KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 6 months ago
I am very, very happy about the [Hearthstone Card (Monkey Idol) Not Found] buff. I mainly play mono-bilgewater decks for fun, and [Hearthstone Card (monkey idol) Not Found] is really fun to play around with, but it is just too slow and didn't do enough. I really appreciate having a way to trigger plunder effects without needing to attack, but only getting 2 triggers on the turns after you played the idol just wasn't worth it.
There is a button up above that says "spoiler". Press it and put whatever you want to hide inside. It will look like this: [spoiler.]Content[/spoiler.]
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 6 months ago
People aren't worried about Coronavirus because they might die, but because it spreads so fast and unpredictably. It isn't just about how bad catching it is, it is also about how likely you are to catch it and then spread it to who knows how many people.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 6 months ago
Show Spoiler
Quote From Author
I like Magic Mirror the most but it seems a bit too strong given that it has a pretty good taunt body for 6 while also having a Faceless Manipulator on top. I would say that it should probably be 7 or maybe even 8 mana.
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I'd say High Justice Grimstone is my favorite from a realism perspective. Of course, that doesn't necessarily translate to scoring performance, so I'm not sure if this is too helpful or not.
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Overall, I'd say Grimstone your best card. He's quite simple, but he really feels like one of those old Adventure legendaries. I'd make him cost 4, though.
Magic Mirror has a novel effect and is flavourful, but in my eyes, the star voting system tends to favour conservative designs.
Tad, the Fisher is quite cool, but you should give it at least 1 Attack. A Battlecry minion with no Attack is just a spell xD
Quote From Author
High Justice Grimstone - I like it, but I would make him a 2/4 or a 4 mana 3/5.
Magic Mirror - At worst, this is a 50% chance to copy the enemy minion you want. Seem okay to me, but it's not as flashy as it looks.
Tad, the Fisher - Hard to see why this needs to be 0-attack, flavor wise. I also think you're overestimating the battlecry a little.
It seems High Justice Grimstone is a resounding success. The only thing we can't agree on is the cost/stats. I want him to be a lot better than Gnomish Inventor, and I don't think costing 1 less mana, or having 1 more attack is enough. I really like the 3 mana 3/4 stat-line. It looks good, it feels good, it is a solid stat-line for a 3-drop. And when you pair that with a simple yet powerful battlecry, like drawing a card, you get a very powerful, yet fair, solid, aesthetically pleasing 3 mana minion. And the dragon on top just rounds out the whole card in such a nice way. Or at least that is how I feel about it, other people probably don't care that much.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 6 months ago
These three seemed to be the most popular. I fixed up some of the wording and numbers, what do you think?
I reduced Magic Mirrors cost to 6 to make him more playable, and also reduced his Health to compensate. Also fixed the wording.
I increased Tad's cost to 5 because I feel it would be too easy to fill your deck with 26 murlocs, Gentle Megasaur, and Everyfin is Awesome, which would make this a way too reliable source of draw for Murloc decks. I also fixed the wording.
Show Spoiler
@Demonxz95, I really like Frostfur, but I don't think you need the "can't be frozen" bit. I understand why you have it, but it makes the card kind of clunky. And besides, the card is plenty flavorful without it.
@TheHoax91, I like Thaddock the best. Though I wonder if the flavor would be better with Bink the Burglar. He seems like the kind of thief who would grab at random stuff without even knowing what it is.
@shaveyou, Applebough is pretty cool. It makes for a lot of interesting game play. The only thing is the watermark.
@MenacingBagel, Vesh Reborn doesn't make any sense, what does he mean by "if any survive"? Does he mean if they survive until the next round? It looks like an interesting card, but it needs some clarification. K'zrath the Worshiper is also pretty cool, though I think doubling C'thuns stats may be a lot. Maybe if he gave him +5/+5 instead? Also, it would be cool if he did both things instead of one or the other. A C'thun/Galakrond Control Priest sounds interesting. Icarax the Mad is probably too OP. Looking at [Hearthstone Card (Priestess of the Fury) Not Found], minions that destroy other opposing minions every turn are very frustrating to deal with. Granted, it also hits your own board, but I still think this may be too powerful in a control deck. Xatma the Defiler is kind of cool, but I don't think it would realistically work out. Feign Death never really worked out, and this card costs twice as much. In the end, I think I like K'zrath the Worshiper the best, but it could use a little bit of touching up.
@Linkblade91, Nefarian would probably be very popular with the Deathrattle Rogue players. I don't have too much to say about it, it looks cool. I would give it a solid 4 stars, withholding one only because it is probably too slow to see play in most decks, but it would still work in some.
@Xarkkal, Personally, I like Ranger Ar'ha better mainly because random Secrets can be frustrating to play against, and nobody likes it when their opponent sets up a full christmas tree. I would make Ar'ha 6 mana just to make her a bit slower.
@grumpymonk, Alda Petrik is cool. I support any form of recovery in Hunter. Hesutu Stonewind is hard to evaluate. He is either super powerful in the right board state, or just not enough to make a difference. Illidara Sunsdawn is basically Chromaggus for 6 mana. Battlecrier Jin'zo is interesting. He is my favorite of the four. There are so many interactions with different cards, and I also really like the fact that he doesn't have to be played on the same turn as the Battlecry minion like Brann Bronzebeard. I would vote him 5 stars.
@Beatdoof, I like Waxrider Toggwaggle better. It synergizes nicely with [Hearthstone Card (Candlebreath) Not Found], and it might be enough to make Dragon Rogue a thing. Mechanically, it fits so well with Rogues cards in Decent of Dragons. I would vote 5 stars.
@BasilAnguis, I like Toomba best, but I think 4 lackeys is kind of a lot. I would reduce it to one or two lackeys and also reduce his cost.
@DestroyerR, I don't like Rasil because the wording is kind of weird, but mainly because I don't think this should be a thing cards should be allowed to interact with. Vustrasz the Ancient is interesting, but it will probably hurt you more than help you. Maybe if it was a battlecry it would be better, but then it may be a bit too OP with Oaken Summons. Ultimately though I think Queen Waggtoggle is the best. She fits well thematically and can set up for some interesting comboes. I would make her cost 2 mana though. At 3 mana, you have to play 3 additional cards after her before you actually get any benefit, and at that point the opponent has 3 coins. At 2 mana it is a lot easier to get value from her.
@Nirast, Lord Marrowgar is probably way too slow to be useful, and you also forgot to make him Legendary. I really like Deathbringer Saurfang, but I he is just too weak as it is. He won't ever be immune on your opponents turn, and 2 Health is really easy to kill. I would drop the Immunity on your Hero, but Saurfang immune for the entire round whenever you attack. As for the wording, try "Whenever your Hero attacks, give this minion Immune until your next turn". Or if you want to keep it so that your Hero is immune, just add "During your turn your Hero is Immune" before the first sentance.
@anchorm4n, I would increase his cost to 6 mana and maybe give him more Health. Aside from that I think the card looks great.
@MrRhapsody, Personally, I like The Scarecrow the best. I would make him a 4 mana 4/5 just because he requires a lot of setup.
@Shivershine, This looks pretty cool. Though he is a bit bland as he is. I would give him better stats for his cost and maybe add some kind of deckbuilding restriction to give him a bit more character.
@Neoguli, I think you have the best chances of winning with Zaraam. People would really appreciate Thief Priest support. However, instead of making the stolen card cost more for the opponent, it would be better if you made it cost less for you. That way it isn't a hate card which might make some players salty, instead it makes these random cards that have no synergy with your deck more playable.
I think my best one is The Mute, but someone else already did something similar...
I'll reciprocate all feedback received (and will give some extra)
I really like Julianne. It captures the essence of Romeo and Juliet perfectly. My only concern is that it if they aren't able to remove it, they will take 7 damage, which is a lot for 3 mana. Maybe make it 4 mana? Or would that be too much?
For some reason, a huge number of my submissions tend to have significantly more 1-star and 5-star votes than most of the other cards around it.
I think this is maybe the sixth or seventh time this has happened.
I think I may have mentioned this once before, but you generally tend to design more out-of-the-box cards. Some people will really like i, and some people will really hate it, but not a lot of people would feel "meh" about your cards.
I looked over previous competitions and i was surprised by how low the scores actually are. None are over 4, most are between 2 and 3, maybe 3 and a bit. That to me seems super low, like if someone bombed them with 1 star ratings. How do you people vote on cards? What are your rating systems? Just curious cause now i feel i gave everyone way higher scores than they deserved.
For a card to get a rating of over 4, more than two thirds of the votes would have to be either 4 or 5 stars. Because so many people are voting and different people have different opinions, the average card would on average get an average of 3. If it is a good card, it would average over 3, if it is bad, it would average less than 3. If it is really bad, it would average below two. If a card gets a score of 3.5, then more than half of the people liked it, and it is a good card.
On the one hand, I liked the creativity this week, lots of different approaches and cool ideas. On the other hand, I didn't rate any submission 5 stars for the first time, because all of them had at least one little flaw in my opinion. That said, I did give out a lot of 4 star ratings, so yeah, it's curious how the low ratings come together. But then, as long as they are consistently low on average, that shouldn't be a problem.
@KANSAS: I gave you 4 stars because I didn't like the statline. 2/4 would have made the deal for me. How did you like my Tarecgosa?
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I wasen't all too confident on the stat-line, but I figured that because it had to survive for at least 3 turns to really get any value out of it, I thought that a lot of health was the way to go.
About your card, I don't remember if I gave it 3 or 2 stars. Voting was really hard this time around because it can be really hard to know how OP a Hero Power can be without playtesting it. On one hand, because of the Deathrattle it was really slow, but on the other hand, it gave you near infinite value which is pretty scary.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 6 months ago
Congrats to the finalists! I would like to ask for more feedback on my card. What did you vote and why? Where did I fall short? And what should I have done better? Thanks in advance!
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 7 months ago
If you were to re-work her in this way, she would have to have some second ability to add fleeting cards to your hand. Every champion in the game right now either has some ability to help level them up, or at least some synergy with their level up requirement.
I understand that she has to strike for 10 damage to level up, and she has an ability that gives her attack, so technically that counts. But it still feels weird having a champion that wants you to do this unique thing and doesn't help you along the way.
KANSAS - I still prefer the Blacksmith, although 5 Health can be kinda scary; if the nerfs to EVIL Miscreant and Shadowjeweler Hanar are anything to go off of, this might see the same treatment.
It was a 1/4 but everybody said it would be too easy to kill and you probably wouldn't be able to get more than a single axe off of it. But I agree that 1/5 is kind of big for a 2 mana card. I kind of want to make it 1 mana, but I also don't want it to feel too similar to Dwarven Sharpshooter.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 7 months ago
When you write the name of a card, you can do this "[card.]Kill Command[/card.]" (only without the periods) and you will be able to hover over it and see the card. To change the name, you have too do this "[.card text="Skill Command".]Kill Command[/card.]" and then it looks like this: Skill Command
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 7 months ago
Some feedback:
Show Spoiler
@MenacingBagel, Your card is pretty interesting. I like it, meshing Highlander and Murlocs together sounds like a fun deck-building challenge. The only thing I can see wrong with it is that people generally find Murlocs annoying, so having this infinite Murloc-generator might put a bad taste in their mouths.
@Cg8889, I fear this card could easily get out of hand and give control decks way too many removal spells. Imagine having infinity Jasper Spellstone. I would increase the cost of the Hero Power and Darkmoon Prize, and also change it so that you can only have one in hand at a time, and also make it so that it cannot hit face.
@Beatdoof, I like Kirin Tor Arcanist better than Imp Summoner. I really like the flexability of the card. It does feel weird though only making it trigger once, it kind of defeats the purpose of a Hero Power. I wonder if there was a way you could make it give you a different Arcane Hero Power each turn, and it keeps swapping between each Hero Power until you have used them all once, then it swaps back to normal. Though that may be too complicated to fit onto the card. Also, you are not allowed to use existing Hero Powers, so you can't use FireBlast Rank 2.
@Linkblade, I really like Edwin, the Revolutionary. It is a very interesting deck-building restriction. Though I do think the Hero Power is a bit much. The best thing I could think to compare this to is [Hearthstone Card (Fire Blast Rank 2) Not Found]. They both deal extra burst damage to whatever, the main differences being you have to use your minion to deal the damage, whereas the Mage can use it anytime. But the main thing that worries me is that the damage from Revolt! stacks over time. The Odd Mage can deal 2 damage every turn, but the Revolutionary Rogue can deal 3 damage on turn 2, 6 damage on turn 3, 9 damage on turn 4, etc. I would reduce the attack from the Hero Power to reduce the snowball potential.
@CursedParrot, I understand what you are trying to do here. It is an Inner Fire type effect, without the potential to deal a ton of burst damage. But the restriction basically makes the card useless. It is way too easy to interact with your opponents board in Hearthstone, so most of the time the minion you hit will either die, or have it's attack reduced. I don't think there is a way to really balance this idea. It is either way too easy to abuse, or really useless.
@Conduit, I really like this card for flavor reasons. You are still making 1/1 minions with your Hero Power, but now instead of recruiting brave soldiers to fight for your cause, you are now using dark lich-king-type powers to summon an army of undead. It really fits the corrupting theme of Kights of the Frozen Throne. As for balance, I think you could get away with making this 3 mana. At 4 mana it looks a bit clunky and hard to play.
@BasilAnguis, I deem infinite removal too OP. Maybe if it were Power Word cards instead? Or would that go against the lore too much? If you want to stick with the Shadow Word thing I would change it so that there is a way to stop it.
MrRhapsody, I like the second version of Cursed Blood the best. I do think 10 Health is too little though. Compared to Greater Healing Potion, Healing Rain, or Healing Touch, this really doesn't give you enough life to justify the extra damage from the Hero Power. You could probably make this heal you for 15-20 life and be okay.
@Sinth, I really like the idea. But I don't think the 5 damage is ever going to come into effect. When playing Control Warlock, it really isn't hard to fit a 2 mana kill spell into your turn. I would adjust the cost to 4 mana. As for the wording, you could make it say "Battlecry: Your Hero Power becomes "Destroy a minion, take 5 damage if you don't use this (2 uses left!)." That might read a little smoother.
@thenjax, As someone mentioned, having a 0 mana Hero Power can be beneficial to some decks, even if it doesn't do anything. I would change it to a passive Hero Power that doesn't do anything instead. Also, this is a minor thing, but I would change her stats to a 0/1, maybe a 0 mana 0/1? Just to emphasize just how useless she is.
I also changed some of my cards a bit.
I increased Old-Fashioned Blacksmith to a 1/5 and also changed the wording. I also made Chalice of Rebrith into a 2 mana Legendary, and changed the Fel Orcs into 3/2s with Rush instead of a 2/2 with Charge (I still like Charge better, but all in all I think Rush is more balanced).
Feedback regarding my ideas has been a little all over the place, in regards to what people prefer. With that in mind, I came up with something else lol
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Edwin VanCleef will have his revolution, and the Alliance will tremble before the might of the Common people!
If you prefer an old idea from Page 1, just let me know :)
You don't need the "combo" on the Hero Power. If your minion has summoning sickness then it probably means you played it from your hand and have the combo ready to trigger.
You're probably right: I just included it as a catch-all in case something down the line existed to bring up the issue, like a Start of Turn summoning effect or whatever. Al'ar, for example, or pulling Waxadred's Candle/Spider Ambush!.
If it bugs people I'll remove it.
I personally see no issue with it, but that's just me. Then again, I love seeing weird stuff when it comes to things like Hero Powers, and you rarely see Combo in one, if at all.
There is nothing wrong with having a Combo in the Hero Power (I personally think it is a neat idea), but the combo in this Hero Power is just unnecessary.
Feedback regarding my ideas has been a little all over the place, in regards to what people prefer. With that in mind, I came up with something else lol
Show Spoiler
Edwin VanCleef will have his revolution, and the Alliance will tremble before the might of the Common people!
If you prefer an old idea from Page 1, just let me know :)
You don't need the "combo" on the Hero Power. If your minion has summoning sickness then it probably means you played it from your hand and have the combo ready to trigger.
I am very, very happy about the [Hearthstone Card (Monkey Idol) Not Found] buff. I mainly play mono-bilgewater decks for fun, and [Hearthstone Card (monkey idol) Not Found] is really fun to play around with, but it is just too slow and didn't do enough. I really appreciate having a way to trigger plunder effects without needing to attack, but only getting 2 triggers on the turns after you played the idol just wasn't worth it.
There is a button up above that says "spoiler". Press it and put whatever you want to hide inside. It will look like this: [spoiler.]Content[/spoiler.]
People aren't worried about Coronavirus because they might die, but because it spreads so fast and unpredictably. It isn't just about how bad catching it is, it is also about how likely you are to catch it and then spread it to who knows how many people.
It seems High Justice Grimstone is a resounding success. The only thing we can't agree on is the cost/stats. I want him to be a lot better than Gnomish Inventor, and I don't think costing 1 less mana, or having 1 more attack is enough. I really like the 3 mana 3/4 stat-line. It looks good, it feels good, it is a solid stat-line for a 3-drop. And when you pair that with a simple yet powerful battlecry, like drawing a card, you get a very powerful, yet fair, solid, aesthetically pleasing 3 mana minion. And the dragon on top just rounds out the whole card in such a nice way. Or at least that is how I feel about it, other people probably don't care that much.
These three seemed to be the most popular. I fixed up some of the wording and numbers, what do you think?
I reduced Magic Mirrors cost to 6 to make him more playable, and also reduced his Health to compensate. Also fixed the wording.
I increased Tad's cost to 5 because I feel it would be too easy to fill your deck with 26 murlocs, Gentle Megasaur, and Everyfin is Awesome, which would make this a way too reliable source of draw for Murloc decks. I also fixed the wording.
@TheHoax91, I like Thaddock the best. Though I wonder if the flavor would be better with Bink the Burglar. He seems like the kind of thief who would grab at random stuff without even knowing what it is.
@shaveyou, Applebough is pretty cool. It makes for a lot of interesting game play. The only thing is the watermark.
@MenacingBagel, Vesh Reborn doesn't make any sense, what does he mean by "if any survive"? Does he mean if they survive until the next round? It looks like an interesting card, but it needs some clarification. K'zrath the Worshiper is also pretty cool, though I think doubling C'thuns stats may be a lot. Maybe if he gave him +5/+5 instead? Also, it would be cool if he did both things instead of one or the other. A C'thun/Galakrond Control Priest sounds interesting. Icarax the Mad is probably too OP. Looking at [Hearthstone Card (Priestess of the Fury) Not Found], minions that destroy other opposing minions every turn are very frustrating to deal with. Granted, it also hits your own board, but I still think this may be too powerful in a control deck. Xatma the Defiler is kind of cool, but I don't think it would realistically work out. Feign Death never really worked out, and this card costs twice as much. In the end, I think I like K'zrath the Worshiper the best, but it could use a little bit of touching up.
@Linkblade91, Nefarian would probably be very popular with the Deathrattle Rogue players. I don't have too much to say about it, it looks cool. I would give it a solid 4 stars, withholding one only because it is probably too slow to see play in most decks, but it would still work in some.
@Xarkkal, Personally, I like Ranger Ar'ha better mainly because random Secrets can be frustrating to play against, and nobody likes it when their opponent sets up a full christmas tree. I would make Ar'ha 6 mana just to make her a bit slower.
@grumpymonk, Alda Petrik is cool. I support any form of recovery in Hunter. Hesutu Stonewind is hard to evaluate. He is either super powerful in the right board state, or just not enough to make a difference. Illidara Sunsdawn is basically Chromaggus for 6 mana. Battlecrier Jin'zo is interesting. He is my favorite of the four. There are so many interactions with different cards, and I also really like the fact that he doesn't have to be played on the same turn as the Battlecry minion like Brann Bronzebeard. I would vote him 5 stars.
@Beatdoof, I like Waxrider Toggwaggle better. It synergizes nicely with [Hearthstone Card (Candlebreath) Not Found], and it might be enough to make Dragon Rogue a thing. Mechanically, it fits so well with Rogues cards in Decent of Dragons. I would vote 5 stars.
@BasilAnguis, I like Toomba best, but I think 4 lackeys is kind of a lot. I would reduce it to one or two lackeys and also reduce his cost.
@DestroyerR, I don't like Rasil because the wording is kind of weird, but mainly because I don't think this should be a thing cards should be allowed to interact with. Vustrasz the Ancient is interesting, but it will probably hurt you more than help you. Maybe if it was a battlecry it would be better, but then it may be a bit too OP with Oaken Summons. Ultimately though I think Queen Waggtoggle is the best. She fits well thematically and can set up for some interesting comboes. I would make her cost 2 mana though. At 3 mana, you have to play 3 additional cards after her before you actually get any benefit, and at that point the opponent has 3 coins. At 2 mana it is a lot easier to get value from her.
@Nirast, Lord Marrowgar is probably way too slow to be useful, and you also forgot to make him Legendary. I really like Deathbringer Saurfang, but I he is just too weak as it is. He won't ever be immune on your opponents turn, and 2 Health is really easy to kill. I would drop the Immunity on your Hero, but Saurfang immune for the entire round whenever you attack. As for the wording, try "Whenever your Hero attacks, give this minion Immune until your next turn". Or if you want to keep it so that your Hero is immune, just add "During your turn your Hero is Immune" before the first sentance.
@anchorm4n, I would increase his cost to 6 mana and maybe give him more Health. Aside from that I think the card looks great.
@MrRhapsody, Personally, I like The Scarecrow the best. I would make him a 4 mana 4/5 just because he requires a lot of setup.
@Shivershine, This looks pretty cool. Though he is a bit bland as he is. I would give him better stats for his cost and maybe add some kind of deckbuilding restriction to give him a bit more character.
@Neoguli, I think you have the best chances of winning with Zaraam. People would really appreciate Thief Priest support. However, instead of making the stolen card cost more for the opponent, it would be better if you made it cost less for you. That way it isn't a hate card which might make some players salty, instead it makes these random cards that have no synergy with your deck more playable.
I really like Julianne. It captures the essence of Romeo and Juliet perfectly. My only concern is that it if they aren't able to remove it, they will take 7 damage, which is a lot for 3 mana. Maybe make it 4 mana? Or would that be too much?
I think I may have mentioned this once before, but you generally tend to design more out-of-the-box cards. Some people will really like i, and some people will really hate it, but not a lot of people would feel "meh" about your cards.
Really cool theme! I made a couple of cards, let me know what you think!
Right now, I am not too concerned on the exact balance of each card, I mainly want to know which idea you think is best.
Next Art:
For a card to get a rating of over 4, more than two thirds of the votes would have to be either 4 or 5 stars. Because so many people are voting and different people have different opinions, the average card would on average get an average of 3. If it is a good card, it would average over 3, if it is bad, it would average less than 3. If it is really bad, it would average below two. If a card gets a score of 3.5, then more than half of the people liked it, and it is a good card.
I wasen't all too confident on the stat-line, but I figured that because it had to survive for at least 3 turns to really get any value out of it, I thought that a lot of health was the way to go.
About your card, I don't remember if I gave it 3 or 2 stars. Voting was really hard this time around because it can be really hard to know how OP a Hero Power can be without playtesting it. On one hand, because of the Deathrattle it was really slow, but on the other hand, it gave you near infinite value which is pretty scary.
Congrats to the finalists! I would like to ask for more feedback on my card. What did you vote and why? Where did I fall short? And what should I have done better? Thanks in advance!
My card:
If you were to re-work her in this way, she would have to have some second ability to add fleeting cards to your hand. Every champion in the game right now either has some ability to help level them up, or at least some synergy with their level up requirement.
I understand that she has to strike for 10 damage to level up, and she has an ability that gives her attack, so technically that counts. But it still feels weird having a champion that wants you to do this unique thing and doesn't help you along the way.
You could simply add a choice between earning standard packs/cards and wild packs/cards.
It was a 1/4 but everybody said it would be too easy to kill and you probably wouldn't be able to get more than a single axe off of it. But I agree that 1/5 is kind of big for a 2 mana card. I kind of want to make it 1 mana, but I also don't want it to feel too similar to Dwarven Sharpshooter.
When you write the name of a card, you can do this "[card.]Kill Command[/card.]" (only without the periods) and you will be able to hover over it and see the card. To change the name, you have too do this "[.card text="Skill Command".]Kill Command[/card.]" and then it looks like this: Skill Command
Some feedback:
@Cg8889, I fear this card could easily get out of hand and give control decks way too many removal spells. Imagine having infinity Jasper Spellstone. I would increase the cost of the Hero Power and Darkmoon Prize, and also change it so that you can only have one in hand at a time, and also make it so that it cannot hit face.
@Beatdoof, I like Kirin Tor Arcanist better than Imp Summoner. I really like the flexability of the card. It does feel weird though only making it trigger once, it kind of defeats the purpose of a Hero Power. I wonder if there was a way you could make it give you a different Arcane Hero Power each turn, and it keeps swapping between each Hero Power until you have used them all once, then it swaps back to normal. Though that may be too complicated to fit onto the card. Also, you are not allowed to use existing Hero Powers, so you can't use FireBlast Rank 2.
@Linkblade, I really like Edwin, the Revolutionary. It is a very interesting deck-building restriction. Though I do think the Hero Power is a bit much. The best thing I could think to compare this to is [Hearthstone Card (Fire Blast Rank 2) Not Found]. They both deal extra burst damage to whatever, the main differences being you have to use your minion to deal the damage, whereas the Mage can use it anytime. But the main thing that worries me is that the damage from Revolt! stacks over time. The Odd Mage can deal 2 damage every turn, but the Revolutionary Rogue can deal 3 damage on turn 2, 6 damage on turn 3, 9 damage on turn 4, etc. I would reduce the attack from the Hero Power to reduce the snowball potential.
@CursedParrot, I understand what you are trying to do here. It is an Inner Fire type effect, without the potential to deal a ton of burst damage. But the restriction basically makes the card useless. It is way too easy to interact with your opponents board in Hearthstone, so most of the time the minion you hit will either die, or have it's attack reduced. I don't think there is a way to really balance this idea. It is either way too easy to abuse, or really useless.
@Conduit, I really like this card for flavor reasons. You are still making 1/1 minions with your Hero Power, but now instead of recruiting brave soldiers to fight for your cause, you are now using dark lich-king-type powers to summon an army of undead. It really fits the corrupting theme of Kights of the Frozen Throne. As for balance, I think you could get away with making this 3 mana. At 4 mana it looks a bit clunky and hard to play.
@BasilAnguis, I deem infinite removal too OP. Maybe if it were Power Word cards instead? Or would that go against the lore too much? If you want to stick with the Shadow Word thing I would change it so that there is a way to stop it.
MrRhapsody, I like the second version of Cursed Blood the best. I do think 10 Health is too little though. Compared to Greater Healing Potion, Healing Rain, or Healing Touch, this really doesn't give you enough life to justify the extra damage from the Hero Power. You could probably make this heal you for 15-20 life and be okay.
@Sinth, I really like the idea. But I don't think the 5 damage is ever going to come into effect. When playing Control Warlock, it really isn't hard to fit a 2 mana kill spell into your turn. I would adjust the cost to 4 mana. As for the wording, you could make it say "Battlecry: Your Hero Power becomes "Destroy a minion, take 5 damage if you don't use this (2 uses left!)." That might read a little smoother.
@thenjax, As someone mentioned, having a 0 mana Hero Power can be beneficial to some decks, even if it doesn't do anything. I would change it to a passive Hero Power that doesn't do anything instead. Also, this is a minor thing, but I would change her stats to a 0/1, maybe a 0 mana 0/1? Just to emphasize just how useless she is.
I also changed some of my cards a bit.
I increased Old-Fashioned Blacksmith to a 1/5 and also changed the wording. I also made Chalice of Rebrith into a 2 mana Legendary, and changed the Fel Orcs into 3/2s with Rush instead of a 2/2 with Charge (I still like Charge better, but all in all I think Rush is more balanced).
There is nothing wrong with having a Combo in the Hero Power (I personally think it is a neat idea), but the combo in this Hero Power is just unnecessary.
You don't need the "combo" on the Hero Power. If your minion has summoning sickness then it probably means you played it from your hand and have the combo ready to trigger.
Yes, one in ten packs is the minimum.