I will make comment on some of the cards that I want to comment on, hope you don't mind. And since this thread has 3 pages I'm sure what I'm about to say has been probably written already, so sorry about that but I'm lazy to read all 3 pages of comments.
Worgen Mercenary - I made a card with similar ability, only it's 9/6/6 Legendary, so I find this to be OP as hell;
Druid of the Scythe - This one is my favourite + Love the art;
McPinchy - As far as I know 1 damage is considered to be better than 1 heal in HS, so making this reversed Mistress of pain seems too strong(although it's arguable how good/balanced Mistress is, but still);
Mass Revival - Basically a Kel'Thuzad which costs 2 less but without actual Kel'Thuzad. Can't imagine for it to get play over the Lord of Naxxramas;
Rhonin Redhair - Would be balanced if you take away 2 of 3 effects. Cost decrease may not be that good on it's own, but if you combine it with any of the 2 it's OP;
Bloodsurge - It's good that you made it 4 mana instead of 3, but you can equip Gorehowl at 7(even attack with it), then use 2xUpgrade!, Bloodsurge and Cowering Shout and it's a 16 damage combo. This may be 2 turn combo, but if your opponent is low(and warriors themselves are pretty healthy) it's still too good.
That's all I'm gonna cover. Overall this expansion seems good.
I will make comment on some of the cards that I want to comment on, hope you don't mind. And since this thread has 3 pages I'm sure what I'm about to say has been probably written already, so sorry about that but I'm lazy to read all 3 pages of comments.
Worgen Mercenary - I made a card with similar ability, only it's 9/6/6 Legendary, so I find this to be OP as hell;
I don't think this is OP as it has to stay alive for you to get its effect. With Sylvanas you are guaranteed to take a minion (unless silenced), however Worgen Mercenary can get removed and the board state doesn't change.
Druid of the Scythe - This one is my favourite + Love the art;
Thanks.
McPinchy - As far as I know 1 damage is considered to be better than 1 heal in HS, so making this reversed Mistress of pain seems too strong(although it's arguable how good/balanced Mistress is, but still);
I feel like McPinchy and Mistress of Pain are on a similar power level. The reason is you can potentially buff MoP and gain more health, but you cannot gain more attack (face damage) if you buff McPinchy.
Mass Revival - Basically a Kel'Thuzad which costs 2 less but without actual Kel'Thuzad. Can't imagine for it to get play over the Lord of Naxxramas;
I had an extremely tough time on how to value this. I think it wouldn't be overpowered if it was 5 Mana, so I will change it to that.
Rhonin Redhair - Would be balanced if you take away 2 of 3 effects. Cost decrease may not be that good on it's own, but if you combine it with any of the 2 it's OP;
I compare it to the Shaman's Fire Elemental. The Fire Elemental has 11 worth of stats, and deals 3 damage for 6 mana. This has 12 worth of stats, and deals 2 damage for 7 mana with the extra spell damage effect since it is a legendary. I think it is a fair trade off.
Bloodsurge - It's good that you made it 4 mana instead of 3, but you can equip Gorehowl at 7(even attack with it), then use 2xUpgrade!, Bloodsurge and Cowering Shout and it's a 16 damage combo. This may be 2 turn combo, but if your opponent is low(and warriors themselves are pretty healthy) it's still too good.
I still think that is way to difficult of a combo to pull off consistently. I mean compared to canceorus FoN 21 damage combo, the combo you are suggesting is way to tough to pull off. FoN 21 needs only 4 cards, this needs 5 cards over 2 turns for 5 less damage.
Also, you forgot there is a better two turn gorehowl with less cards. Turn 7 gorehowl. Turn 8 double Bloodsurge to get a 28 damage weapon. However, if the enemy has one taunt you will be in trouble.
That's all I'm gonna cover. Overall this expansion seems good.
I added 20 new cards to the set. Which means 2 new cards for each class + neutral. I also did some significant changes to many cards. Please check them out!
Ironforge Subduer, common card with a better ability than Vol'jin. Turns a giant into a 2/8, leaves a 8/3 after the trade. Voljin needs a combo or suicide minion.
Sha'tar Upholder. Should be 1 mana epic or even legendary. Turn 1 3/3 divine shielded charge is completely broken. Or what about a coined out T3 4/7 divine shielded doomguard, followed by truesilver? Everyone would have to run 2 owls just to avoid that combo.
Hibernate, not op but you say "This card doesn't really have any synergies" - What about The Black Knight? 6 mana combo that kills anything.
Shandris. A joke. Can make way too many free trades.
Inferno totem, has a chance of killing 1-2 drops for free every turn, and trade up with its 2 attack. Too snowbally, especially if you had two. Even if it hits face just once for 2 damage on turn 1, it's already a way better leper gnome. Comboed with Flametongue and Totemic Might would be the best opening in the game. Mana cost +1.
Crazed Berserker. Turn 1 coin War Axe, turn 2 4/3 4/3, gg. Or 32 dmg burst with Gorehowl and warsong + 1 bloodsail raider and 2 Berserkers.
Worgen Ravager, trash. Should be something like 2/2 immune when attacking if you want to do Cold blood/Oil combos. As it is now, it trades 1-1 with spider tank or harvest golem which are 3 drops.
Many utility cards are overpriced by 1-2 mana, e.g Cowering shout(owl is permanent, way more versatile and leaves a body), Gouge(humility), Blind, Eye of Kilrogg, Shatter(polymorph), Exorcise, etc.
Posts like these just show blizzard needs help with HS. When the community can make better cards then the developers theres something wrong. Some of these are pretty op like molten abyssal and would need some rework if they were to ever be made real cards but a lot of them solve current problems hearthstone has and makes more archetypes playable. Overall they are extremly well made. If this expansion was released instead of gvg i would be more then happy. Gvg introduced cards not aimed to improve the balance issues but make current decks stronger, the game didnt improve in any way after gvg as only a handfull of cards were aimed to fixed issues(like healbot). In your expansion you have a ton of cards aimed to fix brainless decks that hit face and make removal(aka posion) cheaper and better which is a HUGE problem in HS. I also like that you didnt include cards that are just straight up bgh food like blizzard often does (nefarian,illadin). Great job :)
I'm not sure if someone else has said this, but I think totemic mastery is very undervalued. Imo, it should probably just not have any overload (or cost 6-ish with overload), because shaman in general have lots of minions out, so the amount of totems you'll get is not amazing. Also, because nearly all the totems have 0 attack, it will be hard to make room on your board to get stronger minions out, so you might lose a lot of tempo with this card.
I will make comment on some of the cards that I want to comment on, hope you don't mind. And since this thread has 3 pages I'm sure what I'm about to say has been probably written already, so sorry about that but I'm lazy to read all 3 pages of comments.
Worgen Mercenary - I made a card with similar ability, only it's 9/6/6 Legendary, so I find this to be OP as hell;
Druid of the Scythe - This one is my favourite + Love the art;
McPinchy - As far as I know 1 damage is considered to be better than 1 heal in HS, so making this reversed Mistress of pain seems too strong(although it's arguable how good/balanced Mistress is, but still);
Mass Revival - Basically a Kel'Thuzad which costs 2 less but without actual Kel'Thuzad. Can't imagine for it to get play over the Lord of Naxxramas;
Rhonin Redhair - Would be balanced if you take away 2 of 3 effects. Cost decrease may not be that good on it's own, but if you combine it with any of the 2 it's OP;
Bloodsurge - It's good that you made it 4 mana instead of 3, but you can equip Gorehowl at 7(even attack with it), then use 2xUpgrade!, Bloodsurge and Cowering Shout and it's a 16 damage combo. This may be 2 turn combo, but if your opponent is low(and warriors themselves are pretty healthy) it's still too good.
That's all I'm gonna cover. Overall this expansion seems good.
Nice job!
Responses in Bold and Underline.
HUGE UPDATE!
I added 20 new cards to the set. Which means 2 new cards for each class + neutral. I also did some significant changes to many cards. Please check them out!
Amazing thread. Very well done, nice ideas.
Love the card ideas, but many are too op.
Ironforge Subduer, common card with a better ability than Vol'jin. Turns a giant into a 2/8, leaves a 8/3 after the trade. Voljin needs a combo or suicide minion.
Sha'tar Upholder. Should be 1 mana epic or even legendary. Turn 1 3/3 divine shielded charge is completely broken. Or what about a coined out T3 4/7 divine shielded doomguard, followed by truesilver? Everyone would have to run 2 owls just to avoid that combo.
Hibernate, not op but you say "This card doesn't really have any synergies" - What about The Black Knight? 6 mana combo that kills anything.
Shandris. A joke. Can make way too many free trades.
Inferno totem, has a chance of killing 1-2 drops for free every turn, and trade up with its 2 attack. Too snowbally, especially if you had two. Even if it hits face just once for 2 damage on turn 1, it's already a way better leper gnome. Comboed with Flametongue and Totemic Might would be the best opening in the game. Mana cost +1.
Crazed Berserker. Turn 1 coin War Axe, turn 2 4/3 4/3, gg. Or 32 dmg burst with Gorehowl and warsong + 1 bloodsail raider and 2 Berserkers.
Worgen Ravager, trash. Should be something like 2/2 immune when attacking if you want to do Cold blood/Oil combos. As it is now, it trades 1-1 with spider tank or harvest golem which are 3 drops.
Many utility cards are overpriced by 1-2 mana, e.g Cowering shout(owl is permanent, way more versatile and leaves a body), Gouge(humility), Blind, Eye of Kilrogg, Shatter(polymorph), Exorcise, etc.
Posts like these just show blizzard needs help with HS. When the community can make better cards then the developers theres something wrong. Some of these are pretty op like molten abyssal and would need some rework if they were to ever be made real cards but a lot of them solve current problems hearthstone has and makes more archetypes playable. Overall they are extremly well made. If this expansion was released instead of gvg i would be more then happy. Gvg introduced cards not aimed to improve the balance issues but make current decks stronger, the game didnt improve in any way after gvg as only a handfull of cards were aimed to fixed issues(like healbot). In your expansion you have a ton of cards aimed to fix brainless decks that hit face and make removal(aka posion) cheaper and better which is a HUGE problem in HS. I also like that you didnt include cards that are just straight up bgh food like blizzard often does (nefarian,illadin). Great job :)
Top 5 Legend every season. Twitch.tv/vbsof
I'm not sure if someone else has said this, but I think totemic mastery is very undervalued. Imo, it should probably just not have any overload (or cost 6-ish with overload), because shaman in general have lots of minions out, so the amount of totems you'll get is not amazing. Also, because nearly all the totems have 0 attack, it will be hard to make room on your board to get stronger minions out, so you might lose a lot of tempo with this card.
Look at this... or else: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/43518-coilfang-reservoir-a-hearthstone-adventure
Sorry for necro, but i found purify and shatter here! Also some cards was added to the game too.