Hello. I'm unsure if this is the right place to post this card, but i figured the board description "General discussion: Talk about anything and everything hearthstone!" was the most fitting place.
I've tried to make the card fit the general expansion theme, both art-wise and playstyle-wise. The main idea is to follow Ben Brodes new style of card creation where randomness is going to overrule actual player skill, so we don't get a boring chess-like game, where the most experienced player is favored. Anyway here we go:
Tell me what you think.
Nice card. Perfectly represents the forthcoming madness.
Constructive criticism is always welcome. Would love to hear what you guys think!
Some of these may be a little bit broken, but I tried my best to balance them as well as I could. There was also one more shaman card that I made, but I decided not to include it since it's poorly designed and may be completely overpowered.
* - Guardian Totem also buffs itself. You could argue that it should have more health, but after some "mental playtesting" I've decided that 4 is enough for what it does
** - the effects of Channel Energy and Thunder Elemental are only applied the turn after you cast a card with overload (you need to have your mana crystals already locked in order to gain the benefits of these cards)
Constructive criticism is always welcome. Would love to hear what you guys think!
Some of these may be a little bit broken, but I tried my best to balance them as well as I could. There was also one more shaman card that I made, but I decided not to include it since it's poorly designed and may be completely overpowered.
* - Guardian Totem also buffs itself. You could argue that it should have more health, but after some "mental playtesting" I've decided that 4 is enough for what it does
** - the effects of Channel Energy and Thunder Elemental are only applied the turn after you cast a card with overload (you need to have your mana crystals already locked in order to gain the benefits of these cards)
Edit: probably going to redesign most of these since some of them are potentially game-breaking... stay tuned for the update, I guess.
Ancestral Healer - We can see from Darkscale Healer that Restore 2 Health to all friendly characters is worth 1 mana. As a recurring ability it would normally cost 2 mana. However the condition (have a totem) is trival for a Shaman, so I can't see discounting it past 1.5. Given the freebie 1/2 mana for class cards, this should still cost 3 mana if it's a 2/3.
Rejuvinate - Blizzard prices AoE and "all minion" effects like there are 4 minions on the board. This should cost the same as Healing Touch or Ice Barrier.
Guardian Totem - You should either increase the cost of this card by 1, exempt it from its own ability, or reduce it's health by 1.
Discharge - Probably a bit weak (2x Lightning Bolt will almost always be superior), but on the whole I like it.
Soothing Ritual - Draw 3 cards is worth 4.5 mana. Restore 3 health to all characters is worth somewhere between 1.5 mana (coming from a minion) and 4 mana (AoE spell). That means this card should fall somewhere between 6 and 8 mana. Each point of overload is worth roughly 1/2 a mana. I would probably price this card as 5 mana with 4 overload.
Thunder Elemental - No. Overload cards already deliver incredible value. Turning their downside into this big of an upside is ridiculous. This is roughly equivalent to proposing a 6/6 for 3 mana.
Empowering Spirit - Bloodlust is 5 mana. There's no way that this baby bloodlust should be less than 3 (and since the same person could include both cards in their deck, I would be hard pressed to say that it should be less than 4).
Channel Enegergy - Much more reasonable than Thunder Elemental. That said, I will once again bring up that the fact that the presence of Overload means that you are already beating the curve. I would probably up the cost to 2, or limit the spell to only targeting minions.
Shalu Stormshatter - Inherently OP. You've charged 2-mana for this ability, but he'll make that back twice over by playing something as simple as Feral Spirit (Conseration is a 4 mana spell).
Guardian totem - would like to keep its ability as is. Upping the mana cost/adding 2 overload is a good idea.
Discharge - could make it so that it has 1 less overload, would that be a good thing?
Soothing Ritual - I had a hard time evaluating this card since I didn't know the exact prices for these effects. Could up its mana cost by 1, but I don't want it to overload you too much. I'll probably keep the overload at 3 and just reduce the healing it gives you by a bit.
Thunder Elemental - agree. Will remove/remake it so that it's not as broken as it is right now.
Empowering Spirit - I'll think about it.
Channel Energy - "minions only" could actually work. I like it.
Shalu - would like to keep the ability as is. I'll see how I can rework this card so that it's less overpowered.
On a side note, would any of you guys like to see more cards for other classes? I have a few other ideas in mind that I can try, but I'm probably going to need your help balancing all of it.
The guardian totems ability doesn't make the slightest bit of sense.
Why not make it give them all +1 health, as that IS what the ability is. Just worded badly.
Wording could be different, I agree, but it's not "give your totems 1 more health", it's "reduces all of the incoming damage by 1", which is a completely different thing.
Some Rogue secrets, although they ended up a bit same-y and straightforward. I like the thought of Rogue being the class to be prepared for all eventualities and being a step ahead, figuratively speaking.
Shalu - would like to keep the ability as is. I'll see how I can rework this card so that it's less overpowered.
On a side note, would any of you guys like to see more cards for other classes? I have a few other ideas in mind that I can try, but I'm probably going to need your help balancing all of it.
I was giving this card some further thought, and I'm not really sure how you could keep the AoE effect without making the card overpowered. However, there is a variation that might work: "Increase your Spell Damage by the number of Overloaded Mana Crystals you have."
In other words, instead of having a Chanel Energy spell, Shalu would turn all spells into channeled energy.
It would still be a strong ability because it turns Overload cards into straight tempo plays (everything "lost" to overload is recouped the next turn through spell damage). The instant AoE ability would make all cards with Overload 4-6x as strong as they already are - put another way, what you proposed is about twice as powerful as Valen's ability (only in a class that actually supports the ability).
Some Rogue secrets, although they ended up a bit same-y and straightforward. I like the thought of Rogue being the class to be prepared for all eventualities and being a step ahead, figuratively speaking.
Much like Avareee's secrets, these are actually quite weak.
Silence is a 0-mana card even when you get to pick the target. Each of the first three cards you propose are a Silence effect that only targets a particular kind of minion and you don't even get to control which instance.
The only reason why these cards should cost anything is because without cost they'd be the perfect combo-triggers (and Miracle fuel).
Some Rogue secrets, although they ended up a bit same-y and straightforward. I like the thought of Rogue being the class to be prepared for all eventualities and being a step ahead, figuratively speaking.
Much like Avareee's secrets, these are actually quite weak.
Silence is a 0-mana card even when you get to pick the target. Each of the first three cards you propose are a Silence effect that only targets a particular kind of minion and you don't even get to control which instance.
The only reason why these cards should cost anything is because without cost they'd be the perfect combo-triggers (and Miracle fuel).
I guess you are right in regards to the Taunt and Charge. Not so much for the Battlecry since most of them you can not silence. They go off as they come into play and thus the silence removes the card text after the effect has already activated. The only ones you can silence off are things like buff effects, Shattered Sun and the like. But this spell actually keeps the Battlecry from going off. It seems similar to silence but it actually supercedes it.
Constructive criticism is always welcome. Would love to hear what you guys think!
Some of these may be a little bit broken, but I tried my best to balance them as well as I could. There was also one more shaman card that I made, but I decided not to include it since it's poorly designed and may be completely overpowered.
* - Guardian Totem also buffs itself. You could argue that it should have more health, but after some "mental playtesting" I've decided that 4 is enough for what it does
** - the effects of Channel Energy and Thunder Elemental are only applied the turn after you cast a card with overload (you need to have your mana crystals already locked in order to gain the benefits of these cards)
Edit: probably going to redesign most of these since some of them are potentially game-breaking... stay tuned for the update, I guess.
Ancestral Healer - We can see from Darkscale Healer that Restore 2 Health to all friendly characters is worth 1 mana. As a recurring ability it would normally cost 2 mana. However the condition (have a totem) is trival for a Shaman, so I can't see discounting it past 1.5. Given the freebie 1/2 mana for class cards, this should still cost 3 mana if it's a 2/3.
Rejuvinate - Blizzard prices AoE and "all minion" effects like there are 4 minions on the board. This should cost the same as Healing Touch or Ice Barrier.
Guardian Totem - You should either increase the cost of this card by 1, exempt it from its own ability, or reduce it's health by 1.
Discharge - Probably a bit weak (2x Lightning Bolt will almost always be superior), but on the whole I like it.
Soothing Ritual - Draw 3 cards is worth 4.5 mana. Restore 3 health to all characters is worth somewhere between 1.5 mana (coming from a minion) and 4 mana (AoE spell). That means this card should fall somewhere between 6 and 8 mana. Each point of overload is worth roughly 1/2 a mana. I would probably price this card as 5 mana with 4 overload.
Thunder Elemental - No. Overload cards already deliver incredible value. Turning their downside into this big of an upside is ridiculous. This is roughly equivalent to proposing a 6/6 for 3 mana.
Empowering Spirit - Bloodlust is 5 mana. There's no way that this baby bloodlust should be less than 3 (and since the same person could include both cards in their deck, I would be hard pressed to say that it should be less than 4).
Channel Enegergy - Much more reasonable than Thunder Elemental. That said, I will once again bring up that the fact that the presence of Overload means that you are already beating the curve. I would probably up the cost to 2, or limit the spell to only targeting minions.
Shalu Stormshatter - Inherently OP. You've charged 2-mana for this ability, but he'll make that back twice over by playing something as simple as Feral Spirit (Conseration is a 4 mana spell).
I usually agree very much with Triskadekaphilia's comments and he/she's an expert at balancing cards, but I have to disagree on this particular set. I think that the OP has done a pretty good job on this set except for a few cards.
Ancestral Healer - excellent evaluation by Triskadekaphilia.
Rejuvenate - What? Blizzard certainly does not price cards like that. Frostwolf Warlord does not cost 8, and Stormwind Champion/Raid Leader do not cost 10 and 4 respectively. Moreover, the totem requirement is even stricter that that. Triskadekaphilia: if a person did have 4 totems, wouldn't he be better off casting Frostwolf/Raid/Stormwind, rather than spending that on a very, very bad effect in all but the most control decks? Two mana is good pricing for this ability (personally I think 1.5 mana is fair, but the main weakness of Shaman is lacking heal, along with lacking draw. We don't want to make Shaman OP.)
Edit: Misread the card, thought it was totems instead of minions. I think the point still stands though.
Guardian Totem - I think the original totem is good enough, but I wouldn't be averse to the mentioned changes (except for "increase the cost of this card by 1" - far too weak.)
Discharge - Triskadekaphilia is right and it's okay, but I would like it having a 4-7 or 5-7 instead (having a slight chance of dealing more than a Fireball is very enticing).
Soothing Ritual - As Darkscale Healer isn't OP, the most you can rate restore 3 health to all friendly characters is 1.5 mana. But I do think that this card would be better somewhere around 5+Overload 2-4. (as a 5+Overload something, the overload can be reduced a bit since it blocks Fire Elemental).
Thunder Elemental - Triskadekaphilia is spot on. I can sense your attempt to make Earth Elemental competitive, but a 6/6 is a bit too much (don't rank cards on the scale of Fire Ele, that card is in its own league). A 5/5 would be good though. It would be slightly above Chillwind Yeti stats-wise as a 5/5, taking 1-2 overload as the average case. (Note that overloading once is already not very common in the eyes of Blizzard - Unbound Elemental isn't even run that much, and at the very least, it's not OP.)
Empowering Spirit - ... no. Triskadekaphilia is right, see Blessing of Might. I would rank this around 2 mana to 3 mana.
Channel Energy - Nope, but for an entirely different reason from Triskadekaphilia's. If you compare this to Holy Smite/Arcane Shot, you'll see this isn't OP (3+ overload is hard to achieve, and even if it is done, a card that can be used for better value around once to twice a game is entirely too situational). But the point is Shamans have too many cheap spells, and with the new Ancestor's Call, that would make stupid combos with Malygos. I would add 'to a minion' (pretty mandatory to add this in my opinion).
Also, this is a great way to try and make Dust Devil viable, if you made it 0 mana with Overload 2.
Shalu Stormshatter - What Triskadekaphilia said. Entirely too good. Way, way too good.
Rejuvenate - upped the cost by 1, since it works with all minions (including your opponent's stuff). Another alternative was to keep the mana cost but to make it "friendly minions" only, but it might make it a bit too weak.
Guardian Totem - decided to add 1 point of overload without changing its stats, since bumping its normal mana cost by 1 or reducing its health by 1 would make it really weak, in my opinion (Feral Spirit would almost always be superior to this card if it had one less health/costed more mana). Plus, it has a pretty big downside of not doing enough in the late game unless you can buff it. Not going to change this card any more, I think it's already fine as is.
Discharge - now caps at 7 damage instead of 6. Not going to touch it either, I think it's already an okay card.
Soothing Ritual - upped its normal mana cost by 1 but decreased the healing it gives you so that it won't overload you as much. Don't want to make the Shalu and Channel Energy too powerful.
Thunder Elemental - ehh, I just couldn't resist myself... Nerfed it so that you can only cast this thing on turn 10, and in order to get value out of it you must overload yourself by at least 4. Also it can very easily get sniped by BGH. Should be somewhat balanced now, but I'm still working on it.
Empowering Spirit - should hopefully be balanced now. You could argue that it's still too good (since it's a permanent buff, even though it only targets your totems), but the only change that I would consider besides adding 1 more overload to it is making so that the buff wears out at the end of your turn. Other than that, I don't think I'm going to be changing anything else about this card.
Channel Energy - now acts more like a Shield Slam, so we should be good.
Shalu Stormshatter - upped the mana cost by 1, made her effect a battlecry and made it so that it only deals damage to minions.
Hypnotic Blade: That's a cheaper Mind Control with a very, very real downside. You can't steal Rag without taking 16 damage, and you also damage the minion you're trying to take. You also can't take minions behind Taunt. I don't see why I'll ever run this card.
I suppose it could synergise with Captain Greenskin? But that's also very situational and you can't do the combo in a single turn. I suppose if I had to fix it to the minimum where I would consider running it, I would make the text simply "Take control of any minion damaged by this weapon." Still, I believe it's worse than Mind Control.
Dismantle: That's a nice effect! However, I consider Blade Flurry a lot better than this card even when I don't take into account the mana cost. (Note that dealing 3 damage, for example, is worth a lot more than giving a minion +3 attack).
On the other hand, I can see you took into account Warsong Commander in your balancing and decided that this card could not be too cheap. I still think 4 is too expensive, but I see your point - Warsong + loads of weenies (Wisp, Leper Gnome, Worgen Infiltrator) + Dismantle pre-placed Arcanite Reaper is an almost unstoppable OTK. As such, I believe that scrapping this card is best.
On the Nuke card... With a little change it would be acceptable - Destroy all minions on the board, and 50% chance it kills enemy player. If it doesn't, reduces friendly player to 1 life.
Hell Droid- First off i like the Mech-Demon,would really like to see an army of mechanic demons, now on to the card itself, Dealing 2 damage to all enemy minions is valued at 4 mana as a stand alone card (Consacration) so you are practicly paying 2 mana for a yeti statline, even as a class card it's too cheap,maybe make it a 7-8 mana card and i could see it happening.
Life Shatter- Very warlock-ish spell, like the idea but it costs too much for what it does, at 4 mana you have Fireball for 6 damage,this one deals 1 more damage but also hurts you for 3, still most warlock spells can only be cast on minions, so this should be something around the lines of "Deal 8 damage to an enemy minion and 3 damage to your hero/to a random friendly character" for 4 mana
This is just my opinion tho so i might be wrong
Thanks for your thoughts. I was trying more to put in ideas for mechanics and not exactly balanced cards. I had a long think about the Life shatter spell, the thing is, you don't want to be able to do too much damage for 4 mana. Possibly deal 8 damage if it's limited to minions might be balanced if you take 3 damage, or possibly the damage taken could be reduced to 2 for 7 damage. Not as efficient as mage spells but warlocks do have a bunch of punish-reward cards.
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Nice card. Perfectly represents the forthcoming madness.
~ LuckStone - Heroes of Randomness
Constructive criticism is always welcome. Would love to hear what you guys think!
Some of these may be a little bit broken, but I tried my best to balance them as well as I could. There was also one more shaman card that I made, but I decided not to include it since it's poorly designed and may be completely overpowered.
* - Guardian Totem also buffs itself. You could argue that it should have more health, but after some "mental playtesting" I've decided that 4 is enough for what it does
** - the effects of Channel Energy and Thunder Elemental are only applied the turn after you cast a card with overload (you need to have your mana crystals already locked in order to gain the benefits of these cards)
Full album for those who want to take a closer look: http://imgur.com/a/TBLNj
Edit: probably going to redesign most of these since some of them are potentially game-breaking... stay tuned for the update, I guess.
Ancestral Healer - We can see from Darkscale Healer that Restore 2 Health to all friendly characters is worth 1 mana. As a recurring ability it would normally cost 2 mana. However the condition (have a totem) is trival for a Shaman, so I can't see discounting it past 1.5. Given the freebie 1/2 mana for class cards, this should still cost 3 mana if it's a 2/3.
Rejuvinate - Blizzard prices AoE and "all minion" effects like there are 4 minions on the board. This should cost the same as Healing Touch or Ice Barrier.
Guardian Totem - You should either increase the cost of this card by 1, exempt it from its own ability, or reduce it's health by 1.
Discharge - Probably a bit weak (2x Lightning Bolt will almost always be superior), but on the whole I like it.
Soothing Ritual - Draw 3 cards is worth 4.5 mana. Restore 3 health to all characters is worth somewhere between 1.5 mana (coming from a minion) and 4 mana (AoE spell). That means this card should fall somewhere between 6 and 8 mana. Each point of overload is worth roughly 1/2 a mana. I would probably price this card as 5 mana with 4 overload.
Thunder Elemental - No. Overload cards already deliver incredible value. Turning their downside into this big of an upside is ridiculous. This is roughly equivalent to proposing a 6/6 for 3 mana.
Empowering Spirit - Bloodlust is 5 mana. There's no way that this baby bloodlust should be less than 3 (and since the same person could include both cards in their deck, I would be hard pressed to say that it should be less than 4).
Channel Enegergy - Much more reasonable than Thunder Elemental. That said, I will once again bring up that the fact that the presence of Overload means that you are already beating the curve. I would probably up the cost to 2, or limit the spell to only targeting minions.
Shalu Stormshatter - Inherently OP. You've charged 2-mana for this ability, but he'll make that back twice over by playing something as simple as Feral Spirit (Conseration is a 4 mana spell).
@Triskaidekaphilia, thanks for your constructive feedback!
Ancestral Healer - agree.
Rejuvenate - agree.
Guardian totem - would like to keep its ability as is. Upping the mana cost/adding 2 overload is a good idea.
Discharge - could make it so that it has 1 less overload, would that be a good thing?
Soothing Ritual - I had a hard time evaluating this card since I didn't know the exact prices for these effects. Could up its mana cost by 1, but I don't want it to overload you too much. I'll probably keep the overload at 3 and just reduce the healing it gives you by a bit.
Thunder Elemental - agree. Will remove/remake it so that it's not as broken as it is right now.
Empowering Spirit - I'll think about it.
Channel Energy - "minions only" could actually work. I like it.
Shalu - would like to keep the ability as is. I'll see how I can rework this card so that it's less overpowered.
On a side note, would any of you guys like to see more cards for other classes? I have a few other ideas in mind that I can try, but I'm probably going to need your help balancing all of it.
Wording could be different, I agree, but it's not "give your totems 1 more health", it's "reduces all of the incoming damage by 1", which is a completely different thing.
Some Rogue secrets, although they ended up a bit same-y and straightforward. I like the thought of Rogue being the class to be prepared for all eventualities and being a step ahead, figuratively speaking.
I was giving this card some further thought, and I'm not really sure how you could keep the AoE effect without making the card overpowered. However, there is a variation that might work: "Increase your Spell Damage by the number of Overloaded Mana Crystals you have."
In other words, instead of having a Chanel Energy spell, Shalu would turn all spells into channeled energy.
It would still be a strong ability because it turns Overload cards into straight tempo plays (everything "lost" to overload is recouped the next turn through spell damage). The instant AoE ability would make all cards with Overload 4-6x as strong as they already are - put another way, what you proposed is about twice as powerful as Valen's ability (only in a class that actually supports the ability).
Much like Avareee's secrets, these are actually quite weak.
Silence is a 0-mana card even when you get to pick the target. Each of the first three cards you propose are a Silence effect that only targets a particular kind of minion and you don't even get to control which instance.
The only reason why these cards should cost anything is because without cost they'd be the perfect combo-triggers (and Miracle fuel).
I guess you are right in regards to the Taunt and Charge. Not so much for the Battlecry since most of them you can not silence. They go off as they come into play and thus the silence removes the card text after the effect has already activated.
The only ones you can silence off are things like buff effects, Shattered Sun and the like. But this spell actually keeps the Battlecry from going off. It seems similar to silence but it actually supercedes it.
I usually agree very much with Triskadekaphilia's comments and he/she's an expert at balancing cards, but I have to disagree on this particular set. I think that the OP has done a pretty good job on this set except for a few cards.
Ancestral Healer - excellent evaluation by Triskadekaphilia.
Rejuvenate - What? Blizzard certainly does not price cards like that. Frostwolf Warlord does not cost 8, and Stormwind Champion/Raid Leader do not cost 10 and 4 respectively. Moreover, the totem requirement is even stricter that that. Triskadekaphilia: if a person did have 4 totems, wouldn't he be better off casting Frostwolf/Raid/Stormwind, rather than spending that on a very, very bad effect in all but the most control decks? Two mana is good pricing for this ability (personally I think 1.5 mana is fair, but the main weakness of Shaman is lacking heal, along with lacking draw. We don't want to make Shaman OP.)
Edit: Misread the card, thought it was totems instead of minions. I think the point still stands though.
Guardian Totem - I think the original totem is good enough, but I wouldn't be averse to the mentioned changes (except for "increase the cost of this card by 1" - far too weak.)
Discharge - Triskadekaphilia is right and it's okay, but I would like it having a 4-7 or 5-7 instead (having a slight chance of dealing more than a Fireball is very enticing).
Soothing Ritual - As Darkscale Healer isn't OP, the most you can rate restore 3 health to all friendly characters is 1.5 mana. But I do think that this card would be better somewhere around 5+Overload 2-4. (as a 5+Overload something, the overload can be reduced a bit since it blocks Fire Elemental).
Thunder Elemental - Triskadekaphilia is spot on. I can sense your attempt to make Earth Elemental competitive, but a 6/6 is a bit too much (don't rank cards on the scale of Fire Ele, that card is in its own league). A 5/5 would be good though. It would be slightly above Chillwind Yeti stats-wise as a 5/5, taking 1-2 overload as the average case. (Note that overloading once is already not very common in the eyes of Blizzard - Unbound Elemental isn't even run that much, and at the very least, it's not OP.)
Empowering Spirit - ... no. Triskadekaphilia is right, see Blessing of Might. I would rank this around 2 mana to 3 mana.
Channel Energy - Nope, but for an entirely different reason from Triskadekaphilia's. If you compare this to Holy Smite/Arcane Shot, you'll see this isn't OP (3+ overload is hard to achieve, and even if it is done, a card that can be used for better value around once to twice a game is entirely too situational). But the point is Shamans have too many cheap spells, and with the new Ancestor's Call, that would make stupid combos with Malygos. I would add 'to a minion' (pretty mandatory to add this in my opinion).
Also, this is a great way to try and make Dust Devil viable, if you made it 0 mana with Overload 2.
Shalu Stormshatter - What Triskadekaphilia said. Entirely too good. Way, way too good.
Take Two, here we go!
Change Log:
Ancestral Healer - upped the cost by 1 mana.
Rejuvenate - upped the cost by 1, since it works with all minions (including your opponent's stuff). Another alternative was to keep the mana cost but to make it "friendly minions" only, but it might make it a bit too weak.
Guardian Totem - decided to add 1 point of overload without changing its stats, since bumping its normal mana cost by 1 or reducing its health by 1 would make it really weak, in my opinion (Feral Spirit would almost always be superior to this card if it had one less health/costed more mana). Plus, it has a pretty big downside of not doing enough in the late game unless you can buff it. Not going to change this card any more, I think it's already fine as is.
Discharge - now caps at 7 damage instead of 6. Not going to touch it either, I think it's already an okay card.
Soothing Ritual - upped its normal mana cost by 1 but decreased the healing it gives you so that it won't overload you as much. Don't want to make the Shalu and Channel Energy too powerful.
Thunder Elemental - ehh, I just couldn't resist myself... Nerfed it so that you can only cast this thing on turn 10, and in order to get value out of it you must overload yourself by at least 4. Also it can very easily get sniped by BGH. Should be somewhat balanced now, but I'm still working on it.
Empowering Spirit - should hopefully be balanced now. You could argue that it's still too good (since it's a permanent buff, even though it only targets your totems), but the only change that I would consider besides adding 1 more overload to it is making so that the buff wears out at the end of your turn. Other than that, I don't think I'm going to be changing anything else about this card.
Channel Energy - now acts more like a Shield Slam, so we should be good.
Shalu Stormshatter - upped the mana cost by 1, made her effect a battlecry and made it so that it only deals damage to minions.
8 mana Deathwing with no drawback? Sign me up.
Re Rakkansan:
Hypnotic Blade: That's a cheaper Mind Control with a very, very real downside. You can't steal Rag without taking 16 damage, and you also damage the minion you're trying to take. You also can't take minions behind Taunt. I don't see why I'll ever run this card.
I suppose it could synergise with Captain Greenskin? But that's also very situational and you can't do the combo in a single turn. I suppose if I had to fix it to the minimum where I would consider running it, I would make the text simply "Take control of any minion damaged by this weapon." Still, I believe it's worse than Mind Control.
Dismantle: That's a nice effect! However, I consider Blade Flurry a lot better than this card even when I don't take into account the mana cost. (Note that dealing 3 damage, for example, is worth a lot more than giving a minion +3 attack).
On the other hand, I can see you took into account Warsong Commander in your balancing and decided that this card could not be too cheap. I still think 4 is too expensive, but I see your point - Warsong + loads of weenies (Wisp, Leper Gnome, Worgen Infiltrator) + Dismantle pre-placed Arcanite Reaper is an almost unstoppable OTK. As such, I believe that scrapping this card is best.
On the Nuke card... With a little change it would be acceptable - Destroy all minions on the board, and 50% chance it kills enemy player. If it doesn't, reduces friendly player to 1 life.
LOL - I love it! (Not going to bother with a balance assessment - I don't think that was the intent).
Couldn't find a higher res image for life shatter
Edit:Actually added the cards as images
Thanks for your thoughts. I was trying more to put in ideas for mechanics and not exactly balanced cards. I had a long think about the Life shatter spell, the thing is, you don't want to be able to do too much damage for 4 mana. Possibly deal 8 damage if it's limited to minions might be balanced if you take 3 damage, or possibly the damage taken could be reduced to 2 for 7 damage. Not as efficient as mage spells but warlocks do have a bunch of punish-reward cards.