I'm not necessarily saying that Blizzard did it for this reason, but nowadays I feel like most people who call their games a "beta" just call it that to deflect criticism.
Feedback time. One recurring problem I see with this comp is not knowing what all the spells with spell types are and which ones they'll be.
Fedrion
I think just about any Frost spell that targets minions already Freezes anyway, so that part doesn't seem relevant. You don't really want to cast spells on Frozen characters either since they aren't big threats.
Nirast
I already mentioned this in Discord, but I prefer Natural Evolution.
MoLaD, MoLaS, and MoFaF are okay cards, but I feel like they don't really do that much interesting.
Frost King Malakk has a bit of weird flavor, and this doesn't feel like the set to support Freeze Shaman either, so the watermark is a bit out of place.
BloodMefist
I prefer Vile Inquisitor over Cruel Instructor, since it has a better "fluidity" in the card text that I really like. They're both good cards though.
Linkblade91
Both of these cards give more Windshear Stormcaller vibes (except these cards are much easier to use). Herald of Flame is definitely too much like Jan'alai. I don't think we really need two cards that summon it. Herald of Light I quite like though.
Swizard
Ilxos, Lord of Flame seems a bit scary to me. I prefer Arrogant Gnome, although the name doesn't seem to match the flavor.
Grumpymonk
Both of these are two pretty solid cards.
Anchorm4n
I'm going to have to say this is probably against the intentions of the prompt a bit too much. Seems a bit scary too. Kael'thas is a bit better.
Dreams
A fairly okay card although it seems a bit scary if you're able to sling a lot of Fel spells together. There's so much potential for such a huge buff that it might be too scary, and the fact that it costs only 1 mana and you're willing to play it as just a 1/3 also helps that. As far as other problems go, your card uses the Classic watermark where it's not appropriate to use it and you're also missing a plus on "+2/2".
Neoguli
A pretty creative idea. I enjoy it. My only concern is that it might limit the design of high-Cost Arcane spells.
NerdyMcNerd
A solid card. Nothing much more than that.
KingMicahhh
I reckon we'll see something like this design a lot. The card itself is okay, but the bigger problems I have with it are the Classic watermark (where both Discover and spell school synergy would not have existed yet) and the bolding of spell schools which are not done. Spirit Healer doesn't bold the spell schools. Bru'kan only does this because the Nature is part of the Spell Damage.
Rule of thumb: Only bold spell schools when they're part of another keyword like Spell Damage (or hypothetically Spellburst too, but then you're making an "anachronism stew" in your card which I usually penalize people for).
Elfinsilver
I assume by "you", you mean "your hero" which is the way this effect is actually meant to be written. You also have a typo where you wrote "Whenver" instead of "Whenever". Shadow should not be bolded either. There is also a logo visible in the art. Aside from that, the idea is okay I guess.
You might've misunderstood Future Sight. You don't draw a card or anything. You just look at the top 4 cards of your deck and then put them back on top in whatever order you want, but you don't draw afterwards.
In that picture, if Nitroboost Poison was above Corsair Cache, that would be a reason to believe it to be a typo.
However, since it's in-between Corsair Cache and Ringmaster's Baton, alphabetically sandwiched with two other 2-Cost card, this points to it being a leaked nerf.
Now Aggro is surely having a field day here. Even as someone who never played while it was still in its original form, I can tell that Undertaker will be an extremely interesting nerf.
Toxic Reinforcements is also going to get quite a bit stronger with 2/1 Leper Gnomes back.
I feel like the Stealth buff is likely intended to be until the end of the turn while the +1 Attack buff is intended to be permanent. That would make the most sense, but I can't say for sure.
It's not as strong as Coilfang Warlord, although saying that a card isn't as strong as DH card isn't saying much. XD
It's also in a class that usually makes better usage of big cards. It does basically deal 7 damage before transforming into a 6/7. It's pretty strong in Druid, so I say it's pretty good.
This card immediately tells me that there will be some hand-buffing in the set. Handbuffing rarely works out well, but it were to, then I would definitely expect this card to show up there. Some classes can buff his attack (and damage) him pretty easily, so he might be good there.
At basically any stage of the game, this is a decent removal card. As a Nature spell, it can also be really useful with Bru'kan for removing large threats, and I reckon there will be more Nature spell synergy. All in all, seems like a good card.
As a card by itself, it's bad. You'd have to be desperate to run it for that purpose. Nobody is going to run it for its intended purpose.
But as a 0-mana spell, it's obviously useful for Priest combo spell stuff so it might end up seeing quite a bit of play for that purpose (which I find a bit hilarious).
Most cards with these "shuffle X into" effects tend to be at least somewhat playable, so my immediate assumption is to assume this will be too simply by association. Although I will admit that the reward is a bit lousy compared to some of those other cards. A 3/10 minion is not really that big of a threat in most circumstances unless you end up drawing it early.
What does seem pretty funny to me though is the possibility of having a 3/10 and 3/4 Makrik on the field at the same time.
The growing potential of the card is neat, although it seems pretty easy to stop. Play it on turn 1, and unless you're lucky enough to draw the buffed Raptor on turn 2, it'll probably only be buffed once throughout the whole game.
Although on the plus side, it is a 1 mana 1/3 which are basically always playable.
Wandmaker seems to be quite a bit better for now, although Wandmaker will rotate out first, so maybe this will replace it when it does? Kinda doesn't seem so though.
The Imp Swarm line feels a bit underwhelming to me. The effect seems to be best used for Zoo, although trying to slot it into Zoo is a bit awkward. Obviously summoning three 3/2 Imps for 2 mana is very good, but on turn 10, they shouldn't pose that big of a threat at least by themselves. And Zoo is certainly not hoping to reaching 10 Mana Crystals. And summoning what is essentially a vanilla 3/2 Demon for 2 mana isn't too spectacular either. The best time to play the card seems to be on exactly turn 5, which is a time where you might still want/need a slight push as an aggressive Warlock deck, and this will provide good value at that point. At this exact point, it seems pretty good, but the card otherwise feels like it probably won't see play. Should any particular Fel spell synergies come out, then this card might secure a home.
One thing I do want to call attention to is the Imp Familiar token. I love its artwork because it's hilarious. The way it's holding its finger guns at me gives me a good laugh.
I'm not necessarily saying that Blizzard did it for this reason, but nowadays I feel like most people who call their games a "beta" just call it that to deflect criticism.
Feedback time. One recurring problem I see with this comp is not knowing what all the spells with spell types are and which ones they'll be.
MoLaD, MoLaS, and MoFaF are okay cards, but I feel like they don't really do that much interesting.
Frost King Malakk has a bit of weird flavor, and this doesn't feel like the set to support Freeze Shaman either, so the watermark is a bit out of place.
I reckon we'll see something like this design a lot. The card itself is okay, but the bigger problems I have with it are the Classic watermark (where both Discover and spell school synergy would not have existed yet) and the bolding of spell schools which are not done. Spirit Healer doesn't bold the spell schools. Bru'kan only does this because the Nature is part of the Spell Damage.
Rule of thumb: Only bold spell schools when they're part of another keyword like Spell Damage (or hypothetically Spellburst too, but then you're making an "anachronism stew" in your card which I usually penalize people for).
You might've misunderstood Future Sight. You don't draw a card or anything. You just look at the top 4 cards of your deck and then put them back on top in whatever order you want, but you don't draw afterwards.
Alright, season 3. Here we go!
In that picture, if Nitroboost Poison was above Corsair Cache, that would be a reason to believe it to be a typo.
However, since it's in-between Corsair Cache and Ringmaster's Baton, alphabetically sandwiched with two other 2-Cost card, this points to it being a leaked nerf.
Now Aggro is surely having a field day here. Even as someone who never played while it was still in its original form, I can tell that Undertaker will be an extremely interesting nerf.
Toxic Reinforcements is also going to get quite a bit stronger with 2/1 Leper Gnomes back.
I feel like that's just trying too hard to intentionally misinterpret something that is pretty obvious, for no reason other than to just do it.
I never realized that Vereesa's eyes were pink until now.
I feel like the Stealth buff is likely intended to be until the end of the turn while the +1 Attack buff is intended to be permanent. That would make the most sense, but I can't say for sure.
Nah. The day that it was announced, you could hear everyone in the audience audibly disappointed.
Ironically, the game will probably be played a lot more now that it's free.
It's not as strong as Coilfang Warlord, although saying that a card isn't as strong as DH card isn't saying much. XD
It's also in a class that usually makes better usage of big cards. It does basically deal 7 damage before transforming into a 6/7. It's pretty strong in Druid, so I say it's pretty good.
This card immediately tells me that there will be some hand-buffing in the set. Handbuffing rarely works out well, but it were to, then I would definitely expect this card to show up there. Some classes can buff his attack (and damage) him pretty easily, so he might be good there.
Definitely better than Imp Swarm.
At basically any stage of the game, this is a decent removal card. As a Nature spell, it can also be really useful with Bru'kan for removing large threats, and I reckon there will be more Nature spell synergy. All in all, seems like a good card.
As a card by itself, it's bad. You'd have to be desperate to run it for that purpose. Nobody is going to run it for its intended purpose.
But as a 0-mana spell, it's obviously useful for Priest combo spell stuff so it might end up seeing quite a bit of play for that purpose (which I find a bit hilarious).
RIP Pit Fighter. Neutral 5 mana 5/6 with upside (although the upside may not always be preferable to activate).
It doesn't seem like it does too much, but it could possibly be used to get some extra face damage in some type of Aggro deck. Likely not though.
Most cards with these "shuffle X into" effects tend to be at least somewhat playable, so my immediate assumption is to assume this will be too simply by association. Although I will admit that the reward is a bit lousy compared to some of those other cards. A 3/10 minion is not really that big of a threat in most circumstances unless you end up drawing it early.
What does seem pretty funny to me though is the possibility of having a 3/10 and 3/4 Makrik on the field at the same time.
The growing potential of the card is neat, although it seems pretty easy to stop. Play it on turn 1, and unless you're lucky enough to draw the buffed Raptor on turn 2, it'll probably only be buffed once throughout the whole game.
Although on the plus side, it is a 1 mana 1/3 which are basically always playable.
Well that's quite a boring card name.
Wandmaker seems to be quite a bit better for now, although Wandmaker will rotate out first, so maybe this will replace it when it does? Kinda doesn't seem so though.
The Imp Swarm line feels a bit underwhelming to me. The effect seems to be best used for Zoo, although trying to slot it into Zoo is a bit awkward. Obviously summoning three 3/2 Imps for 2 mana is very good, but on turn 10, they shouldn't pose that big of a threat at least by themselves. And Zoo is certainly not hoping to reaching 10 Mana Crystals. And summoning what is essentially a vanilla 3/2 Demon for 2 mana isn't too spectacular either. The best time to play the card seems to be on exactly turn 5, which is a time where you might still want/need a slight push as an aggressive Warlock deck, and this will provide good value at that point. At this exact point, it seems pretty good, but the card otherwise feels like it probably won't see play. Should any particular Fel spell synergies come out, then this card might secure a home.
One thing I do want to call attention to is the Imp Familiar token. I love its artwork because it's hilarious. The way it's holding its finger guns at me gives me a good laugh.