Changed Nexus-Prince Zakat - Cost/Attack/Health changed to 8/6/10. Text changed to "Battlecry: Replace your Hero Power with the Coin. Play minions to refresh your Hero Power."
Nexus-Prince Zakat, being the primary character of the entire set, gave us a lot of issues. Originally, this expansion had a heavy emphasis on Coin generation, but after learning about the dangers of parasitic design, as well as the nightmare it became to balance Neutral coin-generation due to cards like Uther of the Ebon Blade, we decided to pull back on the whole Coins theme by a large margin. Nexus-Prince Zakat ended up going through several iterations, but we finally found an effect that was unique, impactful and fit the character.
Changed Lady Moonspark - Cost/Attack/Health changed to 5/4/5. Text changed to "Start of Game: If your deck has exactly 3 cards per Mana Cost, your Hero Power draws cards this game."
As was the case with Zakat, Lady Moonspark was a card built around the Coin synergies we developed early on in the expansions. We also learned later on that our card set lacks a key element—something that encouraged innovative deckbuilding. This change killed two birds with one stone, and I'm really happy with how it turned out.
Changed Nessy, Terror of Deeprun - Text changed to "Stealth, Poisonous. Battlecry and Deathrattle: Destroy a random enemy minion."
Nessy, Terror of Deeprun started its existence as a more of an experiment of how strong a minion would be if it would have a powerful, long-lasting impact on the game. Although the original design wasn't necessarily overpowered, it was very unfun and had some potentially abusable interactions with cards like Kathrena Winterwisp and Master Oakheart. This change kept the flavor of Nessy while reducing the powerful synergies with the aforementioned problem cards.
Changed Lightning Reflexes - Cost changed to 2. Text changed to "Give a friendly minion Rush. Gain an empty Mana Crystal."
The original effect of the card was very very weak. This makes the card at least playable in Tempo-oriented decks.
Changed Fishy Totemic - Cost/Attack/Health changed to 3/2/4. Rarity changed to Rare. Text changed to "Battlecry: Summon a random non-Basic Totem. Deathrattle: Destroy it."
Another victim of the coin synergy change. Fishy Totemic is now a strong 3-drop with strong Totem synergies.
Changed Asagi - Art Updated. Text changed to "Instead of drawing your normal card each turn, Discover a card from the top of your deck."
The effect itself wasn't changed. This update was mainly just to up the quality of the card.
Changed Axe Grinder - Cost/Attack/Health changed to 2/1/4. Text changed to "Battlecry: If you have a weapon equipped, gain +1 Attack and Rush."
Axe Grinder had to be changed because of the issue with Coin synergies. It is now a strong 2-Cost minion for Rush decks and fits well with the rest of the cards Warrior got in the set.
So yeah guys, that's about it. Now that we're done with all the cards (finally), we're gonna be focusing on upping the quality of everything here. Please, tell me what you guys think of all the cards! What balance changes do you suggest? Please, let us know!
Don't know if anyone has mentioned this, but Pyrestone Shard's secondary effect that lets you combine the shards is impossible to satisfy because you cast the shards the instant they are drawn, meaning you'll never actually get to combine them.
- Changed text to "Side-Quest: Equip a weapon. Reward: Give it Poisonous this turn only." - Changed name to Deathshade Smuggler - Mana Cost to (3) (from 2)
Vial Smuggler was kinda made by mistake, as we never intended to have two Side-Quests to be the same. I liked Fuselight Masterkey's reward more than this one, so Vial Smuggler was changed to fill in the empty weapon Side-Quest. Then I changed the name because Deathshade sounds way cooler than Vial.
Changed Sneakybeaky Infiltrator
- Attack/Health to 2/1 (from 2/2) - Updated the art.
I felt Sneakybeaky Infiltrator was just a little bit overtuned. Reducing the Health by 1 put it in line with Argent Horserider and Disciple of C'Thun, which I think makes it good enough to see some play without it become a ubiquitous 3-drop. I also updated the art of Sneakybeaky Infiltrator to make it look a little better.
Changed Fuselight Bruiser
- Changed text to "Side-Quest: Play a minion next to this. Reward: Give it +1/+1." - Attack/Health to 4/4 (from 5/4)
Fuselight Bruiser was the last vestige of cards that originated when the card had a major focus on generating Coins and using them for various synergies. I decided to change it into a Side-Quest minion to increase the variety of those kinds of cards. Kill two birds with one stone.
Changed Quilboar Bodyguard
- Attack/Health to 3/4 (from 3/5)
I really, really like Quilboar Bodyguard's design. It's a good defensive minion that does a variety of things. It's a generally good 5-Cost minion that you can stick into a deck when you don't know what to fill that slot with. However, upon reflection, 3/5 was just a little bit too much for the card. At 3/4, it still has to compete with Rotten Applebaum and Witchwood Grizzly in Standard, as well as Sludge Belcher in Wild. Compared to those cards, it has less stats, but compensates with its versatility.
Changed Wandering Scoundrel
- Changed text to "Battlecry: Summon a 2/2 Henchman with Rush." - Changed text of Henchman to "Rush"
This was a simple change for me. I felt their were too many Taunt minions in the Neutral set, so I decided to make Wandering Scoundrel as a more aggressive card than it was before.
Changed Hired Muscle
- Mana Cost to (9) (from 8)
Hired Muscle was overtuned. At 9, you have tp sacrifice pretty much your entire turn to placing a 4-Mana minion with an Assassinate attached. This is fine though, as it still remains an option for Midrange and Control decks looking for some hard removal but lack many in their own class's set, particularly in the Standard format.
- Changed text to "Battlecry: Transform the highest Cost card in your hand into a Coin."
Like Fuselight Bruiser, Coindexter was out of place because of the removed Coin synergies. This preserves the flavor of the card, and it's now way more interesting. It becomes a potential combo enabler, but it comes at a very high price.
Changed Blood Siphoner
- Mana Cost to (5) (from 4)
Not much to say about this nerf. It was overtuned at 4, so I decided to make it a little more expensive to make it less of an auto-include in every deck.
Changed Crooked Spymaster
- Changed text to "Whenever a Secret is triggered, draw a card." - Attack/Health to 3/3 (from 3/5)
The previous version's text was way too wordy, too clunky, and forced the "current player" mechanic far too much. This version is way more interesting, as you can use it as a tech against Secret decks, and use it in your own Secret decks as well!
Changed Sabotage Extraordinaire
- Changed text to "Side-Quest: Force your opponent to draw 3 cards. Reward: Summon three Weasel Tunnelers." - Attack/Health to 5/4 (from 5/6) - Updated the art.
The previous version's text was an error. Also, I felt it definitely didn't need the premium statline, so I nerfed it a little. Other than that, it's got some smexier art which fits the card better.
Changed Heist Bulwark
- Changed text to "Taunt. Battlecry: If there are two minions adjacent to this minion, gain +3/+3." - Cost to (6) (from 8) - Attack/Health to 4/4 (from 2/4) - Updated the art.
Heist Bulwark was originally a Side-Quest synergy card. I learned later on about the bad side of parasitic design, so this card was changed.
Changed Special Agent Sally
- Attack/Health to 1/5 (from 2/5) - Updated the art for Pair of Handcuffs.
Special Agent Sally is one of my favorite cards from the set. However, it was definitely overtuned, being the only unconditional 3-Mana 2/5 Taunt. Reducing the Attack by 1 makes it a balanced card.
Changed Lady Moonspark
- Cost to (4) (from 5) - Attack/Health to 3/4 (from 4/5)
Generally, I'd say the 4-Cost slot is the most heavily contested slot. By making this a 4-Mana card, it makes the decision even more difficult since you now only have 2 4-Mana slots to work with in your deck.
- Changed text to "Draw a card. If you destroyed a weapon this turn, draw 2 cards instead."
I didn't like how the card was useless except during a few specific moments of the game. This change basically makes it usable no matter what turn you play it on. The extra card is a bonus, and the weapon destruction is less of a requirement. This simultaneously strengthens Weapon Hunter and other Hunter decks, especially in a weapon heavy meta!
Changed The Marksman
- Attack/Health to 3/3 (from 3/2) - Updated the art of Immolation Oil, Frost Oil, and Leeching Oil.
The Marksman is another favorite of mine, but I do think it could be more powerful. Just a little bit more Health.
Changed Archstone Handcannon
- Cost to (6) (from 8)
The card costed way way too much at (8). At (6) it becomes a powerful tool for contesting the board, and really helps push the Weapon Hunter archetype.
Changed Pyrestone Catalyst
- Changed text to "The next five cards you play have Spell Damage +1." - Cost to (5) (from 4) - Removed Pyrestone Shard.
Pyrestone's previous version was broken, and I think it was way too wordy anyways. I like this version because I don't believe Mage is broken by this card, since you're spending 5 Mana for a very gradual bonus. Unexpected Results, Powder Keg Caster, and Wicker Blast are all cards that benefit greatly from this card, but I don't think it should be a permanent effect like it was before.
Changed Vanessa VanCleef
- Change text to "Combo: Draw a card for each other card you've played this turn. Summon any Pirates drawn." - Cost to (7) (from 3) - Attack/Health to 4/5 (from 2/3) - Updated the art.
Vanessa VanCleef had a very strange effect that I wasn't very happy with. This effect opens up for some more Pirate Rogue synergies in the future, which I definitely plan on exploring. Also, she gets to take after his father Edwin VanCleef! :D
Changed Dapper Clanker
- Cost to (5) (from 6)
Dapper Clanker was underpowered. Not it's not! :D
- Attack/Health to 6/6 (from 9/9)
Ezani was a very very powerful 9-Cost minion, with premium stats and enormously strong power, akin to Shudderwock, except it requires your opponent to play around it, rather than you building your deck around it. As such, I feel like it should have similar stats to Shudderwock.
Changed Draenethyst Stasis Cube
- Cost to (6) (from 5) - Cost of Filled Stasis Cube to (6) (from 5)
Draenethyst Stasis Cube is a really cool concept, and I believe it serves as a good example of healthy manipulation of your opponent's deck, as it's 6-Mana that does nothing over short-term games unless you decide to play the spells again, but you have to give them the spells back in order to play them.