Are you having trouble with the system? I was able to submit without issue.
The card seems fine from a functionality standpoint, although a 4/5/6 with Lifesteal and Rush is OP. Granted you have to wait two turns for that outcome, so maybe it checks out. Still seems rather strong for a Neutral. Flavor-wise, I have no idea why a pumpkin has Lifesteal or Rush.
CursedParrot - This seems better than the boat that currently exists in BG lol. Stealth guarantees it will attack last without being disturbed, after your Pirates have perished, and it could summon more than 3 Pirates if you're going full-up with the minion type. I assume it does not revive minions with their enchantments intact - that would be bonkers - but it still looks super powerful at first glance.
Wailor - I like Radiant First Mate: her Constructed iteration is flavorful, and she could be quite strong with a large Goldgrubber or Salty Looter in BG. Shirvallah's Disciple scares me; not just with an Amalgadon, but straight-up copying a giant minion like the aforementioned Goldgrubber without any additional effort seems really cheap.
Demonxz95 - I will echo Wailor's sentiments about bland flavor and the potential to cloud the distinct lines between BG minion types. That said it could be neat in a tribal Constructed deck, which I like to play. If used on Nightmare Amalgam/Amalgadon, I have to assume it would only buff minions with the "All" type (as that is technically its own distinct thing; Amalgadon counts itself when it checks the minion types you own). I would want it to buff all types, but I doubt it would be coded that way.
My idea brings together Freeze Shaman, an archetype that never got off the ground, with Freezing in Battlegrounds, an aspect of the game that hasn't really been explored fully.
Herald of Winter can be most readily compared to Ethereal Arcanist, except it requires more work than simply casting a Secret and sitting on it. The Arcanist is also a Classic minion, so I think I can get away with -1 on the Cost.
Sorry for the slow feedback, but this comp itself has been rather slow on its own...
Show Spoiler
BloodMefist - I would increase the cost of the card to 3, personally. Demons as a whole usually are larger or have negative Battlecries to make up for superior statlines/effects (that you would be dodging with the revive); reviving a Demon will generally be more worth it than reviving a Beast. Changing the cost also keeps it from being literally "Revenge of the Wild, but Demons", which seems kind of lazy to be honest :/
Wailor - I like the idea of Horrifying Scream being a Hunter card with Sylvanas; being a Priest card unintentionally increases its power level, because the Priest often doesn't play minions in the early/mid game. In that sense, you've given Deadly Shot to a class with a ton of removal already. All of that being said, Chromie might get you farther because other people like that sort of thing.
AnAngryBadger - I'm not a fan of the card, mostly because you're taking away from the uniqueness of Deathstalker Rexxar in the same set as the DK itself. Other than that, Beasts should be capitalized and it needs a period at the end of the sentence.
DavnanKillder - Wouldn't it be better to name a card "Trick'r Treant?" Because "Treat" and "Treant" are so close together. Right now it comes off rather forced. Clever Impersonator should say "Battlecry: Destroy an enemy minion and become a copy of it."
Demonxz95 - I like Felsoul Harvester. You ideally want to revive something big, but then you'll be sitting on this guy for a while so it balances out somewhat. Is it better than Acolyte of N'Zoth, though? I would say "No."
Alfi - As Demonxz95 noted, it doesn't really fit any of the themes we're looking for :(
anchorm4n - I would make the totem 3-mana, because double-Evolve in one card is very efficient. Although people might knock it for the similarity to Fluctuating Totem, as Demon suggested.
RealJC1234TheToonist - I appreciate the effort of trying to fulfill all three conditions at once, but this seems like an overly-complicated version of Shadowy Figure. They're not the same, obviously, because yours relies on dead minions, but still too complex for me.
MenacingBagel - I think the second iteration, name-dropping Haunted Effigy in the Deathrattle, is the right way to go.
Arkasaur - That it doesn't specify the minions have to be "friendly" generally makes this card weak, I think, as you might pull a minion from the enemy graveyard that doesn't mesh with your strategy. If it *did* specify friendly minions, you could use this in a Big Shaman deck to turn something small into a much better minion with some regularity.
Hordaki - Seems fine. As I just said with Arkasaur, enemy minions don't usually work well with one's strategy, so you're really just looking for a good body (or a Deathrattle, if you're lucky).
KANSAS - I agree with Hordaki: I think you should up the damage and the cost appropriately, to rein in how many times you can trigger what is otherwise a Rapid Fire with Lifesteal.
Adding Robes of Gaudiness was a mistake. It is literally the most broken treasure and confirmed a win almost all the time, even against the most crazy bosses. Now in the hands of players, I shudder to imagine what it feels like to both play and face it.
I've played against it: it's not fun :/ You feel hopeless 'cause they're dropping crazy stuff much sooner than you can. Especially when you have a crap treasure that's supposed to be comparable but definitely is not.
shaveyou - I would think this card's strength and whether the cost+rarity are warranted really depends on what Deathrattles are available at the time of its existence (referring to Standard). A rather obvious assertion, but what I mean by it is that I don't know if this card needs to be a 10-mana Legendary. Shudderwock, for instance, retriggers all Battlecries for 9-mana with a 6/6 body included; are Deathrattles that much better to demand a higher cost card without a body?
KANSAS - It's like Dinosize but doesn't need a body on the table, which is much better (most of the time). It also affects the board with the Taunt, and has added value by being a copy. Relegating it to Beasts keeps the card in check, and helps with the flavor. This is a long-winded way of saying "I like it."
anchorm4n - I prefer "Spy Mastery", and I think I prefer "The first one you play costs (0)." A 10-mana "add a bunch of stuff to your hand, and that's it" spell could get you killed, if you can't play at least one of them right away. Providing a choice also opens up more decision-making on the part of the player, rather than simply vomiting out all the Legendaries the next turn.
allthehype - Sorry my Arthas, Mad Prince got in the way of your spell-idea :( I think two is fine: summoning three SHRs with Taunt would be too similar to Eye of the Storm, only without the Overload. I'm biased toward Librams, so I say Hell Yeah make it a Libram lol.
FieselFitz - You already submitted, so it's too late now, but Golden Guardian should not have a rarity gem. Inside the custom watermark menu, there's a button called "Force Apply Emblem" that lets you place a watermark without requiring a rarity gem.
BloodMefist - You could simply move "for each card discarded" to the front of the sentence: that would help imply that you deal the damage *and* summon an Infernal for each card. Seems very powerful, though, being a potential super-board clear and board-fill simultaneously.
Hordaki - I greatly prefer Into the Battlegrounds, because having total control of the trades is a tremendous advantage in Prepare for War. Your minions are already going to be on the bigger side (if your building your deck that way, anyway); giving them Rush seems like overkill.
BasilAnguis - The card itself is fine; my concern is with its usage: you're either looking to clear the board, in which case you might as well run Twisting Nether, or you're looking to Pyroblast the enemy's face for lethal, which is something Warlocks probably shouldn't have. Maybe I'm overthinking it *shrugs* I like the original art more.
TheHoax91 - Priest has a number of "mean" cards, but this is a whole 'nother level. It's power-level is very high, because it can win you the game outright ("oh let me swing your weapon into my 10/10 lol") or at the very least you get two turns in a row ("let me skip your turn so I can take mine"). I would recommend something else.
LuckyTiger151 - Welcome to OutofCards, and our little section in particular :) That being said, I think you need to come up with a new idea :/ If you survive Azeroth's End you win, minus some time-wasting with having to still beat the enemy's face in with the Infernals. Your formatting and whatnot is great, especially for someone new to creating cards, but "if this doesn't kill you, you win" just seems like frustrating game design.
MenacingBagel - The first Dark Harvest implies your Health total can go beyond 30, which is super good. The second Dark Harvest feels more in-line with what you seem to intend, and I like it, except for one major detail: the Whispers watermark doesn't belong on a card with Lifesteal.
Cg8889 - Compared to Dinosize, Purge Evil is very powerful. It could create a scenario where one minion clears out the enemy board over and over again, which would be frustrating for the opponent. Paladins generally want to win via the board, so you're on the right track, but damaging ALL enemy minions is simply too great.
DavnanKillder - I like RAGEEEEEEE a lot: it's got great flavor and fits well within the mindset of what a Warrior board clear should look like. It's gonna hurt, though, because 10 Armor might not be enough to cover the damage. Still, it has the 10/10/10 thing going on, so it should be fine as-is. Killing Spree is too similar to DOOM!, in my opinion, and it's just not as fun as RAGE lol
R - I agree with Demonxz95, both in the correct phrasing and in its potential balance. It could get out of hand with a strong Taunt minion or the like, but you have to waste a turn and lose the minion to do it. All-in-all, I would guess it's okay.
Pokeniner - So if you heal for 10 damage combined, you deal 10 damage to all enemy minions? Seems powerful on paper, but I wonder if it might actually be too weak: the odds of it being a true board-clear are low, considering you need multiple heavily-damaged minions to get that output up. Doesn't seem realistic *shrugs*
KANSAS - I understand what you're trying to do, but I'm not a fan of Reign of Fire summoning minions from two different sets, from different Years. At some point, one or both of the cards will be in Wild while Reign of Fire is still in Standard. The N'Zoth box is okay, although it doesn't really fit the Priest's Uldum set and it's harping on the Yoggbox.
Wailor - Demonxz95 and I were talking about a similar idea on Discord. Adding in the full-heal makes the card powerful, especially compared to Tree of Life or Nozari. I think Bastion would be rather frustrating to deal with unless you're Aggro and capable of ending the game super fast.
Demonxz95 - Chamber of Traps is interesting, but I think it would be a real pain to play against in practice. There's also already a 10-mana Mage spell in the Uldum set. Burning Legion is fine, but I don't find it super interesting.
Chains of Kel'Thuzad is based on his ability of the same name, both in the Naxx raid and in Heroes of the Storm.
Convergence of Wisps is based on the climax of Warcraft III, when Malfurion blew the Horn of Cenarius and thousands of wisps mana-detonated Archimonde to death.
Edited it to Legendary rarity, and changed the first sentence as-per Ilphelkiir's suggestion.
This has to be the worst quest I've seen so far. Summon a very specific type of card, or destroy them (with only very specific cards that can do that). Four times, for only 1000.
I didn't mind Parry and Riposte...but the rest of Sharaz's deck is lacking. Lost a slow death to Dr. Boom because I couldn't stay on the board, even though he only had 10 HP left.
grumpymonk - I prefer the 2-mana Attentive Student. She can be combo'd early with something cheap for fast cycling, or something bigger later on for the value. The only use-case that might be a problem is Evocation.
shaveyou - I will echo the concerns of flavor, but other than that the card seems good-to-go from a functionality standpoint.
Nirast - As I noted in Discord, I think the card is too complex; I'm not a fan of it :( It also seems way too strong, as well, considering you could fill a board of Murlocs with this Spellburst, then chain them all at the same time to mass-buff your units with two spells at the most.
Wailor - I like Sturdy Quarterback the most, although he is admittedly much simpler than Spellcaster In Training (don't care for that name). Perhaps too simple? Hard to say.
Demonxz95 - I like Stitched Arm the most, still, and I see that you submitted already.
FieselFitz - You've made good changes; especially the watermark :P I think you're good to go.
bananenparty - I'm not sure where the flavor of a salesman comes into play with the effect, or with Scholomance as a whole. Mechanically it seems fine.
KANSAS - I like The Lorekeeper: taking Dead Man's Hand and giving it to everyone opens up a lot of possibilities. Not a fan of the Wind Totem, mostly because it has an Attack stat despite being a stationary Totem.
DavnanKillder - Trapmaster Alanna is fine, but Hunter/Rogue was not a Scholomance combination so I would avoid this one. Mad Researcher should not have above-average stats: Yeah you have to discard two cards, but you're still up two in your hand. And given the Warlock has various ways to take advantage of discard, this is not a full drawback that would warrant better-than-normal stats.
Ekkeh - I love the flavor of it, implying the Banshee possesses the enemy minion. I think, however, that the Banshee would still die even if your opponent had no minions; I'm not sure how to fix that. Not the worst thing, 'cause it balances the card out: now you can't be so flippant with your spells. If you want to nerf it somehow, I would take a point or two away from its Attack: you want the 6 Health so it can survive a round if necessary, but maybe it shouldn't be able to trade so well.
TheHoax91 - This seems way too complex in practice, although it certainly has a "wow factor" to it. That you have to explain exactly how to pull it off is a point against the card, in my opinion.
anchorm4n - I like the edited version you came up with; I agree in-that it needs the additional clarification. I think you're good to go as-is; you don't need a way around Divine Shield.
BloodMefist - I like the Skeleton version: it's like a mix of KT and Cycle of Hatred. If you want it to be more unique, though, I would go with the healing-version.
Arkasaur - You're absolutely right about Golden Justicar: I would not print that with Hand of A'dal in the same Year. Ancestral Crescent is fine, and could be cool as a means to immediately mitigate an Overload.
I have a new idea. If you find a Druid weapon problematic, I also have it in minion form. Edit: Added a smaller version of the Teacher, as per Arkasaur's suggestion.
Darn, he was starting to grow on me.
Blizzard: "We need a new goofy guy, on the double!"
Are you having trouble with the system? I was able to submit without issue.
The card seems fine from a functionality standpoint, although a 4/5/6 with Lifesteal and Rush is OP. Granted you have to wait two turns for that outcome, so maybe it checks out. Still seems rather strong for a Neutral. Flavor-wise, I have no idea why a pumpkin has Lifesteal or Rush.
Early feedback:
CursedParrot - This seems better than the boat that currently exists in BG lol. Stealth guarantees it will attack last without being disturbed, after your Pirates have perished, and it could summon more than 3 Pirates if you're going full-up with the minion type. I assume it does not revive minions with their enchantments intact - that would be bonkers - but it still looks super powerful at first glance.
Wailor - I like Radiant First Mate: her Constructed iteration is flavorful, and she could be quite strong with a large Goldgrubber or Salty Looter in BG. Shirvallah's Disciple scares me; not just with an Amalgadon, but straight-up copying a giant minion like the aforementioned Goldgrubber without any additional effort seems really cheap.
Demonxz95 - I will echo Wailor's sentiments about bland flavor and the potential to cloud the distinct lines between BG minion types. That said it could be neat in a tribal Constructed deck, which I like to play. If used on Nightmare Amalgam/Amalgadon, I have to assume it would only buff minions with the "All" type (as that is technically its own distinct thing; Amalgadon counts itself when it checks the minion types you own). I would want it to buff all types, but I doubt it would be coded that way.
Congratulations to MrRhapsody! You definitely crushed this one with your...meteoric entry.
My idea brings together Freeze Shaman, an archetype that never got off the ground, with Freezing in Battlegrounds, an aspect of the game that hasn't really been explored fully.
Herald of Winter can be most readily compared to Ethereal Arcanist, except it requires more work than simply casting a Secret and sitting on it. The Arcanist is also a Classic minion, so I think I can get away with -1 on the Cost.
Sorry for the slow feedback, but this comp itself has been rather slow on its own...
BloodMefist - I would increase the cost of the card to 3, personally. Demons as a whole usually are larger or have negative Battlecries to make up for superior statlines/effects (that you would be dodging with the revive); reviving a Demon will generally be more worth it than reviving a Beast. Changing the cost also keeps it from being literally "Revenge of the Wild, but Demons", which seems kind of lazy to be honest :/
Wailor - I like the idea of Horrifying Scream being a Hunter card with Sylvanas; being a Priest card unintentionally increases its power level, because the Priest often doesn't play minions in the early/mid game. In that sense, you've given Deadly Shot to a class with a ton of removal already. All of that being said, Chromie might get you farther because other people like that sort of thing.
AnAngryBadger - I'm not a fan of the card, mostly because you're taking away from the uniqueness of Deathstalker Rexxar in the same set as the DK itself. Other than that, Beasts should be capitalized and it needs a period at the end of the sentence.
DavnanKillder - Wouldn't it be better to name a card "Trick'r Treant?" Because "Treat" and "Treant" are so close together. Right now it comes off rather forced. Clever Impersonator should say "Battlecry: Destroy an enemy minion and become a copy of it."
Demonxz95 - I like Felsoul Harvester. You ideally want to revive something big, but then you'll be sitting on this guy for a while so it balances out somewhat. Is it better than Acolyte of N'Zoth, though? I would say "No."
Alfi - As Demonxz95 noted, it doesn't really fit any of the themes we're looking for :(
anchorm4n - I would make the totem 3-mana, because double-Evolve in one card is very efficient. Although people might knock it for the similarity to Fluctuating Totem, as Demon suggested.
RealJC1234TheToonist - I appreciate the effort of trying to fulfill all three conditions at once, but this seems like an overly-complicated version of Shadowy Figure. They're not the same, obviously, because yours relies on dead minions, but still too complex for me.
MenacingBagel - I think the second iteration, name-dropping Haunted Effigy in the Deathrattle, is the right way to go.
Arkasaur - That it doesn't specify the minions have to be "friendly" generally makes this card weak, I think, as you might pull a minion from the enemy graveyard that doesn't mesh with your strategy. If it *did* specify friendly minions, you could use this in a Big Shaman deck to turn something small into a much better minion with some regularity.
Hordaki - Seems fine. As I just said with Arkasaur, enemy minions don't usually work well with one's strategy, so you're really just looking for a good body (or a Deathrattle, if you're lucky).
KANSAS - I agree with Hordaki: I think you should up the damage and the cost appropriately, to rein in how many times you can trigger what is otherwise a Rapid Fire with Lifesteal.
The full art for Gravedigger Spade is none other than Gravekeeper Damph, from Monster Hunt :)
https://hearthstone.gamepedia.com/File:Gravekeeper_Damph_full.jpg
The Baroness was originally a card for my Lich class; he had ways to reduce minion Health to combo with this effect.
You've got about 24 hours left to submit: one last chance to join in on this intense comp!
Oh and good luck to our future finalists, when we get there :)
I've played against it: it's not fun :/ You feel hopeless 'cause they're dropping crazy stuff much sooner than you can. Especially when you have a crap treasure that's supposed to be comparable but definitely is not.
Both very fair points. I can't think of a counter-argument to counter your counter-argument, so I'll just leave it be lol
Some more feedback:
shaveyou - I would think this card's strength and whether the cost+rarity are warranted really depends on what Deathrattles are available at the time of its existence (referring to Standard). A rather obvious assertion, but what I mean by it is that I don't know if this card needs to be a 10-mana Legendary. Shudderwock, for instance, retriggers all Battlecries for 9-mana with a 6/6 body included; are Deathrattles that much better to demand a higher cost card without a body?
KANSAS - It's like Dinosize but doesn't need a body on the table, which is much better (most of the time). It also affects the board with the Taunt, and has added value by being a copy. Relegating it to Beasts keeps the card in check, and helps with the flavor. This is a long-winded way of saying "I like it."
anchorm4n - I prefer "Spy Mastery", and I think I prefer "The first one you play costs (0)." A 10-mana "add a bunch of stuff to your hand, and that's it" spell could get you killed, if you can't play at least one of them right away. Providing a choice also opens up more decision-making on the part of the player, rather than simply vomiting out all the Legendaries the next turn.
allthehype - Sorry my Arthas, Mad Prince got in the way of your spell-idea :( I think two is fine: summoning three SHRs with Taunt would be too similar to Eye of the Storm, only without the Overload. I'm biased toward Librams, so I say Hell Yeah make it a Libram lol.
FieselFitz - You already submitted, so it's too late now, but Golden Guardian should not have a rarity gem. Inside the custom watermark menu, there's a button called "Force Apply Emblem" that lets you place a watermark without requiring a rarity gem.
BloodMefist - You could simply move "for each card discarded" to the front of the sentence: that would help imply that you deal the damage *and* summon an Infernal for each card. Seems very powerful, though, being a potential super-board clear and board-fill simultaneously.
Hordaki - I greatly prefer Into the Battlegrounds, because having total control of the trades is a tremendous advantage in Prepare for War. Your minions are already going to be on the bigger side (if your building your deck that way, anyway); giving them Rush seems like overkill.
BasilAnguis - The card itself is fine; my concern is with its usage: you're either looking to clear the board, in which case you might as well run Twisting Nether, or you're looking to Pyroblast the enemy's face for lethal, which is something Warlocks probably shouldn't have. Maybe I'm overthinking it *shrugs* I like the original art more.
TheHoax91 - Priest has a number of "mean" cards, but this is a whole 'nother level. It's power-level is very high, because it can win you the game outright ("oh let me swing your weapon into my 10/10 lol") or at the very least you get two turns in a row ("let me skip your turn so I can take mine"). I would recommend something else.
LuckyTiger151 - Welcome to OutofCards, and our little section in particular :) That being said, I think you need to come up with a new idea :/ If you survive Azeroth's End you win, minus some time-wasting with having to still beat the enemy's face in with the Infernals. Your formatting and whatnot is great, especially for someone new to creating cards, but "if this doesn't kill you, you win" just seems like frustrating game design.
MenacingBagel - The first Dark Harvest implies your Health total can go beyond 30, which is super good. The second Dark Harvest feels more in-line with what you seem to intend, and I like it, except for one major detail: the Whispers watermark doesn't belong on a card with Lifesteal.
Cg8889 - Compared to Dinosize, Purge Evil is very powerful. It could create a scenario where one minion clears out the enemy board over and over again, which would be frustrating for the opponent. Paladins generally want to win via the board, so you're on the right track, but damaging ALL enemy minions is simply too great.
DavnanKillder - I like RAGEEEEEEE a lot: it's got great flavor and fits well within the mindset of what a Warrior board clear should look like. It's gonna hurt, though, because 10 Armor might not be enough to cover the damage. Still, it has the 10/10/10 thing going on, so it should be fine as-is. Killing Spree is too similar to DOOM!, in my opinion, and it's just not as fun as RAGE lol
R - I agree with Demonxz95, both in the correct phrasing and in its potential balance. It could get out of hand with a strong Taunt minion or the like, but you have to waste a turn and lose the minion to do it. All-in-all, I would guess it's okay.
Some early feedback:
Pokeniner - So if you heal for 10 damage combined, you deal 10 damage to all enemy minions? Seems powerful on paper, but I wonder if it might actually be too weak: the odds of it being a true board-clear are low, considering you need multiple heavily-damaged minions to get that output up. Doesn't seem realistic *shrugs*
KANSAS - I understand what you're trying to do, but I'm not a fan of Reign of Fire summoning minions from two different sets, from different Years. At some point, one or both of the cards will be in Wild while Reign of Fire is still in Standard. The N'Zoth box is okay, although it doesn't really fit the Priest's Uldum set and it's harping on the Yoggbox.
Wailor - Demonxz95 and I were talking about a similar idea on Discord. Adding in the full-heal makes the card powerful, especially compared to Tree of Life or Nozari. I think Bastion would be rather frustrating to deal with unless you're Aggro and capable of ending the game super fast.
Demonxz95 - Chamber of Traps is interesting, but I think it would be a real pain to play against in practice. There's also already a 10-mana Mage spell in the Uldum set. Burning Legion is fine, but I don't find it super interesting.
Congratulations to Wailor!
Edit: I thought of a second card:
Good luck to our finalists :)
This has to be the worst quest I've seen so far. Summon a very specific type of card, or destroy them (with only very specific cards that can do that). Four times, for only 1000.
I didn't mind Parry and Riposte...but the rest of Sharaz's deck is lacking. Lost a slow death to Dr. Boom because I couldn't stay on the board, even though he only had 10 HP left.
Here's the feedback:
grumpymonk - I prefer the 2-mana Attentive Student. She can be combo'd early with something cheap for fast cycling, or something bigger later on for the value. The only use-case that might be a problem is Evocation.
shaveyou - I will echo the concerns of flavor, but other than that the card seems good-to-go from a functionality standpoint.
Nirast - As I noted in Discord, I think the card is too complex; I'm not a fan of it :( It also seems way too strong, as well, considering you could fill a board of Murlocs with this Spellburst, then chain them all at the same time to mass-buff your units with two spells at the most.
Wailor - I like Sturdy Quarterback the most, although he is admittedly much simpler than Spellcaster In Training (don't care for that name). Perhaps too simple? Hard to say.
Demonxz95 - I like Stitched Arm the most, still, and I see that you submitted already.
FieselFitz - You've made good changes; especially the watermark :P I think you're good to go.
bananenparty - I'm not sure where the flavor of a salesman comes into play with the effect, or with Scholomance as a whole. Mechanically it seems fine.
KANSAS - I like The Lorekeeper: taking Dead Man's Hand and giving it to everyone opens up a lot of possibilities. Not a fan of the Wind Totem, mostly because it has an Attack stat despite being a stationary Totem.
DavnanKillder - Trapmaster Alanna is fine, but Hunter/Rogue was not a Scholomance combination so I would avoid this one. Mad Researcher should not have above-average stats: Yeah you have to discard two cards, but you're still up two in your hand. And given the Warlock has various ways to take advantage of discard, this is not a full drawback that would warrant better-than-normal stats.
Ekkeh - I love the flavor of it, implying the Banshee possesses the enemy minion. I think, however, that the Banshee would still die even if your opponent had no minions; I'm not sure how to fix that. Not the worst thing, 'cause it balances the card out: now you can't be so flippant with your spells. If you want to nerf it somehow, I would take a point or two away from its Attack: you want the 6 Health so it can survive a round if necessary, but maybe it shouldn't be able to trade so well.
TheHoax91 - This seems way too complex in practice, although it certainly has a "wow factor" to it. That you have to explain exactly how to pull it off is a point against the card, in my opinion.
anchorm4n - I like the edited version you came up with; I agree in-that it needs the additional clarification. I think you're good to go as-is; you don't need a way around Divine Shield.
BloodMefist - I like the Skeleton version: it's like a mix of KT and Cycle of Hatred. If you want it to be more unique, though, I would go with the healing-version.
Arkasaur - You're absolutely right about Golden Justicar: I would not print that with Hand of A'dal in the same Year. Ancestral Crescent is fine, and could be cool as a means to immediately mitigate an Overload.
I have a new idea. If you find a Druid weapon problematic, I also have it in minion form. Edit: Added a smaller version of the Teacher, as per Arkasaur's suggestion.
Working on feedback next.