could just run Varden Dawngrasp instead of Silvermoon Icecaller and not need to gimp your deck with only Frost spells, but it's still a fine card. Shadow Priestess Shai I think will get you a better "flashy" vote since Shadowform is just something that people like to see supported.
Lundy
I personally prefer the first version. The second version seems too out of what Mage does for me.
Linkblade91
I did already mention this in Discord, but the fact that you are banking off of both flavor and necessary card designs for an expansion that doesn't exist may be your downfall. I think the card itself seems fine though. A concept that I approve of.
R
Lord Ragnaros feels like an alright idea, but I'm not sure on the balance in the slightest. I do really like Combat Dominie and I think it will stand out among the see of big Legendaries and complicated effects that you are likely to see in this prompt.
Elfinsilver
I think this is an okay card, but I think this comp more than ever is where proper watermarks should matter. Classic would contain no spell schools, rendering the condition of the card literally impossible to fulfill and breaks Hearthstone continuity.
BasilAnguis
In a vacuum, the card concept seems interesting. Scary, but interesting. I can already see some potentially game-breaking situations you can do with the card. Mind Blast in particular becomes 25 face damage for 10 mana and no additional set-up (which in itself can become even more with only a single Radiant Elemental).
The card also bears the same problem that Elfinsilver's card has. Pre-FitB watermark, where spell schools did not exist yet.
Agor can take on multiple different forms, but only if you build your deck with all of your spells being one specific type.
I'm not entirely sure if this would count given and this was something that the staff and I were talking about before the comp started. If this doesn't count, then hopefully it'll at least inspire someone to come up with some new design. If it does count, then all the better and I can use it!
There might be some big power discrepancy in the forms. I originally made this card to be designed as proof-of-concept first and then balance second, but still tried.
Remember that Cast When Drawn cards also draw cards after you draw them. It's not just mana cheating. It's also free draws.
Off of some feedback, here are some more traditional Murloc cards. I say "traditional" even though Priest is definitely not a traditional Murloc class nor is Freeze a mechanic typically seen on Murlocs (except for obviously Brrrloc).
I was initially hesitant to post Shoreline Gatherer when I noticed that Wailor already used the art after I already made it (and there had been no duplicate arts so far), but then I realized that people using the same art is probably just going to happen anyway.
Feedback (excited to finally see new cards today)
Axolfin Spiritcaller seems easier to work with. In most cases, the card will just amount to being a Soul of the Murloc with a body, but I do admire the creativity.
I quite like Lil'idan Scalerage and it'll probably have a good chance of scoring good. We do already have Furious Felfin in the game and Murlocs fit the aggressive nature of Demon Hunter perfectly, so it definitely seems possible that we get at least a little bit of support for it at some point.
Mechnapper is a fine card. It took me a little while to understand the flavor but when I did (my fault as I was just slow), I thought you did a really great job on it. Darktide Reaper might be a bit OP when compared with Shadow Word: Horror, but it's not bad in concept by any means.
I've had this card sitting around for a while and now there's a really good place to use it.
"A brave Dragonborn knight in shining armor."
But does he know the Fus-Ro-Dah?
Quick feedback! Only got one day left!
The only one of these four I don't like particularly much is Wooden Steed. I feel like just playing Animated Broomstick is generally better. The fact that it uses a non-existant pairing of classes also bothers me. It would be completely fine with a custom watermark, but not in Scholomance (though that would then put you in a problem of generating a card which would be Wild-only at the time which not everyone may be fond of).
I like the simplicity of Repair Bots, though the first Peculiar Pilots will likely get a better score since it's more flashy.
There are actually more than there initially seems like there would be. Off the top of my head, Guess the Weight and Sphere of Sapience provide two options. As as aforementioned even though it doesn't work like a traditional choice card, Death Coil could also fit into that category as well. Actually if Death Coil counts, then Demonfire and Demonheart would also count.
In the realm of more than two options, then you expand this even further. I've always felt that Choose One shouldn't have been a Druid-specific keyword since in addition to opening lots of design spaces for other classes, modal effects are just a main staple for a lot of card games.
Off of Arkasaur's feedback, I went and found some different art to use. Perhaps this one better connects everything else together as well for Wailor ;)
Feedback
I'm going to point out the watermark anyway. XD
I quite like the idea and the flavor of the card, though I do agree with Wailor in that the All type doesn't seem fitting for a spell both mechanically and flavorfully. I'm not sure if you meant to make the card for Warlock or Warrior since you specify the former in your card description, but you use the latter as the class of the card at the moment. In any case, I'm thinking maybe MatDF would be a good set to put it in to fit the "darkness" approach of the set as well as the Menagerie archetypes.
Congrats on that win! I look forward to whatever competition you have for us.
Ancient Spirit is my favorite of the three cards. It's very simple, but it's also a very charming type of simple that makes it stand out against other cards of the same simplicity level. The only issue with the card I see is that it has used art. This art is already taken by the Big Wisps option of Wisps of the Old Gods.
Imitation is a funny card flavorwise, but it seems on average to be a worse Ancestral Spirit.
System Update is another funny card, though I find its ability to target any minion (as opposed to just Mechs) to be a little bit strange and bringing back Zilliax is something that not everyone will likely be happy with it. I think "summon a Zilliax" should also be changed to just "summon Zilliax". Zilliax isn't just a random unimportant mob that you find somewhere. It's a named Legendary character with proper Hearthstone lore.
Welcome aboard! It's always nice to see some new people getting involved with card creation. You will likely have some questions to ask and we are available here to answer them.
This idea of choosing a form to give a minion and then summoning that form of minion is an idea that I tried to do for the comp, but I couldn't get good wording for it, so I am glad that you seemed to have gotten it. The wording is a bit unconventional, but it does communicate what the card does pretty well.
The biggest problem I see with your card is that all 3 pieces of it use existing art. Kodo Mount uses the artwork of Getaway Kodo, Distressed Kodo uses the artwork of Stampeding Kodo, and Anxious Kodo uses the artwork of Thickhide Kodo. Finding good art for all of these pieces is probably going to be difficult, but it'll be worth it if you can.
A smaller problem is the use of the Classic watermark as the card doesn't belong in Classic due to using the Rush mechanic which was introduced in The Witchwood. This is a mistake that I see new people to this hobby make a lot, so you shouldn't feel too bad about it. The card feels like a Mount card in the new Stormwind set down to a tee, so it probably makes the most sense to use that watermark.
Hope to see you around for more. *thumbs up*
Everyone's first instinct will naturally be to make a Mount card, but the prompt is actually more creatively open than it initially seems.
Took me a while before I came up with something that I felt okay with, so here we go.
And feedback
It was a pleasure to interview you for the series.
Not that much time to go, so here's some more feedback while the comp is still going.
Well, since the flow of cards for this competition is going to be extremely slow, it looks like giving feedback now is sort of necessary even with the small number of cards to go by here.
One of Druid's main weaknesses is supposed to be hard removal, so giving them essentially a Silence + Destroy on a minion and also take up a board space seems very out of left field for Druid. While Naturalize and Mulch both exist, but both are very old cards from when the design philosophies of the game were not the same as they were back.
The Hero Power also seems very strong whilst also being a bit too gambly. You could get a Laughing Sister which no one really wants, or you get a Ysera Awakens which is of course very good and incidentally also goes into Druid's other main weakness: Damaging AoE. I do realize that the original Ysera was like this too, but I think it was phased out with Ysera the Dreamer because it had a very gambly effect on whether or not it would be good (in addition to the fact that it wasn't that good of a card anymore).
This spectral bow is eternal. It just demands some skulls as sacrifice for its power.
Name is definitely not final. I just needed something to call it for when I posted it here.
A pleasure to have you for the series.
A mistake I am seeing some people make is including the Legendary gem on the reward (if it isn't a Hero Power). This isn't actually supposed to be there, though I won't be judging harshly on this aspect as it's not really that big of a deal.
Here's some feedback too.
A thing about Lost in the Barrens that I don't particularly like is that, like Making Mummies, it relies on using a set-exclusive keyword. This means that it won't ever receive any additional support for the rest of the game's lifespan except for the end of year mini-set. This design isn't unprecedented as Making Mummies exists, but it's not one that I'm particularly fond of. As for the reward, I feel like most Frenzy effects aren't large enough to make the reward really good either.
Embrace Insanity I do like better. The design is interesting in my opinion, although I don't think Elysiana needs "if you deck has no cards" as a condition since your deck will be empty anyway when you finish the Quest. In the rare instance where you do have cards in your deck after finishing the Quest, I don't think that needs to be a reason to limit the reward.
Ritual of Summoning is a pretty neat idea, although I'm not sure if it should be placed right now in Hearthstone's current real life chronological context if we assume Adventurers to be a recurring part of the year (which it may or may not end up being) as the amount of cards that Warlock can use to get Adventurers right now is pretty limited. I'm not exactly sure how Portal of Summoning works either since it doesn't seem to have a mana cost or a card attached to it.
The Priest's duality is their light and their shadow co-existing. This card represents both sides of Priest.
A Quest with two requirements is something I've wanted to play around with, and I may have just found the perfect time. Whichever Hero Power you get first depends on which part of the requirement is fulfilled last. Fulfilling the Holy part last will give you Holy Beam first, whereas fulfilling the Shadow part last will give you Shadow Beam first. At the start of your turn, you can choose which of these two Hero Powers you want for that turn.
Midway into designing a new card in case Agor wasn't allowed, I actually just then realized that cards had to be minions. So, uh, here's a new card for you guys.
Will likely nerf the cost reduction to 2.
Feedback
Shadowed Reaper seems like a very solid idea. The amount of minions this hits seems to be pretty big which is the only aspect of the card that I may have some contention with, but this is a good direction to go.
Acolyte of Frost I don't like quite as much. Ignoring the flavor wording (which itself I've never particularly cared for), it doesn't feel like a Mage card to me.
Medivh, the Prophet is a cool recreation of Medivh, but I feel like it possibly does too much stuff.
In a vacuum, the card concept seems interesting. Scary, but interesting. I can already see some potentially game-breaking situations you can do with the card. Mind Blast in particular becomes 25 face damage for 10 mana and no additional set-up (which in itself can become even more with only a single Radiant Elemental).
The card also bears the same problem that Elfinsilver's card has. Pre-FitB watermark, where spell schools did not exist yet.
Agor can take on multiple different forms, but only if you build your deck with all of your spells being one specific type.
I'm not entirely sure if this would count given and this was something that the staff and I were talking about before the comp started. If this doesn't count, then hopefully it'll at least inspire someone to come up with some new design. If it does count, then all the better and I can use it!
There might be some big power discrepancy in the forms. I originally made this card to be designed as proof-of-concept first and then balance second, but still tried.