So my claim to fame was winning a 256 man tournament in 1995 in MTG, ever since then I've enjoyed and continue to play card games. Hearth stone was a blast in beta and here I am today.
Honestly I signed up not thinking I'd get in and really didn't care either, I'd seen it from a distance at PAX and watched it play out for an hour and pretty much wrote it off. Now after doing the quests, getting an understanding of the mechanics and looking at the cards, I'm kinda excited, its been a lot of fun.
Ok most of my feedback is from the point of view of a competitive player who doesn't like RNG (its why I gave up on Hearthstone and MTG to an extent). If your going for lots of RNG, then keep things as they are and move on with your plan. However if your wanting to increase the skill based aspect then I have some thoughts. Now I haven't played a lot, but I can roughly narrow down certain boundaries of the game and share some aspects that you as designers can hopefully gather fruitful info from.
1. For starters the game deck sizes are 50, with a limit of 3 cards, this means you will roughly have a chance of getting a particular card 1 out of 17 cards. Now this may not be an issue in of itself, because maybe many cards are of similar flavor for creating consistent theme's/goals of a winning deck.
2. You get 3 cards to start (which is a very small number for a 50 card deck game), you can cycle through all of these for a possible gathering of desired cards at the start, but still the odd's are low that you can cycle consistently to get cards for your particular strategy or if cards are very similar in nature, it means there will be less possible combinations per deck for deck building. RNG seems to high here.
3. Prophecy seems like a super RNG swinging mechanic (I like the card drawing mechanic from damage). A player happens to get 1-3 random ones in a game, and poof they win from RNGjesus alone. Just seems like to iffy of a mechanic honestly and will create rage and possibly a joke of a tournament scene.
1. From where I'm at now, I'd say people should start with 5-7 cards minimum, this would immediately open up more balanced hands for both sides and a more fun game from the start.
2. A great mechanic you may want to toy around with is an offering mechanic (Duelyst and Spellweaver have something similar). Basically it allows you per turn to shuffle a card back into your library and draw another. This greatly increases smart choices and lowers rng/bad draws. Maybe every other turn could work as well, but having played games with these mechanics I really haven't felt a drawback (unless there is excessive combo win combinations).