You're undervaluing board presence & card advantage dude. The strength of warpstone is as means to get card advantage (or resource advantage which you will turn into card advantage), same as innovation. Card advantage wins games. Deathmaster is a very powerful soft-lock card, demanding an answer the moment he hits the table (and often a +cards/+tempo play even when they kill him immediately), but he is not even close to as format-defining as Warpstone, Innovation, and (to a lesser extent) Contested Village.
Put it this way. If the gold standard for resource gen & card draw was alliances (which are IMO undercosted at 2... should be 2 cost for a single faction loyalty symbol, not two, but whatever...), you'd see entirely different decks being viable. If we couldnt reliably get 4 cost "worth" of stuff onto the board turn 1, the entire format slows down by a turn. That's HUGE. Deathmaster is just a powerful strategy. The "core 9" are responsible for the tempo of the entire game.
Anyway, as far as the three cards you designed, if I had a hand where my turn 1 was "prognosticator, go" or "barracks, go", I almost certainly mulligan. Cannon Fodder is a very interesting design (kudos), but probably only borderline playable is my initial guess... he is what 1-cost hammers should look like though, IE a serious drawback. But regardless, none of these is anywhere close to the power level of Contested Village, let alone Innovation or Warpstone.
Good on ya, mates! Here's to another 20!