I still can't believe Blizzard actually buff cards! This will really shake up the meta.
Since the buffs were from the Boomsday cards, I figured to try and buff some of the cards form Rastakhan Rumble. This is just for fun and my own ideas. If anyone feels there are other cards in the RR set that deserves buffs, I would love to hear it! Most of them have small tweaks to mana and stats to try to improve their play-ability.
Anyways, here are the cards! Enjoy and let's have fun discussing buff ideas for the Rastakhan cards!!
Also, I made a custom legendary card since Blizzard release a new legendary for the buffs. Let me know your thoughts about it! Thank you!
Man, looking at the poll results...I guess I'm pretty bad at making card design ideas. Yet, nobody post their reasons why. How am I suppose to improve? It is always the same.. Every thing I post a card idea, Reddit, Hearthpwn or anywhere, downvotes... Feel like giving up making any more custom cards ideas..
After a quick review, the one that I can say I really like is A New Challenger. Stolen Steel, Gurubashi Hypemon also make sense. Spirit of the Bat, Spirit of the Raptor and Sand Drudge are obviously super rigged.
- Zoolock benefits too much from it. I really don't think it goes well with the current meta, with EVIL Genius and Magic Carpet around.
- Spirit of Raptor has way too much value on curve. It guarantees you board control, it might enable some ridiculous combos.
- This is going to be the buff that everyone hates. Sand Drudge is okay the way it is.
Spirit of the Soulflayer is 'unnecessarily annoying'. I also don't think any of the weapon cards here needs a buff, they are okay the way they are.
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Petition for Jaina's boobs to return please. ( ͡° ͜ʖ ͡°)
I think the major issue is that you are balancing most of these cards at random. Some of these cards were already good cards, maybe not great cards, that make it into the best meta decks, but still good almost playable cards, and you dramatically changed them.
Pounce is already a very good card. 0 mana to deal 2 damage, even at the cost of potentially taking some yourself is completely reasonable, making it go all the way to 3 is absurd. Spirit of the Raptor is also completely crazy, especially if you considering having 2 in play at the same time and Pounce. Its just sooooo easy to clear your opponents board and draw a bunch of cards. That card also isn't at all bad to begin with, its more that that specific Druid archtype isn't great. Making a very good card in a bad archtype completely broken isn't helping anything. Either the deck still isn't good, or the deck is completely unbeatable and takes over the meta.
The Spirit of the Lynx change is probably fine. That card isn't insane, and since its not a Beast itself its still not likely to see much play because it conflicts heavily with Master's Call. That said, making it 2 mana does improve its without breaking the game. Beast Within being +2/+2 for 1 mana is absurd. At that point its so good you'd just play it because its a 1 mana for 4 points of stats. I think that potentially making it a larger buff at a higher mana cost would be awesome.
The change to Spirit of the Dragonhawk doesn't make much sense thematically for the set, and it also doesn't really change the cards level of goodness. I also think in general this card is boardline playable, its just that Hero Power mage is kind of bad, there are just way better things to do. The Scorch change is also interesting, but still probably not good enough to make it playable. Again, elementals are just much weaker atm because Un'goro rotated out, though it does seem like a change that could make the card at least closer to playable along side a few more solid elementals, and it does make it feel a lot better to get off of Mana Cyclone.
I think changing A New Challenger is super boring. Yes, it makes the card very good, in fact, I'd say it makes the card very very good, to the point that it would probably be played in very paladin deck, but it would mostly still be about stupid RNG and the fact that missing would never be bad, but hitting the good targets would be very very strong. Most people don't like that sort of RNG in the long run. Weapons are by far the hardest things to mess with. If they get too efficient cost to damage ratios they just become must play sorts of cards. A 5 mana 4/3 Weapon is already very good. Its pretty much as good as a weapon can get, but you also get the upside of the overkill effect when you use it on a minion. That doesn't really fit Paladins style. However I think Bloodclaw would have been a much better target. You have so many options to change, including small tuning to the damage taken, that might actually make a bad card playable, instead of making a bad card really really good.
The change to Surrender to Madness is a bit too much. I think changing the destroyed crystals is fine, but also reducing the cost, allowing you to potentially only lose 1 mana crystal if you are going second, to get +2/+2 on your whole deck seems pretty busted. You change to Sand Drudge isn't complete, because you didn't mention the +1 health on the base unit, plus the insane summoning of 2/2 taunts. I do think making the base unit a 3/4 or even a 2/5 could be sweet, but changing the tokens in the way you chose is crazy. 1/1s and 2/2s are soooo different. I think you could maybe get away with buffing either attack or health on the tokens, but buffing both is way way too much.
Hypeman change is probably fine, since the card isn't overly playable as is, but that's mostly because cards that cost more than 5 are generally not played in rogue decks unless they win games. Even at 6 mana its not that likely to see play. The Stolen Steel change seems worthless because even if you lower its cost, rogue already has plenty of its own weapons it wants to play. Its just a bad card to change. I'd much rather see Bloodsail Howler buffed slightly, like +1 attack or +1 health.
Doubling Wartbringer is interesting, but I wonder why you decided it needed to be doubled and not just increased by 1 point? Dealing 4 damage for 1 mana is pretty damn good, even if its conditional. Zentimo change is very very hard to judge, and I'd much rather see a bump to health than a decrease in mana. Zentimo is very very good, and being able to make his biggest combo plays easier makes him even crazier. Giving him a higher potential to stick around after a combo turn seems like a more balanced pay off than lowering the cost.
I think knocking 2 mana off Demonbolt is bad. Having just 1 minion makes it Assassinate. Having 2 is a non-conditional Walk the Plank. So its almost always just better than Siphon Soul, even if you're a control deck, and playing it in Aggro means you can likely get a 0-3 mana kill spell, which is insane. I think you could knock off 1 mana maybe, so you could actually cast it for free on certain occasions, but I think 6 is too low. Spirit of the Bat buffing everything is crazy scary. I'd like to point out, in blizzards first round of "buffs" they never actually changed a cards functionality, only its cost or stats to make it more playable, so I think dynamically changing a card is beyond the scope of what they could do.
The Overlords whip change kind of seems awful, and again, against the style of changes we've seen. Its true the card is bad, but I'm not sure anything could ever fix it, because of how its designed to work. The Sul'thraze change is really nuts, because it makes the weapon deal 20 total damage. Its literally 2 more durability over Arcanite Reaper, for 1 mana, plus an ability, and Arcanite Reaper has seen a fair amount of play. Also, you changed 2 weapons for the same class, which seems like a weird decision. Heavy Metal was clearly there to tweak, so IDK why not change it instead of both weapons.
Your custom card is just weird. It has a multiturn stealth, and more or less functions as a crazy anti-stabalization card for aggro against everything, because once you get ahead in Health, your opponent is screwed. They can't kill your stuff of they die, and they can't leave your stuff on the board of they die. That's not a fun or interactive card, its just, oh, this board state is happening, you lose now!
If you want to change cards or create new cards, its important to have perspective. Not just perception of a cards worth or current meta value, but its actual quality and how it compares to other cards. I'm sure to a point this was tough, because there are a lot more playable/borderline cards in RR, so there aren't as many stand out choices.
BTW, I voted, Sorry, Its Bad. I don't think its terrible, trying at all is worth something, but that said I do think in general you didn't have enough total knowledge and perspective of design and balance with your changes, and instead just did what you thought would be fun/cool/dynamic and potentially shake things up. Not all of blizzards changes were made to specifically make a card or class much stronger. Most of them in fact likely won't impact the meta all that much, but they made them anyway. Changes don't have to make cards build around cards. Don't give up, just learn to apply more knowledge to your concepts.
Thank you. Your reviews is truly much appreciated. After reading through your reviews, it is very informative, clear and concise. To be honest, you guys are the first to ever give me a full review at all. Several times, I posted cards in Reddit, I get no response and just downvotes. So I tried here instead, hoping to get an insight and how to improve my thought process. The cards that I chose to change were the ones I felt they see very little or no play at all. So, the changes I made were in hopes to make them at least seen played.
Once again, thank for your reviews! It truly means alot! I'll look through your reviews again and apply it to future custom card idea.
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JagBone's Wild Adventures! 3 Videos Per Week. Fun, wacky Wild decks and plays!
TBH if you looked at the blizzard changed you would notice a pattern in them, since the cards were tested and the design space is there all that was changed in the cards were mana costs, +1 hp or +1 attack nothing else.. so we can expect future blizzard buffs to be similar.
Pounce - too strong the card is fine as is. the jump from 2 to 3 is too much.
Spirit of the Raptor you can't give your hero permanent +2 attack that's too much, it means the enemy get recoil when they attack you.
Lynx same as I did in my recent buff thread.
The Beast Within- fine I guess.. maybe +2/+1 good enough. would just make it cost 0.
Spirit of the Dragonhawk - spirits are 0/3 that's it.. unless blizzard feels like making ALL spirits 0/4 which they might.. since none of them see play.
Farraki Battleaxe - ok, will probably not see play with this change either.
Surrender to Madness - do we really want this card being played? it's a highroll card, think it might be much more highrolly with the coin cause you can cast it for less of a drawback.. or maybe I am too paranoid about keleseth.. and it should cost 1.
Sand Drudge the hp buff is enough.. that being said priest just can't really use the tokens as well as other classes so even with that change..
Pounce - 3 Damage for 0 Mana is a bit much. Pounce is a dangerous card as it costs 0 and is already carefully balanced. It has already seen play in miracle decks as one of the better cheap spells.
Spirit of the Raptor - Passive attack would mean enemy minions take damage while attacking your hero. It also clutters up the card if you give it the correct wording of "on your turn".
Spirit of the Lynx - This one is a bit spooky but probably fine. Spirit of the Lynx right now is only being held back because of Master's Call and would be playable without it.
The Beast Within - +2/+2 buffs usually cost 2, the attack a random enemy minion text is by no means a downside. The card isn't weak, super cheap low impact buffs are just naturally not worth a card. At most you could make the card a Beast only [[Divine Strength]] with the random attack strength. (So +1/+2)
Hunter - Hunter got nice cards from Rastakhan's Rumble and I think you chose the right ones to change.
Spirit of the Dragonhawk - All spirits are 0/3s, you can't change the Health.
Scorch - Probably fine in the modern metagame but it's a super dangerous change. 4 damage for 0 mana is a bit bonkers, it can destroy most turn 3 plays and still let you develop your own minion.
Mage - Mage seems to have a lot of good choices to buff, but many of them still wouldn't see play because of their specificity. If you want the buffed card to see play, reducing Malacrass's mana cost by 1 would definitely work (might make him too strong). Arcanosaur is also a good target for 1 mana reduction, that would definitely help push elemental mage into playability.
A New Challenger... - The card is strong and pretty high rolly as is... but this change might push it into playability. Seems fine.
Farraki Battleaxe - Nice buff, +1 Durability could work as well but they both help you get overkill procs.
Paladin - I liked your Paladin buffs, but you might want to consider Spirit of the Tiger. It is a focus card in Paladin's set which needs a nudge, seems perfect for a buff.
Surrender to Madness - This might push the card into playability. Double the power of Keleseth in exchange for the whole mana crystal destruction thing and no conditional. A bit spooky but Priest doesn't have strong tempo tools so it should be fine.
Sand Drudge - This is probably your worse buff. Violet Teacher is already pretty powerful and your buff would blow that out of the water. Priest has the ability to play many spells and already has a deck which takes advantage of that fact. The +1 Health on the main body is fine and probably fair, but the +1/+1 on the zombies is insane.
Priest - I do think you chose the right cards to buff, Priest got solid cards in Rumble. The only other card which you might want to consider is Talanji but I think she just needs more support cards.
Gurabashi Hypemon - A bit spooky but probably fine because of the randomness.
Stolen Steel - This is fine, it might also make the card pretty solid.
Rogue - Good job, these are simple and feasible buffs. Bloodsail Howler and Cannon Barrage are also feasible buff targets if you want to push a Pirate Rogue.
Wartbringer - Doubling the damage seems a bit much as 4 is often a breaking point for damage. I'd suggest changing it to 3 or reducing the requirement by one spell (but that might break up the flavor of the card.) It's a weird card to balance and might not be the right one to buff as buffing it would only shake things up if Shaman got some better ways to cast a bunch of spells. What this card really needs is a buff to its animation, why would it shock an enemy if we have the fungal sprout animation already?
Zentimo - Zentimo already does powerful things. This would need testing, a stat change would probably be better.
Shaman - Shaman's set is balanced very well already so it's tough to decide what should be buffed.
Demonbolt - Zoo can flood the board super easily, they often have 3 or 4 minions down (usually more) and that would make your Demonbolt 3 or 2 mana, which is crazy. If you want to hit Demonbolt don't go so hard into it, maybe just a single mana discount.
Spirit of the Bat - You've probably seen how fast those dungeon run bosses with the "give all minions in your hand +1/+1" Hero Power get out of hand. This change would make buffing up your future turns super easy. It wouldn't even be nonsensical for a Warlock to get off +3/+3 or +4/+4 worth of buffs with your change. Maybe try supporting the gameplan of Hi'reek by making the buff +2/+2.
Warlock - They're both very overdone and in my opinion, not the two cards most in need of a buff. Your two choices both support an archetype which isn't having any issues and is already prevalent, Blizzard's buffs were primarily focused on bringing help to archetypes which might need it in order to shake things up. Void Contract being reduced by 2 (or maybe even 3) Mana might shake up the meta a bit by giving Controllocks a way to combat Combo decks or other value decks. Giving Shriek an extra point of damage would 100% bring it into play and support a controlling Warlock, but that might be too much. If you want to help zoo Blood Troll Sapper brings about an interesting style of the deck and could see play if brought down by a mana crystal. If you want to help out handbuff Warlock, Hir'eek, the Bat could do with costing 1 less or having Rush if you want to get fancy.
Overlord's Whip - This completely changes what is a perfectly ok card and honestly makes it worse. If you must buff it why don't you have it grant +1 Attack whenever it damages a friendly minion?
Sul'thraze - This card is already strong. Supercollider is just better for completely control based Warriors and Mage's giants. Sul'thraze would see play if warriors were dealing with smaller minions and wanted to hit face a bit.
Warrior - You chose two fair cards which wouldn't shake things up very much. You really missed out on buffing Heavy Metal which needs a buff more than the others.
I'm not a fan of your custom card at all, spirits are rare and its effect doesn't demonstrate what Rastakhan's Rumble was about. The card's power level is also all over the place, what type of deck would ever want to use it?
Man, looking at the poll results...I guess I'm pretty bad at making card design ideas. Yet, nobody post their reasons why. How am I suppose to improve? It is always the same.. Every thing I post a card idea, Reddit, Hearthpwn or anywhere, downvotes... Feel like giving up making any more custom cards ideas..
Well the buff Idea was good imo, and if blizzard buff all the raven packs that will be good.
Spirit of the raptor is just not solve the aggro/gonk combo problem
Surrender to madness is just bad design i think. No matter how ubuff it.
I like New challenge and the buff is very good u propose imho balance
Sand drudge 2/2 is just too strong. Especially in wild
I still can't believe Blizzard actually buff cards! This will really shake up the meta.
Since the buffs were from the Boomsday cards, I figured to try and buff some of the cards form Rastakhan Rumble. This is just for fun and my own ideas. If anyone feels there are other cards in the RR set that deserves buffs, I would love to hear it! Most of them have small tweaks to mana and stats to try to improve their play-ability.
Anyways, here are the cards! Enjoy and let's have fun discussing buff ideas for the Rastakhan cards!!
Also, I made a custom legendary card since Blizzard release a new legendary for the buffs. Let me know your thoughts about it! Thank you!
Custom cards: https://imgur.com/a/7zUlbxT
JagBone's Wild Adventures! 3 Videos Per Week. Fun, wacky Wild decks and plays!
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The Spirit of the Dragonhawk buff completely destroy the flavor of Spirit being 0/3 minions.
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Man, looking at the poll results...I guess I'm pretty bad at making card design ideas. Yet, nobody post their reasons why. How am I suppose to improve? It is always the same.. Every thing I post a card idea, Reddit, Hearthpwn or anywhere, downvotes... Feel like giving up making any more custom cards ideas..
JagBone's Wild Adventures! 3 Videos Per Week. Fun, wacky Wild decks and plays!
Follow me on Social Media:
YouTube: JagBone| Twitter: JagBone | Instagram: JagBone | Video Thread: JagBone
After a quick review, the one that I can say I really like is A New Challenger. Stolen Steel, Gurubashi Hypemon also make sense. Spirit of the Bat, Spirit of the Raptor and Sand Drudge are obviously super rigged.
- Zoolock benefits too much from it. I really don't think it goes well with the current meta, with EVIL Genius and Magic Carpet around.
- Spirit of Raptor has way too much value on curve. It guarantees you board control, it might enable some ridiculous combos.
- This is going to be the buff that everyone hates. Sand Drudge is okay the way it is.
Spirit of the Soulflayer is 'unnecessarily annoying'. I also don't think any of the weapon cards here needs a buff, they are okay the way they are.
Petition for Jaina's boobs to return please. ( ͡° ͜ʖ ͡°)
I think the major issue is that you are balancing most of these cards at random. Some of these cards were already good cards, maybe not great cards, that make it into the best meta decks, but still good almost playable cards, and you dramatically changed them.
Pounce is already a very good card. 0 mana to deal 2 damage, even at the cost of potentially taking some yourself is completely reasonable, making it go all the way to 3 is absurd. Spirit of the Raptor is also completely crazy, especially if you considering having 2 in play at the same time and Pounce. Its just sooooo easy to clear your opponents board and draw a bunch of cards. That card also isn't at all bad to begin with, its more that that specific Druid archtype isn't great. Making a very good card in a bad archtype completely broken isn't helping anything. Either the deck still isn't good, or the deck is completely unbeatable and takes over the meta.
The Spirit of the Lynx change is probably fine. That card isn't insane, and since its not a Beast itself its still not likely to see much play because it conflicts heavily with Master's Call. That said, making it 2 mana does improve its without breaking the game. Beast Within being +2/+2 for 1 mana is absurd. At that point its so good you'd just play it because its a 1 mana for 4 points of stats. I think that potentially making it a larger buff at a higher mana cost would be awesome.
The change to Spirit of the Dragonhawk doesn't make much sense thematically for the set, and it also doesn't really change the cards level of goodness. I also think in general this card is boardline playable, its just that Hero Power mage is kind of bad, there are just way better things to do. The Scorch change is also interesting, but still probably not good enough to make it playable. Again, elementals are just much weaker atm because Un'goro rotated out, though it does seem like a change that could make the card at least closer to playable along side a few more solid elementals, and it does make it feel a lot better to get off of Mana Cyclone.
I think changing A New Challenger is super boring. Yes, it makes the card very good, in fact, I'd say it makes the card very very good, to the point that it would probably be played in very paladin deck, but it would mostly still be about stupid RNG and the fact that missing would never be bad, but hitting the good targets would be very very strong. Most people don't like that sort of RNG in the long run. Weapons are by far the hardest things to mess with. If they get too efficient cost to damage ratios they just become must play sorts of cards. A 5 mana 4/3 Weapon is already very good. Its pretty much as good as a weapon can get, but you also get the upside of the overkill effect when you use it on a minion. That doesn't really fit Paladins style. However I think Bloodclaw would have been a much better target. You have so many options to change, including small tuning to the damage taken, that might actually make a bad card playable, instead of making a bad card really really good.
The change to Surrender to Madness is a bit too much. I think changing the destroyed crystals is fine, but also reducing the cost, allowing you to potentially only lose 1 mana crystal if you are going second, to get +2/+2 on your whole deck seems pretty busted. You change to Sand Drudge isn't complete, because you didn't mention the +1 health on the base unit, plus the insane summoning of 2/2 taunts. I do think making the base unit a 3/4 or even a 2/5 could be sweet, but changing the tokens in the way you chose is crazy. 1/1s and 2/2s are soooo different. I think you could maybe get away with buffing either attack or health on the tokens, but buffing both is way way too much.
Hypeman change is probably fine, since the card isn't overly playable as is, but that's mostly because cards that cost more than 5 are generally not played in rogue decks unless they win games. Even at 6 mana its not that likely to see play. The Stolen Steel change seems worthless because even if you lower its cost, rogue already has plenty of its own weapons it wants to play. Its just a bad card to change. I'd much rather see Bloodsail Howler buffed slightly, like +1 attack or +1 health.
Doubling Wartbringer is interesting, but I wonder why you decided it needed to be doubled and not just increased by 1 point? Dealing 4 damage for 1 mana is pretty damn good, even if its conditional. Zentimo change is very very hard to judge, and I'd much rather see a bump to health than a decrease in mana. Zentimo is very very good, and being able to make his biggest combo plays easier makes him even crazier. Giving him a higher potential to stick around after a combo turn seems like a more balanced pay off than lowering the cost.
I think knocking 2 mana off Demonbolt is bad. Having just 1 minion makes it Assassinate. Having 2 is a non-conditional Walk the Plank. So its almost always just better than Siphon Soul, even if you're a control deck, and playing it in Aggro means you can likely get a 0-3 mana kill spell, which is insane. I think you could knock off 1 mana maybe, so you could actually cast it for free on certain occasions, but I think 6 is too low. Spirit of the Bat buffing everything is crazy scary. I'd like to point out, in blizzards first round of "buffs" they never actually changed a cards functionality, only its cost or stats to make it more playable, so I think dynamically changing a card is beyond the scope of what they could do.
The Overlords whip change kind of seems awful, and again, against the style of changes we've seen. Its true the card is bad, but I'm not sure anything could ever fix it, because of how its designed to work. The Sul'thraze change is really nuts, because it makes the weapon deal 20 total damage. Its literally 2 more durability over Arcanite Reaper, for 1 mana, plus an ability, and Arcanite Reaper has seen a fair amount of play. Also, you changed 2 weapons for the same class, which seems like a weird decision. Heavy Metal was clearly there to tweak, so IDK why not change it instead of both weapons.
Your custom card is just weird. It has a multiturn stealth, and more or less functions as a crazy anti-stabalization card for aggro against everything, because once you get ahead in Health, your opponent is screwed. They can't kill your stuff of they die, and they can't leave your stuff on the board of they die. That's not a fun or interactive card, its just, oh, this board state is happening, you lose now!
If you want to change cards or create new cards, its important to have perspective. Not just perception of a cards worth or current meta value, but its actual quality and how it compares to other cards. I'm sure to a point this was tough, because there are a lot more playable/borderline cards in RR, so there aren't as many stand out choices.
BTW, I voted, Sorry, Its Bad. I don't think its terrible, trying at all is worth something, but that said I do think in general you didn't have enough total knowledge and perspective of design and balance with your changes, and instead just did what you thought would be fun/cool/dynamic and potentially shake things up. Not all of blizzards changes were made to specifically make a card or class much stronger. Most of them in fact likely won't impact the meta all that much, but they made them anyway. Changes don't have to make cards build around cards. Don't give up, just learn to apply more knowledge to your concepts.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
@The_Odinson @Enk
Thank you. Your reviews is truly much appreciated. After reading through your reviews, it is very informative, clear and concise. To be honest, you guys are the first to ever give me a full review at all. Several times, I posted cards in Reddit, I get no response and just downvotes. So I tried here instead, hoping to get an insight and how to improve my thought process. The cards that I chose to change were the ones I felt they see very little or no play at all. So, the changes I made were in hopes to make them at least seen played.
Once again, thank for your reviews! It truly means alot! I'll look through your reviews again and apply it to future custom card idea.
JagBone's Wild Adventures! 3 Videos Per Week. Fun, wacky Wild decks and plays!
Follow me on Social Media:
YouTube: JagBone| Twitter: JagBone | Instagram: JagBone | Video Thread: JagBone
TBH if you looked at the blizzard changed you would notice a pattern in them, since the cards were tested and the design space is there all that was changed in the cards were mana costs, +1 hp or +1 attack nothing else.. so we can expect future blizzard buffs to be similar.
Pounce - too strong the card is fine as is. the jump from 2 to 3 is too much.
Spirit of the Raptor you can't give your hero permanent +2 attack that's too much, it means the enemy get recoil when they attack you.
Lynx same as I did in my recent buff thread.
The Beast Within- fine I guess.. maybe +2/+1 good enough. would just make it cost 0.
Spirit of the Dragonhawk - spirits are 0/3 that's it.. unless blizzard feels like making ALL spirits 0/4 which they might.. since none of them see play.
Scorch - goes in line with Vendetta
A New Challenger... - sure why not.
Farraki Battleaxe - ok, will probably not see play with this change either.
Surrender to Madness - do we really want this card being played? it's a highroll card, think it might be much more highrolly with the coin cause you can cast it for less of a drawback.. or maybe I am too paranoid about keleseth.. and it should cost 1.
Sand Drudge the hp buff is enough.. that being said priest just can't really use the tokens as well as other classes so even with that change..
Gurubashi Hypemon - ye ok
Stolen Steel - sure still bad but sure.
Wartbringer - maybe 3 damage? 4 seems like a lot.
Zentimo - that's really pushing the card I am sure it was at 2 at some point but Blizzard was wary of giving shaman too much stuff.
Demon Bolt - now that guldan is in wild maybe..
Spirit of the Bat - ALL minions.. in zoo? this can go out of hand really quickly..
Overlord's Whip- might as well be a new card see the Opening note about the Blizzard buff policy.
Sul'traze - this card is already good enough it's not played cause rush warrior is not played.
Okeydokey I'll do a small note for each one.
Pounce - 3 Damage for 0 Mana is a bit much. Pounce is a dangerous card as it costs 0 and is already carefully balanced. It has already seen play in miracle decks as one of the better cheap spells.
Spirit of the Raptor - Passive attack would mean enemy minions take damage while attacking your hero. It also clutters up the card if you give it the correct wording of "on your turn".
Druid - Maybe you should've hit Stampeding Roar or Gonk, the Raptor as they could both use some help.
Spirit of the Lynx - This one is a bit spooky but probably fine. Spirit of the Lynx right now is only being held back because of Master's Call and would be playable without it.
The Beast Within - +2/+2 buffs usually cost 2, the attack a random enemy minion text is by no means a downside. The card isn't weak, super cheap low impact buffs are just naturally not worth a card. At most you could make the card a Beast only [[Divine Strength]] with the random attack strength. (So +1/+2)
Hunter - Hunter got nice cards from Rastakhan's Rumble and I think you chose the right ones to change.
Spirit of the Dragonhawk - All spirits are 0/3s, you can't change the Health.
Scorch - Probably fine in the modern metagame but it's a super dangerous change. 4 damage for 0 mana is a bit bonkers, it can destroy most turn 3 plays and still let you develop your own minion.
Mage - Mage seems to have a lot of good choices to buff, but many of them still wouldn't see play because of their specificity. If you want the buffed card to see play, reducing Malacrass's mana cost by 1 would definitely work (might make him too strong). Arcanosaur is also a good target for 1 mana reduction, that would definitely help push elemental mage into playability.
A New Challenger... - The card is strong and pretty high rolly as is... but this change might push it into playability. Seems fine.
Farraki Battleaxe - Nice buff, +1 Durability could work as well but they both help you get overkill procs.
Paladin - I liked your Paladin buffs, but you might want to consider Spirit of the Tiger. It is a focus card in Paladin's set which needs a nudge, seems perfect for a buff.
Surrender to Madness - This might push the card into playability. Double the power of Keleseth in exchange for the whole mana crystal destruction thing and no conditional. A bit spooky but Priest doesn't have strong tempo tools so it should be fine.
Sand Drudge - This is probably your worse buff. Violet Teacher is already pretty powerful and your buff would blow that out of the water. Priest has the ability to play many spells and already has a deck which takes advantage of that fact. The +1 Health on the main body is fine and probably fair, but the +1/+1 on the zombies is insane.
Priest - I do think you chose the right cards to buff, Priest got solid cards in Rumble. The only other card which you might want to consider is Talanji but I think she just needs more support cards.
Gurabashi Hypemon - A bit spooky but probably fine because of the randomness.
Stolen Steel - This is fine, it might also make the card pretty solid.
Rogue - Good job, these are simple and feasible buffs. Bloodsail Howler and Cannon Barrage are also feasible buff targets if you want to push a Pirate Rogue.
Wartbringer - Doubling the damage seems a bit much as 4 is often a breaking point for damage. I'd suggest changing it to 3 or reducing the requirement by one spell (but that might break up the flavor of the card.) It's a weird card to balance and might not be the right one to buff as buffing it would only shake things up if Shaman got some better ways to cast a bunch of spells. What this card really needs is a buff to its animation, why would it shock an enemy if we have the fungal sprout animation already?
Zentimo - Zentimo already does powerful things. This would need testing, a stat change would probably be better.
Shaman - Shaman's set is balanced very well already so it's tough to decide what should be buffed.
Demonbolt - Zoo can flood the board super easily, they often have 3 or 4 minions down (usually more) and that would make your Demonbolt 3 or 2 mana, which is crazy. If you want to hit Demonbolt don't go so hard into it, maybe just a single mana discount.
Spirit of the Bat - You've probably seen how fast those dungeon run bosses with the "give all minions in your hand +1/+1" Hero Power get out of hand. This change would make buffing up your future turns super easy. It wouldn't even be nonsensical for a Warlock to get off +3/+3 or +4/+4 worth of buffs with your change. Maybe try supporting the gameplan of Hi'reek by making the buff +2/+2.
Warlock - They're both very overdone and in my opinion, not the two cards most in need of a buff. Your two choices both support an archetype which isn't having any issues and is already prevalent, Blizzard's buffs were primarily focused on bringing help to archetypes which might need it in order to shake things up. Void Contract being reduced by 2 (or maybe even 3) Mana might shake up the meta a bit by giving Controllocks a way to combat Combo decks or other value decks. Giving Shriek an extra point of damage would 100% bring it into play and support a controlling Warlock, but that might be too much. If you want to help zoo Blood Troll Sapper brings about an interesting style of the deck and could see play if brought down by a mana crystal. If you want to help out handbuff Warlock, Hir'eek, the Bat could do with costing 1 less or having Rush if you want to get fancy.
Overlord's Whip - This completely changes what is a perfectly ok card and honestly makes it worse. If you must buff it why don't you have it grant +1 Attack whenever it damages a friendly minion?
Sul'thraze - This card is already strong. Supercollider is just better for completely control based Warriors and Mage's giants. Sul'thraze would see play if warriors were dealing with smaller minions and wanted to hit face a bit.
Warrior - You chose two fair cards which wouldn't shake things up very much. You really missed out on buffing Heavy Metal which needs a buff more than the others.
I'm not a fan of your custom card at all, spirits are rare and its effect doesn't demonstrate what Rastakhan's Rumble was about. The card's power level is also all over the place, what type of deck would ever want to use it?
Well the buff Idea was good imo, and if blizzard buff all the raven packs that will be good.
Spirit of the raptor is just not solve the aggro/gonk combo problem
Surrender to madness is just bad design i think. No matter how ubuff it.
I like New challenge and the buff is very good u propose imho balance
Sand drudge 2/2 is just too strong. Especially in wild
I see this on reddit a couple days ago not sure it real or not
https://www.reddit.com/r/hearthstone/comments/bs0xzs/get_ready_to_rumble_again_with_some_rumble/