Heroic Berserker is really creative! I think the game needs a few more Enrage cards like whose effects do something other than just buffing the minion, which is why Heroic Berserker is probably my favorite one on the list!
Really like these creative new hero power ideas.
I made a few of my own judge them as you wish. http://imgur.com/a/IM73q
I prefer leaving my card suggestion here. I don't use reddit much.I thought of a weapon - oriented card, the Arms Provisioner (link to the card). In total it is 5 mana for a 2/4 and a 3/2 weapon, which could be a bit above the curve for a neutral minion (balanced if for a warrior). However, part of that value is reduced due to the RNG aspect of drawing it from the deck - getting it from a mulligan means you lose part of its value, and you will not control when you'll get the weapon. You could use the weakened weapon and then suffer from having a sub-par minion on your hand. Also, you'll lose your current weapon if you draw the minion, which is also a negative factor that contributes to the overall balance of the card.
The Inscriber Effect => Chillwind Yeti Battlecry: I like turtles :) complete random
These new hero powers don't make any sense. 2-mana "Freeze a character" is awful and should never happen. That hero power pretty much invalidates any class that uses weapons. "Give a minion Stealth" is way better than 2 mana, considering it's permanent. The druid one is stupid too, as it lets ramp decks ramp without needing to draw any ramp, and paladin getting the taunt totem every turn is also way too much. The warlock, shaman, and warrior powers are useless and no one would ever use them, and the priest one isn't a mechanic we've seen in the game yet. The only one of these that makes sense is the hunter power, as it actually gives the class a different style of play.
I believe that these powers would be generated by the ethereal dealer Narud card. Thus they would be similar in power to the powers of Justicar.
Even if that were true, putting hero powers with such a huge impact on the game onto a 1-mana card is still not very balanced. You know how control warrior gets out of hand when they play Justicar on turn 6? Imagine that being turn 1 instead. The mage power on its own throws bad matchups out the window...seems a bit much for a 1-mana card.
It would be fun to have an "Ogre confusion" spell that gives a minion a "50% chance to attack the wrong enemy" effect.Especially if it would trigger after any other "miss" effects - imagine an enemy ogre, missing the first time then missing yet again! So much drama!And possibly infinite drama when Mogor the Ogre is present.
Has anyone else notices "Cyroblast" is misspelled? It should be Cryoblast. Cryo = cold, Cyro = oops.