At think it fits well within the Grimy Goons theme and it is a fun card.
It could be very strong early game that is why I didn’t make it a 1 mana cost: Cursed Blade – Giving you a 2 mana 3/4 or 3/3 after using the weapon once. Light's Justice – 2 mana 2/5 or Rusty Hook– 2 mana 2/4
During mid and late game if you are worried about being oozed after buffing your Eaglehorn Bow or after equippingAshbringer, just use this card instead. Editing typos
"Who said paladins couldn't make shocking results?"
This will be good for weapons in paladin (Obviously). Since the three damage is dealt before the hero and the defending character fight, it allows the player to kill smaller minions without taking damage. Also, it can help with a final burst damage or bring more fighting power to a Light's Justice.
This is sort of a comeback enabler. Freezes all enemies, including the heroes and gives you a potentially huge burst of health. It will most likely eat up your whole turn so you better hope that you can clear next turn. Because at turn 8, 4 attack is not that uncommon in minions.
Overall, I think this is balanced enough. You have to survive to the point in the game where you can play it, as well as have a plan B when all the enemies are thawed.
Jade Golems is one of my favorite mechanics in Mean Streets of Gadgetzan. However, I feel Blizzard could have done a little more with it. Like the Jade Chieftain, I wanted to create a card that interacted with the Jade Golems themselves. Jade Collector will give the player Armor equal to the Jade Golems attack. I made it a Druid card because Druids are the only ones from the Jade Lotus faction that has Armor gain.
Flavor Text: The only thing more worrisome than a dwarven drive by? A drunk dwarven drive by.
I think the card has a lot of flavor and provides some solid removal for rogue that isn't Sap. It's nice to have variety for different decks and I made it target only one minion due to rogues rampant low cost spells and spell damage archetypes. It fits in with those without being overbearing.
Some interesting blood crafting magic here, you lose 1 health, but gain 2 armor or just heal for 1. Although the synergy to take advantage of the armor is not quite there in the game, I still found it interesting.
I couldn't form my original idea the way I wanted (thanks CheeseEatingSurrenderMonkey for the input), so I went with my backup. It's essentially a Bolf Ramshield that you have more control over, due to it having stealth, and because it's effect only happens when you decide to attack a minion. I think it could be a big help against aggro decks.
For a class that has a readily available weapon, I'm surprised that the design space of buffing your weapon hasn't been really explored, aside from Tinker's Sharpsword Oil. This is my take on it - it buffs Rogue's weapons with an effect that is flavoured similarly to Betrayal, and a risk-reward way of having more board clears.