Sally Whitemane, IMO, is pretty balanced. It's a Legendary, so you won't always have this in-hand at turn 1, though I think it's still really good during the late game (if you manage to survive until then). Priest spells are unimpressive anyway (save for Purify, since this card is just plain horrible) so I don't think it breaks the balance of the game, at least not as much as Flamewreathed Faceless did. Also, Priest now has two 1-mana 1/3's - Yay! XD
Sacred Tome is very similar to the first card and in the same vein, also balanced. It's basically Arcane Intellect, but you draw the first card immediately (which, as you stated, isn't always good) and Discover the second. I actually think it's also really good, so kudos to you on this one.
Stormwind Portal, best portal. It's too good since a lot of the times you will be one-shotting enemy minions with this spell, which shouldn't be possible with a 3-mana spell (Deadly Shot, Bouncing Blade and Shadow Strike are exceptions since they have attached conditions). On top of that, you also get a 3-drop. This should at least cost 4-5 mana, maybe even 6 since you'll be using this to get rid of big enemy minions most of the time.
High Priestess - this card is on very shaky ground. Personally, I think it's OP since effects such as this should really also affect the enemy hero just to maintain balance. Also, you can't possibly compare this Prince Malchezaar since there's a decent chance you'll get bad Legendaries so that kind of balances the effect out. On the other hand, this effect is purely beneficial to the Priest player so there is no factor to balance this out. I'm not sure if you intended this, but with 2 copies of this card, your hero's maximum health will go all the way up to 40! That's insane for 2 particular reasons: (1) This leaves a lot of the aggro and combo decks dead in their tracks since dealing 10 more burst damage than what it normally takes is too huge of a gap to fill; and (2) having 40 total health makes Molten Giants absolutely broken and Priest would be running 2 copies of both High Priestess and Molten Giant. If this was a Legendary minion, however, then that would be a different story altogether.
Been looking into value "chart" difference between Class-mana-per-stat and Neutral-mana-per-stat.
Priestess of Divinity goes above value with 0.5 stats which is more or less 0-0,5 mana above current value. So I don't know if it would be worth to change it to a 1 cost. As demonstrated 1 mana class cards are worth 4 in stats and with an applied rule. I.e 1/3, 2/2. So a 1 mana stat line in class-mana-per-stats
So a 1 mana stat line in class-mana-per-stats. I took a 1 mana 1/3 with a rule and removed 2 in stats, keeping the rule. Which in turn is worth 0-0,5. Hope that explains it a bit better.
Stormwind Portal is perhaps a bit undercosted for its effect, I just don't know how to calculate the worth of a random 3 drop. Is it 1-2 or 2-3 mana worth? Currently, I'm pondering, 5 mana seems appropriated.
High Priestess is such a tricky card for me. Took me ages to figure it out, as you mentioned because of Giants. I don't care about aggro*, since it's meant to be put into a control deck vs aggro anyway and I'm always in favor of a midrange and control meta above all(play the game with your cards, not just "play cards"). Worrisome vs Combo decks though, because I'm in favor of those kind of decks.
However, 40 starting Health seems a bit rough(compared to warrior who needs 3-5 turns to achieve 40 health. I just don't know how to change it.
*Aggro balance comes from cheap minions with a strong effect but a bad downside or consequence when it's destroyed. Since Blizzard doesn't do that, does the opposite instead(the main problem we face in HS today). Cards that hard counters it in other ways needs to be made(Sludge for example).
The Set is still in development, changes may be applied.
Changes and Balance fixes:
And of course - Golden Sally Whitemane Animated.
If you liked this set, be sure to check my other creations out! Links are bellow or any of the images in my signa will take you there.
Custom Rogue Set Vol. II
Custom Rogue Set Vol. III [Golden Animated Legendary]
Custom Rogue Adventure - Azjol-Nerub
Custom Hunter Set Vol. I
Custom Priest Set Vol. I
Thank you.
Check out my submission for this weeks card design competition; or my other fan creations! Nullius in verba
Sally Whitemane, IMO, is pretty balanced. It's a Legendary, so you won't always have this in-hand at turn 1, though I think it's still really good during the late game (if you manage to survive until then). Priest spells are unimpressive anyway (save for Purify, since this card is just plain horrible) so I don't think it breaks the balance of the game, at least not as much as Flamewreathed Faceless did. Also, Priest now has two 1-mana 1/3's - Yay! XD
Sacred Tome is very similar to the first card and in the same vein, also balanced. It's basically Arcane Intellect, but you draw the first card immediately (which, as you stated, isn't always good) and Discover the second. I actually think it's also really good, so kudos to you on this one.
Priestess of Divinity is undercosted - compare this to Wisp, Elven Archer, and Enchanted Raven. This card should at least cost 1 mana. I like the idea though! This will definitely make Shadow Word: Pain (and to some extent, Shadow Word: Horror) a better card.
Stormwind Portal, best portal. It's too good since a lot of the times you will be one-shotting enemy minions with this spell, which shouldn't be possible with a 3-mana spell (Deadly Shot, Bouncing Blade and Shadow Strike are exceptions since they have attached conditions). On top of that, you also get a 3-drop. This should at least cost 4-5 mana, maybe even 6 since you'll be using this to get rid of big enemy minions most of the time.
High Priestess - this card is on very shaky ground. Personally, I think it's OP since effects such as this should really also affect the enemy hero just to maintain balance. Also, you can't possibly compare this Prince Malchezaar since there's a decent chance you'll get bad Legendaries so that kind of balances the effect out. On the other hand, this effect is purely beneficial to the Priest player so there is no factor to balance this out. I'm not sure if you intended this, but with 2 copies of this card, your hero's maximum health will go all the way up to 40! That's insane for 2 particular reasons: (1) This leaves a lot of the aggro and combo decks dead in their tracks since dealing 10 more burst damage than what it normally takes is too huge of a gap to fill; and (2) having 40 total health makes Molten Giants absolutely broken and Priest would be running 2 copies of both High Priestess and Molten Giant. If this was a Legendary minion, however, then that would be a different story altogether.
0riginator this is some fantastic feedback! Thank you.
I'll review it once I get home again and see if there are some changes to be made.
Check out my submission for this weeks card design competition; or my other fan creations! Nullius in verba
Been looking into value "chart" difference between Class-mana-per-stat and Neutral-mana-per-stat.
Priestess of Divinity goes above value with 0.5 stats which is more or less 0-0,5 mana above current value. So I don't know if it would be worth to change it to a 1 cost. As demonstrated 1 mana class cards are worth 4 in stats and with an applied rule. I.e 1/3, 2/2. So a 1 mana stat line in class-mana-per-stats
So a 1 mana stat line in class-mana-per-stats. I took a 1 mana 1/3 with a rule and removed 2 in stats, keeping the rule. Which in turn is worth 0-0,5. Hope that explains it a bit better.
Stormwind Portal is perhaps a bit undercosted for its effect, I just don't know how to calculate the worth of a random 3 drop. Is it 1-2 or 2-3 mana worth? Currently, I'm pondering, 5 mana seems appropriated.
High Priestess is such a tricky card for me. Took me ages to figure it out, as you mentioned because of Giants. I don't care about aggro*, since it's meant to be put into a control deck vs aggro anyway and I'm always in favor of a midrange and control meta above all(play the game with your cards, not just "play cards"). Worrisome vs Combo decks though, because I'm in favor of those kind of decks.
However, 40 starting Health seems a bit rough(compared to warrior who needs 3-5 turns to achieve 40 health. I just don't know how to change it.
*Aggro balance comes from cheap minions with a strong effect but a bad downside or consequence when it's destroyed. Since Blizzard doesn't do that, does the opposite instead(the main problem we face in HS today). Cards that hard counters it in other ways needs to be made(Sludge for example).
update: some changes have been made.
Check out my submission for this weeks card design competition; or my other fan creations! Nullius in verba