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It could also be “The next spell”. Five Mana draw 4 cards is Okay, because you’re also investing two cards. Arcane intellect is “gain a 1 card advantage for three mana.”(Worse than Warlock Hero power.) If you’re paying five mana to gain two card advantage, why, that’s basically Nourish. It would be better than useful if you’re fishing for combo pieces, but then it’s consuming a great combo piece and you need a combo to activate it, so it’s much worse than nourish, even without the other “choose one”, as it takes value from your deck.
For the damage: That would also be pretty okay, because if you’re comboing you’re allowed to gain ridiculous tempo, as you take the risk not to draw your combo. Those two cards will mostly clutter up your hand after all, because nearly all mage spells are ridiculous overkill when doubled. This spell would be insane with Cabbalists tome though…
The problem isn’t class. It’s COST. It should be 5 mana or closer to that.
Here’s a few effects it can do at 2 cost:
5 mana Draw 4 cards. (Arcane Intellect)
6 mana Deal 12 damage. (Fireball)
6 mana Deal 22 damage. (Frostbolt Ice Lance x2)
10 mana Deal 24 damage. (Fireball x2)
10 mana Deal Lethal Damage (Fireball, Frostbolt, IceLance, and either another Frostbolt or Ice Lance)
having the cost be more expensive, it means this card still has a purpose: Giving extra oomph to your limited card pool, without making it practically free.
8 mana, Draw 4 cards can be useful late game, it’s nearly equal to rogue’s Sprint. Except that AI also has the benefit of being able to use it earlier.
9 mana, Deal 12 damage, making it so that Fireball x2 is cheaper, at the cost of using two actual cards.
Without most OTK possibilities, making it a utility card instead of a lethal combo card.
Sorry dude, but its the only class that I could think of that would make this card viable.
Priest almost made it, if their cards weren’t heavily focused on instant kills, stealing, and silencing.
Hunters would make this card broken as fuck, and that’s the last thing I want to make.
Paladins would make potential, but their spell cards are focused on divine shield and increase attack on a single target, follow by requiring a minion alive on your side of the field.
Warlocks was the second thing come to my mind when creating this card, but because nearly all of their spell cards involve inflicting self damage upon your minions and yourself, it turns into a trash that is made for disenchanting.
Shaman is on the same boat with the Warlock thanks to their overload passive. The only card that would make its cut with this card would be Feral Spirit.
The only two classes I could see having potential with this card besides the mages are Druids with their spells being a mix between healing and dealing aoe damage against enemy minions and hero, and Rogues with their combos.
Edited