all the classes have 1 legendary, 2 epics, 3 rares, and 4 commons. in neutrals i have made mostly legendaries (9 of them) and a few other cards which came to mind to fill particular niches and help with some archetypes. i plan on making 5 more epics (total 9) and possibly more rares and commons, but most of those cards would be gimmicky, or filler to make sure unstable portal wouldn't become OP (that right people, the real reason behind bad neutral cards)
here are some new mechanics: Druid: if you are holding a card that costs 7 or more. i love ramp druid, but its losing ground to combo and token druid. this also makes some interesting decisions with the initial mulligan, since sure you wont play that ancient of war until turn 5 at the earliest, but you may need it to trigger some of these cards. also i included some green dragons. Hunter: flood the board. thats right im giving face hunter more stuff. why? because this stuff is more interesting than most face hunter shenanigans, and is actually less infuriating to deal with, since non of it has charge. i also added some trap synergy, since i think secret hunter would be interesting. Mage: based on spells cast this turn. more synergy with rapid spell casts, but rather than being pure aggro as per flamewaker and mana wyrm, this is more control or tempo oriented in my opinion. i love the idea that mage primarily cast spells rather than plays minions, so i took that idea and ran. Paladin:"when this minion loses divine shield". divine shield is an interesting mechanic but usually can be dealt with quickly and mainly sees use as an added bonus to make ok cards decent. this trigger can happen as many times as you can apply divine shield. Priest: Shuffle X into your deck. priest has usually been about either putting together insane combos or tempo, which is fine, but i felt that priest as a stall deck would be interesting, mill your opponent by having a larger deck than them (giggity) or even just adding more cards so you are more likely to get the necessary combo pieces. Rogue: Re-useable cards (also nerubians). rogue has always been about tempo and big trolden level plays (oil rogue, leeroy rogue) and both of those require you to have the necessary cards to pull that off. these card present you with the ability to pull off medium sized plays, but do so repeatedly. or just give you a nice sized board presence that is difficult to remove. Shaman: overload benefits, also totems. overload is a pricey mechanic in some situations, and easily overlooked in others (cough cough totem golem cough) i decided that instead of just having unbound elemental for overload synergy, you could turn overload for fuel for the big spell power shaman plays. Warlock: Soul Shards. i was thinking about what i could do from the warlock class and i remembered soul shards, which could be burnt for various spells. warlocks in hearthstone have problems with discard based mechanics ruining their day. the answer: soul shards, made by various cards, would take priority in discarding. if you have a soul shard in hand, and you discard a random card, it is no longer random, its the soul shard. Warrior: more taunt stuff. not much to say here, wasn't feeling any ideas for new mechanics for warriors, some armor synergy, a funky aggro weapon and HEY LOOK GAMON! Pirates: not a new class, put some synergy in neutral.
any questions about how cards work? suggestions? something OP? want to call me an idiot? leave your comments below!