To say I've had some spare time on my hands is fair. Out of pure boredom I have created a fan made expansion called Nightmares of the Necropolis! Or Naxx 2.0 if you will. Curse of Naxxramas is one of my favourite sets in the game, simple, reminds me of the good old times and thematically great. I've always wanted them to create another one, but instead of waiting I decided to do it myself, I have created a 135 card expansion along with a few tokens but honestly, you might need to use your imagination at times because finding artwork for a single theme is incredibly difficult and had to make a lot of compromises along the way.
I will be posting the Class cards and then the Neutrals in a reply, considering the page crashed after I finished and I lost everything....
For this expansion I wanted to give a focus on old school plays, less face damage, less Rush andfewer archetypes that have specific cards you HAVE to play (Bomb Warrior, Abyssal Warlock, Libram Paladin and so on). I created multiple themes that I tried suiting to the ideas of experimentation, machinery, creation and development, much like working in the wacky labs of the Necropolis. For starters is the new keyword: Develop. If you have 1 Mana at the end of your turn, you spend that Mana for a specific effect. If you have 1 Mana left but 2 Develop minions, the one played first would trigger it's effect and the second wouldn't (As the Mana has been spent)
On top of that are Experiment cards. These spells have to be played multiple times to find the successful formula, through trial and error. These spells have 3 stages, you play a stage and at the end of your turn the next (stronger) stage will be added to your hand; so make sure to have space!
As well as Experiments, there are also Machines, a few classes have these, typically a tech card and very niche use. And finally are cards that become better once you've played your Hero Power 5 or more times. This goes nicely with another large thing in this expansion. Well, large Legendary with the name of Lich Lord Kel'Thuzad. A 5 stage legendary which would hopefully shake up the meta and create many new interesting decks. A single Neutral Legendary, that depending on what class you put him in will change your Hero Power into his own Necro-Power. This isn't strong in itself and is meant to feel like an alternative standard-power Hero Power. However if you use the Necro-Power multiple times, you will upgrade Kel'Thuzad into stronger adapted forms. To get to Tier 2 requires just 1 Necro-Power use. Tier 3 requires 2 more, Tier 4 requires 3 more and Tier 5 with another 4 (10 in total). Please note that only Necro-Power will upgrade KT. I write Hero Power in his later stages simply so it can fit on 1 line. I will also be adding the Kel'Thuzad Necro-Powers and stages within his respected classes but do note that they are linked solely to this card below.
There are also new archetypes added, old ones brought back or expanded, many Poisonous cards, Murlocs and also new Dual Tribe minions that have been spliced and crafted in labs, with a Rogue Legendary taking the whole "Dual Tribes" to a whole new level. I hope you enjoy and can share your feedback, I may have overlooked some broken interactions here and there...
Mecha-Gluth's Battlecry works very similar to Deathstalker Rexxar's Hero Power. You Discover from a pool of 6 beasts and then 6 Mechs and fuse the two minions together, combining their Mana, stats and effects.
Your KTs are never the same in any way. Not only do they don't match the text between each class (example: DH one has only deathrattle, druid has both battlecry and dreathrattle, and one starts as 6/6 and other as 5/5), but they also don't match the neutral card as well, since that one has start of game effect instead of any sort of battlecry or deathrattle and is a 5/5. So far it's my biggest concern, since it gets way too confusing, and badly needs to be simplified.
Your KTs are never the same in any way. Not only do they don't match the text between each class (example: DH one has only deathrattle, druid has both battlecry and dreathrattle, and one starts as 6/6 and other as 5/5), but they also don't match the neutral card as well, since that one has start of game effect instead of any sort of battlecry or deathrattle and is a 5/5. So far it's my biggest concern, since it gets way too confusing, and badly needs to be simplified.
They don't necessarily have to work the same way, just the progression and general power level, Tier 1 is meant to be terrible, unplayable, Tier 2 could've been a basic minion when the game was first released, Tier 3 could be a common minion released nowadays, Tier 4 could be a legendary nowadays but probably wouldn't see much play and Tier 5 is meant to be a bit broken... However needing 10 Necro-Powers to achieve that power level. They're meant to be different from each other but relatable to the class they're in. Taunt can work on a Warrior KT but not so much on a Mage KT. Also Tier 3 always has OG Kel'Thuzad stats. The only one with Text mess ups is Warrior as I think that might've been the first one I made? Not entirely sure though... And as for the class colouring on the different KT's, that was simply so I could keep track of which one belonged to which class, in reality they would probably all remain with neutral colouring
Also the end power levels on the 1 mana HP versions are meant to be a little weaker than the 2 Mana ones because they'll be a lot easier to achieve and the later tiers are physically impossible to have a Start of Game effect because they will never exist at the start of the game.
But I think keeping the same stats and text on all 10 classes would make KT boring and the game is very old now, I don't think it would be too confusing for 99% of the players that can pick up new keywords, card types and game modes very easily.
Your KTs are never the same in any way. Not only do they don't match the text between each class (example: DH one has only deathrattle, druid has both battlecry and dreathrattle, and one starts as 6/6 and other as 5/5), but they also don't match the neutral card as well, since that one has start of game effect instead of any sort of battlecry or deathrattle and is a 5/5. So far it's my biggest concern, since it gets way too confusing, and badly needs to be simplified.
They don't necessarily have to work the same way, just the progression and general power level, Tier 1 is meant to be terrible, unplayable, Tier 2 could've been a basic minion when the game was first released, Tier 3 could be a common minion released nowadays, Tier 4 could be a legendary nowadays but probably wouldn't see much play and Tier 5 is meant to be a bit broken... However needing 10 Necro-Powers to achieve that power level. They're meant to be different from each other but relatable to the class they're in. Taunt can work on a Warrior KT but not so much on a Mage KT. Also Tier 3 always has OG Kel'Thuzad stats. The only one with Text mess ups is Warrior as I think that might've been the first one I made? Not entirely sure though... And as for the class colouring on the different KT's, that was simply so I could keep track of which one belonged to which class, in reality they would probably all remain with neutral colouring
Also the end power levels on the 1 mana HP versions are meant to be a little weaker than the 2 Mana ones because they'll be a lot easier to achieve and the later tiers are physically impossible to have a Start of Game effect because they will never exist at the start of the game.
But I think keeping the same stats and text on all 10 classes would make KT boring and the game is very old now, I don't think it would be too confusing for 99% of the players that can pick up new keywords, card types and game modes very easily.
What I mean is, if everybody has Kel'Thuzad, Kel'Thuzad should be fairly similar for all of them, like all of them being a 6/6 with battlecry or similar. So far we don't have a legendary minion that changes on the class, but the closest would be Galakrond, wich is always a battlecry. In terms of balance, most of these look fine. However, I'll point out some things.
DH: I love all of these. Nothing to say here, specially since most of these aren't hard face cards, wich DH already have loads of.
Druid: Patchwerk looks neat, but being the only non-spell synergy card in a deck that heavily encourages spells, and an expansion clearly aimed at druid constantly casting spells means he won't be played at all. Maybe if he had Taunt it would encourage more gameplay, but most likely you should either leave it for a minion heavy expansion, or work it differently. Love the Treant stuff, I always wanted Treant druid to work, and play it myself. Last thing, and pretty much it's me being picky about the lore, Dezco is a Sunwalker, wich is a tauren paladin. It could be argued this is an alternative version of Dezco, but that's an odd choice considering we don't even have the original. I'd advice for different art and name, but keep everything else the same.
Hunter: I like most of the set, specially since they really seem to look forward to have hunters working around the Poisonous keyword. That said, I think you should rework Heigan, since a very similar legendary exists for hunter already (Ace Hunter Kreen). Maybe inspire on his boss fight and make him do something related to minion positioning? Or maybe have him make minions poisonous or something, I let you decide what to work on.
Mage: I know they won't rely on minion swarm often, but perhaps Raid Protection could cost (1). Frost Blast is really hard to judge, since it seems you make these cards unplayable for 3 turns, wich is a lot even for low cost cards, but again, has a bit of a hard trigger and doesn't really destroy anything for 3 mana. You have to specify when does Enchanted Drake trigger, if at start of turn, end of turn, battlecry, or whatever.
Loatheb the Boglord is glorious and I love everything about him.
Paladin: Defence Experiment is terrible, both 1 and 2 versions. I know first versions should be somewhat weak, but paying 3 mana to hurt yourself and summon a 1/3 with taunt that you could play for 1 mana is just bad. I like the masochistic approach to paladin (when combined with strong heals, wich we already have).
Priest: Not much to say here, a Menagerie Priest would look fun, even if hard to pilot. Most likely scenario would be dragon priest getting even stronger thanks to that maniac 9 drop, but besides that, it seems allright. Plus, if any expansion is suppoused to work around deathrattles and rez, should be this one or similar.
Rogue: Is Plundarr suppoused to be randomized (aka, you either get the human or the worgen ghost)? I like the set in general, although it makes me realize shuffle rogue should recieve much much more love. That said, Putricide might be too strong against enemy minions.
Shaman: Looks veery strong, but also focuses on archetypes that shaman doesn't focus hard on, such as control, menagerie, and frost.
Warlock: Actually this set I don't like. Plague experiment is terrible, to the point the good version can kill you, Hulking Murloc is busted as hell, although maybe at 4 mana could work (maybe). 2 mana Naga is hardly a good card, since she's only worth it in questlock, renolock (if you add a gazillion neutras and even then it's unreliable) and mirror matches. Forsaken Wanderer (that's the right wording) is cool tho, and I'd like to see it become an actual card.
Warrior: Nothing to add, I like this set. Perhaps you could buff the attack of Razovious adds, or Razovious himself, but that's the end of it. Note: Does the dwarven blacksmith hurts himself?
Neutrals: I like all these, specially the imagination put into the mixed races. Worth noting, tho. Perfect Servant is almost impossible to play on curve (at least if you aren't a DH), and it easily reaches very bad category, and unless you intend Ressurrected Dragon to summon twice after dead, you can just say "goes dormant for three turns instead".
In general this set is amazing, and I'd love to see something like this in the future.
Wow, thanks for such an in depth look! I do understand your views on a few of the cards for sure, KT is just simply something I'd love to see, a single legendary that can create multiple decks, of course some might not be good (I think mage, druid and warlock ain't as good as they might appear) but let me put it like this, I cba to change him anymore, 51 things I had to make for him... It was soul destroying!
Patchwerk is definitely an odd card but I did make him as a 8 mana 5/10 with taunt and no condition (also +5/10) and when I considered the position control druid is already in, I thought about trying to make a more conditioned legendary that could always see more support in the mini set. Plus their hero card would be great in that deck. As for the lore, I kind of pictured it as a small raid party with him, modera, Plund'arr, vaelestrasz and a few others going to stop the necropolis, so there's a few heroes there too. And honestly, I think there were about 10 legendaries I thought should've been Paladin, If you got any famous arcane druids, I'd happily change him for one of them. (Honestly if there's a card there that I had major second thoughts on, it's feral beam... Purely because of celestial alignment...)
Tbh I didn't think about Kreen, I was gonna go for poisonous with him too but I didn't want 2 legendaries feeling too similar, board position would be a good shout, making them hunters think a bit more before spamming!
Frost blast I was gonna change to 2 turns and 2 random cards but I reckon it'll just be a matter of wait and see if I was in blizzard, gotta have some nerfs otherwise it wouldn't feel authentic enough :D
I agree with defence experiment, but with right support, self damage on that could be seen as a plus? Also possible mini set legendary for Paladin considering how close to Naxx lore paladins are
I didn't want priest to be too great but they're in an almost good spot for buff priest and gothik is meant for that, resummoning Lyra while gothik has like a 7/13 statline to give it would be a solid play. Also if you play a variety of minion tribes in any form of priest, even aggro, I think Noth would just be a better N'zoth... Maybe..
I forgot to say how plundarr works, it doesn't remove minions and replace them or anything, simply changes the little tag at the bottom of pirates and beasts. So the pirate version of him is the collectible version, but when his effect takes place, he'll become a beast tribe and look like that (maybe even make a lil animation for him if he's in your starting hand). So Mr Smite would still have the same text but would be a beast himself that gives your beasts (that are now pirates) charge. The new hooktusk could be combo with the 3 mana 3/3 neutral that shuffles 3 copies of a beast into your deck and so on. Confusing but could create lots of interesting combos.
Putricide is strong no doubt, could also be very strong on your own minions like the new Reckless Engineer in the neutral commons, just an all round solid legendary. Also the enemy minion will get a small buff when returning.
Menagerie was just a general theme I gave to all classes and as shaman has totems as well I thought they might be one of the better ones to receive something for that, especially as they don't get an experiment (mini set once again would change that), control was just something I wanted to add and way back in Naxx, shaman was amazing with sylvanas and the res spell so I wanted to bring some of that back. Shaman has received plenty of freeze recently and it is very good, stalling the board rather than destroying it, but yeah, I wouldn't say the freeze cards are great for shaman in this but Naxx and KT seems like a good place for some random Frost cards along with deathrattle.
Dwarven dude does damage himself too, leaving a 3/1, but I think it is a playable card for control warrior nevertheless. And razuvious could be a bit stronger but with KT hero power and also what they already have with the 3 mana taunt that adds 2 more to your hand, encumbered pack mule and so on, it won't take long for you to be able to summon a huge wall of health, only 5 taunts to play to make them 3/6 which is very similar to a warrior cards back when armegedillo existed and that wasn't a terrible card with its base statline, this also comes with a 5/5 on top.
Perfect servant can be played on curve with 4 KTs ;) but yeah, he is a bit meh, but still an auto include for any KT deck as you're gonna be spamming your hero power as much as you can. And you're probably right with the dragon, that was a very early creation where I had yet to reach a good flow when creating the cards.. my bad there...
To say I've had some spare time on my hands is fair. Out of pure boredom I have created a fan made expansion called Nightmares of the Necropolis! Or Naxx 2.0 if you will. Curse of Naxxramas is one of my favourite sets in the game, simple, reminds me of the good old times and thematically great. I've always wanted them to create another one, but instead of waiting I decided to do it myself, I have created a 135 card expansion along with a few tokens but honestly, you might need to use your imagination at times because finding artwork for a single theme is incredibly difficult and had to make a lot of compromises along the way.
I will be posting the Class cards and then the Neutrals in a reply, considering the page crashed after I finished and I lost everything....
For this expansion I wanted to give a focus on old school plays, less face damage, less Rush and fewer archetypes that have specific cards you HAVE to play (Bomb Warrior, Abyssal Warlock, Libram Paladin and so on). I created multiple themes that I tried suiting to the ideas of experimentation, machinery, creation and development, much like working in the wacky labs of the Necropolis. For starters is the new keyword: Develop. If you have 1 Mana at the end of your turn, you spend that Mana for a specific effect. If you have 1 Mana left but 2 Develop minions, the one played first would trigger it's effect and the second wouldn't (As the Mana has been spent)
On top of that are Experiment cards. These spells have to be played multiple times to find the successful formula, through trial and error. These spells have 3 stages, you play a stage and at the end of your turn the next (stronger) stage will be added to your hand; so make sure to have space!
As well as Experiments, there are also Machines, a few classes have these, typically a tech card and very niche use. And finally are cards that become better once you've played your Hero Power 5 or more times. This goes nicely with another large thing in this expansion. Well, large Legendary with the name of Lich Lord Kel'Thuzad. A 5 stage legendary which would hopefully shake up the meta and create many new interesting decks. A single Neutral Legendary, that depending on what class you put him in will change your Hero Power into his own Necro-Power. This isn't strong in itself and is meant to feel like an alternative standard-power Hero Power. However if you use the Necro-Power multiple times, you will upgrade Kel'Thuzad into stronger adapted forms. To get to Tier 2 requires just 1 Necro-Power use. Tier 3 requires 2 more, Tier 4 requires 3 more and Tier 5 with another 4 (10 in total). Please note that only Necro-Power will upgrade KT. I write Hero Power in his later stages simply so it can fit on 1 line. I will also be adding the Kel'Thuzad Necro-Powers and stages within his respected classes but do note that they are linked solely to this card below.
There are also new archetypes added, old ones brought back or expanded, many Poisonous cards, Murlocs and also new Dual Tribe minions that have been spliced and crafted in labs, with a Rogue Legendary taking the whole "Dual Tribes" to a whole new level. I hope you enjoy and can share your feedback, I may have overlooked some broken interactions here and there...
DEMON HUNTER
DRUID
HUNTER
MAGE
PALADIN
PRIEST
ROGUE
SHAMAN
WARLOCK
WARRIOR
NEUTRAL LEGENDARY
LICH LORD KEL'THUZAD
DEMON HUNTER
DRUID
HUNTER
MAGE
PALADIN
PRIEST
ROGUE
SHAMAN
WARLOCK
WARRIOR
Mecha-Gluth's Battlecry works very similar to Deathstalker Rexxar's Hero Power. You Discover from a pool of 6 beasts and then 6 Mechs and fuse the two minions together, combining their Mana, stats and effects.
MECHA GLUTH BEASTS + MECHS
NEUTRAL EPICS
NEUTRAL RARES
NEUTRAL COMMONS
Your KTs are never the same in any way. Not only do they don't match the text between each class (example: DH one has only deathrattle, druid has both battlecry and dreathrattle, and one starts as 6/6 and other as 5/5), but they also don't match the neutral card as well, since that one has start of game effect instead of any sort of battlecry or deathrattle and is a 5/5. So far it's my biggest concern, since it gets way too confusing, and badly needs to be simplified.
Click to see my Hearthstone projects:
They don't necessarily have to work the same way, just the progression and general power level, Tier 1 is meant to be terrible, unplayable, Tier 2 could've been a basic minion when the game was first released, Tier 3 could be a common minion released nowadays, Tier 4 could be a legendary nowadays but probably wouldn't see much play and Tier 5 is meant to be a bit broken... However needing 10 Necro-Powers to achieve that power level. They're meant to be different from each other but relatable to the class they're in. Taunt can work on a Warrior KT but not so much on a Mage KT. Also Tier 3 always has OG Kel'Thuzad stats. The only one with Text mess ups is Warrior as I think that might've been the first one I made? Not entirely sure though... And as for the class colouring on the different KT's, that was simply so I could keep track of which one belonged to which class, in reality they would probably all remain with neutral colouring
Also the end power levels on the 1 mana HP versions are meant to be a little weaker than the 2 Mana ones because they'll be a lot easier to achieve and the later tiers are physically impossible to have a Start of Game effect because they will never exist at the start of the game.
But I think keeping the same stats and text on all 10 classes would make KT boring and the game is very old now, I don't think it would be too confusing for 99% of the players that can pick up new keywords, card types and game modes very easily.
and this is why Hearthstone need to be opened source :D
"Woow..."
What I mean is, if everybody has Kel'Thuzad, Kel'Thuzad should be fairly similar for all of them, like all of them being a 6/6 with battlecry or similar. So far we don't have a legendary minion that changes on the class, but the closest would be Galakrond, wich is always a battlecry. In terms of balance, most of these look fine. However, I'll point out some things.
DH: I love all of these. Nothing to say here, specially since most of these aren't hard face cards, wich DH already have loads of.
Druid: Patchwerk looks neat, but being the only non-spell synergy card in a deck that heavily encourages spells, and an expansion clearly aimed at druid constantly casting spells means he won't be played at all. Maybe if he had Taunt it would encourage more gameplay, but most likely you should either leave it for a minion heavy expansion, or work it differently. Love the Treant stuff, I always wanted Treant druid to work, and play it myself. Last thing, and pretty much it's me being picky about the lore, Dezco is a Sunwalker, wich is a tauren paladin. It could be argued this is an alternative version of Dezco, but that's an odd choice considering we don't even have the original. I'd advice for different art and name, but keep everything else the same.
Hunter: I like most of the set, specially since they really seem to look forward to have hunters working around the Poisonous keyword. That said, I think you should rework Heigan, since a very similar legendary exists for hunter already (Ace Hunter Kreen). Maybe inspire on his boss fight and make him do something related to minion positioning? Or maybe have him make minions poisonous or something, I let you decide what to work on.
Mage: I know they won't rely on minion swarm often, but perhaps Raid Protection could cost (1). Frost Blast is really hard to judge, since it seems you make these cards unplayable for 3 turns, wich is a lot even for low cost cards, but again, has a bit of a hard trigger and doesn't really destroy anything for 3 mana. You have to specify when does Enchanted Drake trigger, if at start of turn, end of turn, battlecry, or whatever.
Loatheb the Boglord is glorious and I love everything about him.
Paladin: Defence Experiment is terrible, both 1 and 2 versions. I know first versions should be somewhat weak, but paying 3 mana to hurt yourself and summon a 1/3 with taunt that you could play for 1 mana is just bad. I like the masochistic approach to paladin (when combined with strong heals, wich we already have).
Priest: Not much to say here, a Menagerie Priest would look fun, even if hard to pilot. Most likely scenario would be dragon priest getting even stronger thanks to that maniac 9 drop, but besides that, it seems allright. Plus, if any expansion is suppoused to work around deathrattles and rez, should be this one or similar.
Rogue: Is Plundarr suppoused to be randomized (aka, you either get the human or the worgen ghost)? I like the set in general, although it makes me realize shuffle rogue should recieve much much more love. That said, Putricide might be too strong against enemy minions.
Shaman: Looks veery strong, but also focuses on archetypes that shaman doesn't focus hard on, such as control, menagerie, and frost.
Warlock: Actually this set I don't like. Plague experiment is terrible, to the point the good version can kill you, Hulking Murloc is busted as hell, although maybe at 4 mana could work (maybe). 2 mana Naga is hardly a good card, since she's only worth it in questlock, renolock (if you add a gazillion neutras and even then it's unreliable) and mirror matches. Forsaken Wanderer (that's the right wording) is cool tho, and I'd like to see it become an actual card.
Warrior: Nothing to add, I like this set. Perhaps you could buff the attack of Razovious adds, or Razovious himself, but that's the end of it. Note: Does the dwarven blacksmith hurts himself?
Neutrals: I like all these, specially the imagination put into the mixed races. Worth noting, tho. Perfect Servant is almost impossible to play on curve (at least if you aren't a DH), and it easily reaches very bad category, and unless you intend Ressurrected Dragon to summon twice after dead, you can just say "goes dormant for three turns instead".
In general this set is amazing, and I'd love to see something like this in the future.
Click to see my Hearthstone projects:
@MVonTzeskagrad
Wow, thanks for such an in depth look! I do understand your views on a few of the cards for sure, KT is just simply something I'd love to see, a single legendary that can create multiple decks, of course some might not be good (I think mage, druid and warlock ain't as good as they might appear) but let me put it like this, I cba to change him anymore, 51 things I had to make for him... It was soul destroying!
Patchwerk is definitely an odd card but I did make him as a 8 mana 5/10 with taunt and no condition (also +5/10) and when I considered the position control druid is already in, I thought about trying to make a more conditioned legendary that could always see more support in the mini set. Plus their hero card would be great in that deck. As for the lore, I kind of pictured it as a small raid party with him, modera, Plund'arr, vaelestrasz and a few others going to stop the necropolis, so there's a few heroes there too. And honestly, I think there were about 10 legendaries I thought should've been Paladin, If you got any famous arcane druids, I'd happily change him for one of them. (Honestly if there's a card there that I had major second thoughts on, it's feral beam... Purely because of celestial alignment...)
Tbh I didn't think about Kreen, I was gonna go for poisonous with him too but I didn't want 2 legendaries feeling too similar, board position would be a good shout, making them hunters think a bit more before spamming!
Frost blast I was gonna change to 2 turns and 2 random cards but I reckon it'll just be a matter of wait and see if I was in blizzard, gotta have some nerfs otherwise it wouldn't feel authentic enough :D
I agree with defence experiment, but with right support, self damage on that could be seen as a plus? Also possible mini set legendary for Paladin considering how close to Naxx lore paladins are
I didn't want priest to be too great but they're in an almost good spot for buff priest and gothik is meant for that, resummoning Lyra while gothik has like a 7/13 statline to give it would be a solid play. Also if you play a variety of minion tribes in any form of priest, even aggro, I think Noth would just be a better N'zoth... Maybe..
I forgot to say how plundarr works, it doesn't remove minions and replace them or anything, simply changes the little tag at the bottom of pirates and beasts. So the pirate version of him is the collectible version, but when his effect takes place, he'll become a beast tribe and look like that (maybe even make a lil animation for him if he's in your starting hand). So Mr Smite would still have the same text but would be a beast himself that gives your beasts (that are now pirates) charge. The new hooktusk could be combo with the 3 mana 3/3 neutral that shuffles 3 copies of a beast into your deck and so on. Confusing but could create lots of interesting combos.
Putricide is strong no doubt, could also be very strong on your own minions like the new Reckless Engineer in the neutral commons, just an all round solid legendary. Also the enemy minion will get a small buff when returning.
Menagerie was just a general theme I gave to all classes and as shaman has totems as well I thought they might be one of the better ones to receive something for that, especially as they don't get an experiment (mini set once again would change that), control was just something I wanted to add and way back in Naxx, shaman was amazing with sylvanas and the res spell so I wanted to bring some of that back. Shaman has received plenty of freeze recently and it is very good, stalling the board rather than destroying it, but yeah, I wouldn't say the freeze cards are great for shaman in this but Naxx and KT seems like a good place for some random Frost cards along with deathrattle.
Dwarven dude does damage himself too, leaving a 3/1, but I think it is a playable card for control warrior nevertheless. And razuvious could be a bit stronger but with KT hero power and also what they already have with the 3 mana taunt that adds 2 more to your hand, encumbered pack mule and so on, it won't take long for you to be able to summon a huge wall of health, only 5 taunts to play to make them 3/6 which is very similar to a warrior cards back when armegedillo existed and that wasn't a terrible card with its base statline, this also comes with a 5/5 on top.
Perfect servant can be played on curve with 4 KTs ;) but yeah, he is a bit meh, but still an auto include for any KT deck as you're gonna be spamming your hero power as much as you can. And you're probably right with the dragon, that was a very early creation where I had yet to reach a good flow when creating the cards.. my bad there...