After Thousand Needles, most tauren will end up in Tanaris.
-Not sure how to shorten Scorpid's description, if you can figure out a way, I'd love to hear it.
New type of keyword: Activated effect. The minion cannot attack on the turn it activates. For example, if the effect, like the scorpid, involves the start of your turn, it cannot attack. That mostly avoids the overpowered possibility of the scorpid attacking.
-Iah hasn't responded by this time, but I will post them as soon as he does, or he will post his cards in the comments, his choice.
-Feedback appreciated, and if any of you have some suggested keywords/additional content for this zone I could add, either put it in the comments or send me a personal message!
After Thousand Needles, most tauren will end up in Tanaris.
Some nice ideas here! I'll give you my thoughts on some of your concepts
Hazzali Stinger: A good idea to elevate a Beast Druid deck, however its weak body has a hard time compensating for the ability. Say you'll play this card on turn 4 or 5, you'll be unable to activate the hero power for value. The 2/3 body gets destroyed by literally anything at this point in the game, so the bonus is insignificant. If you play this on turn 6+, you get to use the bonus effect to the hero power once, maybe twice if you're lucky. My suggested change; Make it a 3/5 for 4, and instead change the effect to "Increases the attack and armor gained by 1". This phrasing means that the effect stacks, meaning if you have 2 Stingers you'll get a +2 bonus.
Anachronos: An interesting take on time manipulation but I think putting *all* cards you've played in your hand is a bit overkill, since you'll easily overflow your hand. Also, consider that at this time Anachronos is played as well, so you'll get infinite Anachronoses :). My suggestion is to keep the stats slightly higher (6/8 perhaps) and change the battlecry to "Put a copy of three random cards you've played this game" into your hand. This way the card generation is less overkill, but still stronger then Nefarian considering you'll get three cards, and you'll have some control over which those three cards will be by designing your deck around it.
Infinite dragon: Extremely strong card generation but the weak body might compensate just enough. However, by the phrasing of the battlecry you'll get a copy of itself into your hand, since when the Battlecry happens this will be the last played card. My suggestions is to increase its stats and remove the effect, while keeping the deathrattle.
Sandfury Blood Drinker: Good concept but terribly weak. 3/5 are horrible stats for a 5-drop, meaning that most times his effect will only come in play maybe once or twice. The "restore 1 health to this minion" will not even be a factor the first time the effect activates, since his body is fresh at that time. Its effect is a much weaker variant of a combined Elven Archer and Stoneskin Gargoyle. I think it's hard balancing out this card simply by adjusting values, maybe change its effect slightly? Something like "At the end of your turn, deal 1 damage to a random enemy character for each health on this minion" and change its base stats to 5/3 would encourage lifegain effect similar to Lightspawn but in a different approach.
Scorpid Duneburrower: I see where you're going but I think you could keep the main concept without the "Activated effect". I assume that the "Deal 4 damage" is to a random enemy character, since Hearthstone only have automated or random effects on "end turn"/"start turn" triggers. So this is a 3/4 body for 4 mana that guarantees 4 damage (If not hit by some sort of AOE that kills it) that is also a Beast. Essentially it's similar to Demolisher but with a stronger body and pretty much guaranteed damage. It's also a variance of Bomb Lobber with higher stats but less control and cheaper mana cost. I'm guessing what you're trying to do with this card is that it burrows out of the ground and deals high damage, then revealing itself. You could do this effect with the following card text: "Stealth. This minion is immune and has +1 attack as long as it is stealthed." Stealth is not lost until the damage is dealt, which means that this minion attacks and deals damage without taking damage itself. You'll get your 4 damage "burrow out of the ground" idea, but you'll also be able to combo this with cards like Master of Disguise. Being immune while stealthed also means he'll be immune to Flamestrike, which makes this card very scary. I think the 3/4 body is enough to make the card balanced though.
After Thousand Needles, most tauren will end up in Tanaris.
-Not sure how to shorten Scorpid's description, if you can figure out a way, I'd love to hear it.
New type of keyword: Activated effect. The minion cannot attack on the turn it activates. For example, if the effect, like the scorpid, involves the start of your turn, it cannot attack. That mostly avoids the overpowered possibility of the scorpid attacking.
-Iah hasn't responded by this time, but I will post them as soon as he does, or he will post his cards in the comments, his choice.
-Feedback appreciated, and if any of you have some suggested keywords/additional content for this zone I could add, either put it in the comments or send me a personal message!
On a quest to capture every zone in Azeroth into Hearthstone cards! Elwynn Forest, Redridge Mountains, Stranglethorn Vale and Northern Barrens!
Really nice cards and fun concept!
Some nice ideas here! I'll give you my thoughts on some of your concepts
Hazzali Stinger: A good idea to elevate a Beast Druid deck, however its weak body has a hard time compensating for the ability. Say you'll play this card on turn 4 or 5, you'll be unable to activate the hero power for value. The 2/3 body gets destroyed by literally anything at this point in the game, so the bonus is insignificant. If you play this on turn 6+, you get to use the bonus effect to the hero power once, maybe twice if you're lucky.
My suggested change; Make it a 3/5 for 4, and instead change the effect to "Increases the attack and armor gained by 1". This phrasing means that the effect stacks, meaning if you have 2 Stingers you'll get a +2 bonus.
Anachronos: An interesting take on time manipulation but I think putting *all* cards you've played in your hand is a bit overkill, since you'll easily overflow your hand. Also, consider that at this time Anachronos is played as well, so you'll get infinite Anachronoses :).
My suggestion is to keep the stats slightly higher (6/8 perhaps) and change the battlecry to "Put a copy of three random cards you've played this game" into your hand. This way the card generation is less overkill, but still stronger then Nefarian considering you'll get three cards, and you'll have some control over which those three cards will be by designing your deck around it.
Infinite dragon: Extremely strong card generation but the weak body might compensate just enough. However, by the phrasing of the battlecry you'll get a copy of itself into your hand, since when the Battlecry happens this will be the last played card.
My suggestions is to increase its stats and remove the effect, while keeping the deathrattle.
Sandfury Blood Drinker: Good concept but terribly weak. 3/5 are horrible stats for a 5-drop, meaning that most times his effect will only come in play maybe once or twice. The "restore 1 health to this minion" will not even be a factor the first time the effect activates, since his body is fresh at that time. Its effect is a much weaker variant of a combined Elven Archer and Stoneskin Gargoyle.
I think it's hard balancing out this card simply by adjusting values, maybe change its effect slightly? Something like "At the end of your turn, deal 1 damage to a random enemy character for each health on this minion" and change its base stats to 5/3 would encourage lifegain effect similar to Lightspawn but in a different approach.
Scorpid Duneburrower: I see where you're going but I think you could keep the main concept without the "Activated effect". I assume that the "Deal 4 damage" is to a random enemy character, since Hearthstone only have automated or random effects on "end turn"/"start turn" triggers.
So this is a 3/4 body for 4 mana that guarantees 4 damage (If not hit by some sort of AOE that kills it) that is also a Beast.
Essentially it's similar to Demolisher but with a stronger body and pretty much guaranteed damage. It's also a variance of Bomb Lobber with higher stats but less control and cheaper mana cost.
I'm guessing what you're trying to do with this card is that it burrows out of the ground and deals high damage, then revealing itself.
You could do this effect with the following card text:
"Stealth.
This minion is immune and has +1 attack as long as it is stealthed."
Stealth is not lost until the damage is dealt, which means that this minion attacks and deals damage without taking damage itself. You'll get your 4 damage "burrow out of the ground" idea, but you'll also be able to combo this with cards like Master of Disguise. Being immune while stealthed also means he'll be immune to Flamestrike, which makes this card very scary. I think the 3/4 body is enough to make the card balanced though.
Anachronos is a good way to mill yourself, but not much else.