Interesting card. A bit obvious as a counter to Piloted Shredder. I like it, but as with Cobalt Broodling in the Mage collection, you made another card that is a better Blackwing Corruptor. And sorry, that card and Fire Elemental should set an upper limit. Silence is a very powerful effect, and there are many minions with very annoying Deathrattles. Just think about Sneeds and Sylvanas, or Chillmaw. Or Voidcaller. This minion would still be played at 6 mana, and that's what the cost should be.
Darkwood Imp -
Fun little card. I like it.
Corrupted Hellraiser -
Interesting. Kind of a weaker but cheaper Mistcaller. Maybe a bit anti-synergy because the minions you really want to buff with this, your imps, are generated by cards like Implosion and wouldn't be affected. Also doesn't help much in a Dreadsteed deck. Is the 2 extra health worth playing this over Mukla's Champion? How many demons can you stuff in a Warlock deck? Demon handlock runs around 6, and this Zoolock has 10. So it would buff 1 in 5, or 1 in 3 cards in your hand. The card is ok as is.
Mannoroth -
Man, I really like this one. It's a big nasty finisher for Zoolocks. The only issue I have is that the Battlecry doesn't work well that with Voidcaller. Not as bad as accidentally pulling Jaraxxus, since you get a 6/6 after all, but still. On the other hand, in matchups where you don't hope to build a great board until turn 9 it's not that bad to pull him with a Voidcaller. So yeah, great card. Too bad Zoolock absolutely wouldn't have the space to run this guy, Mal'ganis and Jaraxxus.
Wyrmwood Naturalist -
The problem with this card is that it gives 4/4 stats for 3 mana, and then the option between charge and taunt on top. It's almost Animal Companion with the ability to choose between Misha and Huffer. A 4 mana 2/3 that summons a 2/2 with charge or taunt would be fine.
Feral Dominance -
Interesting card. Druid suffers a bit in that their main AOE only deals 1 damage to all except one targets. This an alternative, plus it offers beast synergy. It's better than Powershot though.
Emerald Consort -
I like the idea of giving Druid a variant of Dragon Consort, but do they really need it? They can already ramp and Innervate. Also, Druid can already Mark of the Wild if he needs a taunt. Other classes would kill for this card (Mage! Rogue!), in Druid it's a bit meh.
Earthen Goliath -
A 7 mana 5/5 in druid should really be called Ancient of _____. Apart from that, good card. Well, except Starfall would go and cry in a dark corner if this is ever released.
You're right about Divine Purifier. I made it 5 mana because it can come out the turn after a Piloted Shredder. This card was actually in the preliminary stages. Normally what I do is make a basic shell for a card and after a few days change it if I feel anything is too strong or too weak. I would rather see it as a 5 mana 4/3 or 3/4 though since having this come out and immediately kill a shredder is nuts.
Darkwood Imp- saw the art and I HAD to make something for it. Usually how a lot of these cards go is I see art and make a card based on the art rather than the other way around.
Mannoroth- I'm pretty sure this one is pretty broken right now. It targets ALL minions which means you have the flexability of using it as a Twisting Nether that gives a 6/6. I was thinking of making the minions die at the START of your turn to fix that.\
Wyrmwood Naturalist- I pretty much completely disagree with you on this one. You can't really call two 2/2s the same as a 4/4. Thats why Tuskarr Totemic isn't a 3/5 and Silver Hand Knight isn't a 6/6. Plus it's only the token that gets the ability. Its not both of them that get taunt/charge. Only the treant. Regardless, I agree with you that this card is strong but definitely not overpowered. Plus, what kind of deck would you even put this in? Druid of the saber couldn't find room in traditional druid so there's no way this would without some serious changes. The version you're suggesting would be completely unplayable.
Feral Dominance- You can't really directly compare a druid card to a hunter card like that. Yeah, Living Roots is better than Arcane Shot and Holy Smite but you cant play Living Roots in anything outside of Druid. Plus if Beast Druid is going to be a thing, the upsides have to be REALLY good, especially since they don't have the amazing beasts Hunters have like Savannah Highmane and King's Elekk.
First of all, great job, I love these. Too many to review all at once, so let me start with Mage. In general, I think it's a cool idea to push cards that reward playing big, expensive spells. We now have tempo mage who specializes on playing many cheap spells, so why not push in the other direction too.
Nexus Spellbinder - The problem with this card is that you'll nearly always want to play this over Spellslinger. You can only put big spells in your deck and feed Flamewaker / Antonidas with generated spare parts. If you have a choice between two 3/4 3-drops that add a spell to your hand, and one has a downside that can lose you the game, the choice is clear. Not sure how to change the Spellbinder, maybe a 2/3 for 2 mana, similar to King's Elekk? The other option would be to make it a 4-drop with an appropriate body, like 3/5 or 4/4.
Cobalt Broodling - Great card, but again, just a little bit too good. Blackwing Corruptor is an amazing card that you absolutely want in every dragon deck. In comparison, this card has -2 attack, but that's more than made up for by -1 mana cost, added freeze AND added Dragon type. That's too much. If you reduce the battlecry to 2 damage it's still a very powerful card, but no longer an auto-include over Corruptors.
Freeze Mage - 4 mana for a 3 mana spell and a 2/2 minion... Sounds about right.
Magna Aegwynn - Whoa, it's Summoner Brawl in a minion. Memories of Flamestrike with a free Velen and Pyroblast with a free Deathwing are still fresh. It's really hard to judge this one. The closest spell is Effigy, that's a one-off and already 3 mana. Another comparison would be Confessor Paletress. I guess the balance comes from the fact that there are only so many high-mana spells you can put in your deck. She could also be used as a token generator along the lines of Violet Teacher, but Mage doesn't have any multibuffs along the lines of Power of the Wild yet. My gut instinct says that she's good, but would she be good enough to create a new big spell / token mage archetype on her own?
Kael'Thas - Mage equivalent of Varian Wrynn. I like that both he and Magna support a big spell mage archetype. This could be a very interesting deck. Now what we need are more high-cost spells!
(to be continued...)
Magna Aegwynn- I think this is definitely a cool card but I'm unsure how good it is because unlike something like Archmage Antonidas, you need this one to survive a turn for her to do some heavy lifting. Plus if Antonidas survives a turn, he can automatically deal 17 damage and outright win you the game. Aegwynn on the other hand just gives you a big dude.
Let's look at Priest next. I'm not quite sure whether your Priest stuff has a theme, it seems all over the place. I like #4, the rest... not so much.
Mind Flay - This card is surprisingly anti-combo. Usually, when you Shrinkmeister a card, you want to steal it. If you want to steal it, you want it to come in one piece, so -2/-3 is bad. If you just want to get rid of something big, SW:Death it for a mana more. Of course, the card is still good as a generic 2 mana 3 damage, i.e. Darkbomb, or an enabler in a pinch when you don't have a Shrinkmeister and want to Cabal a Dragon, but it just feels like the card has two purposes that don't quite match up.
Stormwind Scholar - There are "If the opponent casts a spell, gain a card" effects in the game, but they are both Legendaries (Lorewalker Cho and Trade Prince Gallywix, of course), and both significantly worse than this card. And this is a common. Just for the sheer draw potential of this card it should be a legendary too.
Auchenai Apprentice - Shadow Priest needs more love but was the problem that you need 4 Auchenai Soulpriests instead of 2? Of course, a card that further supports the archetype is great but just outright making another similar card feels a bit ... uncreative? Why not try something related but different, like "whenever your hero is healed, deal the same amount as damage to the enemy hero". Card still gets bonus points for having a hot chick.
Holy Vindicator - Sure, Resurrect is a bit of a meh spell, it's better if you put an additional body on the board. I think this can still be tinkered with. Maybe make the ressurection a bit more targeted? "Summon a priest class minion" or "summon a minion with 3 attack or more", "summon a minion with battlecry" ... just throwing out ideas.
Blessed Sorceress - The most harmless-looking OP card I've seen. Coin this out on turn 1, get PW:Shield and... let's assume the opponent wasn't lucky to get winaxe/frostbolt/wrath/darkbomb. Play Northshire Cleric and PW:Shield either of the girls, draw a card, get another PW:Shield. Next turn, opponent has enough and removes the minion we didn't PW:Shield... well too bad, now we can play another PW:Shield, draw a card, and either heal (draw another card!) or get another PW:Shield, which will again draw a card. - Wow, it's only turn 3 and we're already in danger of self-milling, while the opponent could do nothing but scramble for removals. Even if this card was "Battlecry: Add a PW:Shield to your hand" instead, it would be a great card. Don't overdo it.
Mindbender - Why not just play a minion with 3 or less attack in the first place? Ok, this card is kinda-good when you steal something like a Belcher, because you invested a card and 2 mana to get a 5 mana minion, while costing your opponent 5 mana and a card. Maybe I just don't like the card because I know that if it was released, it would always steal a Spectral Spider for me and give my opponent a Twilight Guardian.
When I make these cards they don't usually fit any theme. The Mage business was actually just a coincidence.
Mind Flay- Back when I made this card I thought "wow, priests don't have any way to deal 3 damage to something early on, that sucks." completley forgeting the fact that Shadow Word: Pain is a card that exists. Then I remembered and felt dumb.
Stormwind Scholar- when I made this I was thinking more about Troggs than Lorewalker Cho and the Trade Prince. Cho is just a bad card and Trade Prince Gallywix I just forgot about because it sees so little play. The thing with Trade Prince Gallywix is that he's HUGE! 8 health on 6 mana AND with an effect like that. The fact that he has above average stats for his cost is what really makes his effect powerful. This card on the other hand has below average stats and not nearly as much Health as Gallywix which means that unless you're winning by a huge margin, this will usually draw you 0-1 cards which isn't great. Plus, If you're winning with Priest you don't really need the extra help. It's not a big minion like Gallywix which DEMANDS a solution, usually in the form of a spell.
Auchenei Apprentice- I'm not always going for creativity when I make these cards. Sometimes what a class needs is something simple. Like a lot of these priest cards, I made this card just after TGT was announced but before we saw the Dragon cards. Because of that, for a while I thought Priest would be dead as it was before the expansion, after the fact. Having 2 extra Auchenai Soulpriests in your deck is actually incredibly valuable since a lot of what Control Priest misses is consistancy. A lot of their cards are designed exclusivley for combos with Auchenai Soulpriest/Wild Pyromancer/Northshire Cleric. Having 2 more Auchenais helps a lot. It's also a big deal that its a 2 drop since Priest doesn't have many of those that you actually want to play on turn 2.
Blessed Sorcerer- I'm aware this card is insane. Like the apprentice, I made it when I thought TGT wouldn't give priest so i made a broken card and never bothered to fix it.
Mindbender- The reason so many of these cards are 2 mana is because Priests already have way to many 3 mana options. This one is really good if you turn 3 Velen's Chosen.
Mannoroth - Two things keep him in check: One, you need a big board on turn 9 to get the best out of his battlecry. That most likely means you are already winning. If you try to turn a losing game around, he's a terrible 6/6 for 9 mana. He also puts a timer on your minions. If you drop him and somehow miss lethal, you can watch your board blow up. So yeah, I think he's fine as-is.
Magna Aegwynn - I think she's really powerful, just a bit unreliable (welcome to Mage, sigh...). In a tournament or for serious laddering I would prefer Antonidas, but for a fun deck that is still ladder-viable, she's gold, and a great source of Trolden videos. Much better than the stupid tank anyway.
Stormwind Scholar - Even Troggzor is a legendary. (The regular troggs just get a buff and don't give you card advantage!) I stand by my point that this card needs to be a legendary. And why not - the game could use more mid-range legendaries. Just needs a WoW NPC that fits. How about Archbishop Benedictus.
Nexus Purifier - Does Paladin really need another overpowered 2-drop besides Shielded Mini-Bot? I get the idea (kill a turn 1 Zombie Chow) but this card helps a class where it shouldn't get any help. The effect doesn't really scream Paladin to me either, I'd rather expect something like it in Warlock.
Unloyal Mercenary - So this card returns to your hand if you have 2 or more cards in hand? Mhh. How do you even empty your hand as Paladin until turn 3? Well, there's Secret Keeper + 2 secrets. Oh god please no, that deck is already annoying as hell.
Bronze Emissary - The 4-mana dragon slot is getting a bit crowded lately, with Twilight Drake, Twilight Guardian and Hungry Dragon. But hey, it's a balanced card and gives more options to Dragon Paladin. I'd prefer a 3 mana 3/3 though, simply because there aren't that many 3-mana options for dragon decks except technicians.
General Tyralion - Whoa... one of those cards that either does absolutely nothing for you, because the mage just flamestriked your board (when you play it), or it just straight wins the game (when you play against Paladin). If he has a board and plunks this down for 7 mana + hero power on turn 9, there's almost nothing you can do outside of maybe Twisting Nether or Deathwing. If he can muster in the late game and somehow make his dudes stick, then yeah, he wins. Same with a Dr. Boom that you ignored.
T6 Mysterious Challenger T7 Tyralion is another nightmare... Even if there are no small dudes around, you now have to choose between removing (A) a 10/9 (or 11/10) or (B) a guy that threatens to put four 3/2 Taunt + Divine Shield on the board with Muster + Hero Power. Ugh. Oh, and if you somehow manage to remove both with BGH + Fireball, he'll slam a Tirion down on T8. Fuck this, concede, uninstall Hearthstone, get your life back.
Let's look at Shaman next. I guess I need to be nicer here; Shaman is in a crisis and could use some good cards. (Not true really, Shaman has a few amazing cards, it's overload and RNG hero power that kill it)
Totem Carrier - Tuskarr Totemic may not be the best card ever but is very similar. I guess you made this card before TGT. On the other hand, Shaman doesn't have a good 1-drop, and this does the job, so why not have both.
Maelstrom Weapon - A bit vanilla but why not. (Non-mech) Shaman needs a good, basic weapon. This should push Shaman up a notch in arena, and it's finally something you can use in pirate shaman. (hey, don't laugh... I'm still dreaming of a good Voodoo Pirate Shaman deck)
Flametongue Weapon - Hey, more support for my pirate shaman :) I'm fine with just removing the annoying overload from Stormforged Axe, but hey, I'll take this one too.
Lightning Shield - Good card for totem shaman. Good for strengthening a board or as a cheaper Bloodlust. Could also be used to draw out a Consecration.
Fire Nova Totem - Probably won't see play while Patron Warrior is around, but it gives Shaman a counter to Implosion / Muster for Battle, which is good.
Muster for Totem - Reinforces the stereotype that Shaman can do everything that Paladin does, except that he gets smacked on the head with RNG and overload for it. I'd rather have it summon only 3 totems but without the overload.
Charged Golem - Not really sure what "not affected by overload" means here. I guess you're aiming for something like "Can pay its mana cost with overloaded crystals" or so. Kind of clunky, you'd have to make sure the card always uses your overloaded mana first, in case you want to play more cards after it. - Not really your fault, but I think this card is just another proof that Overload is a bullshit game mechanic and attempts to create some synergy with it just always end up clunky. I wish they'd just remove it from the game. (/rant over. I recently made a thread about that so let's leave it at that)
Orgrim Doomhammer - Ok, so that's Al'Akir, except two mana cheaper, with 3 more health, and gives you a free Doomhammer, but you lose Charge and Divine Shield and get hit by Overload (3)... I think Orgrim is better designed. Al'Akir's problem is that you have to wait until round 8 to play him, at which point a 3/5 isn't that impressive. It's really weird how so many Shaman cards have overload, except the two cards where the mechanic would have made the most sense (Al'Akir and Mistcaller). Being able to play Orgrim on turn 6 is a good thing.
Forsaken Archer - Not sure how this is supposed to work. Is this a Battlecry that only activates if you have 4+ cards? What does this card offer over Flame Juggler and Knife Juggler?
Loyal Companion - Can we please leave Wyrmrest Agent as an OP card reserved for Dragon Priest? Especially since the trigger is trivial. Why would you even care about taunt if your opponent doesn't have a minion out? A simple 2/3 Taunt would do the job here.
Scout - Great card. This is worth playing, unlike Tracking.
Aimed Shot - Nah, I'll stick to Kill Command... Well it might be something for the King's Elekk / Thaurissan / Malygos / L&L / spells gimmick hunter deck.
Barrage - Sadly this card is kinda necessary with the rampant Patron decks...
Firebolt Crossbow - Too similar to Glaivezooka.
Spirit Beast - Cool card, so far my favorite. I'm missing a beast with spell damage. I would prefer this as a neutral card, though, so that Beast Shaman / Beast Druid / Beast Mage (one day...) benefit from it too.
Tag Team - Meh. Not a bad card but doesn't really add anything new. "Equip a random hunter weapon" would at least add a little fun...
Spirit Bond - Much much easier to trigger than Healing Wave. Besides, let's leave Shaman at least one card that's better than what everybody else gets, shall we? How about "Restore all friendly beasts to full health and heal 5 damage to your hero"?
Darkspear Wildshot - Deadly shot with a body. Ok. 5 mana 3/3 body with 3 mana spell seems to be the general balancing (Antique Healbot) so I guess the card is fine. Obviously very good to answer a Rag or Ysera thrown on an empty board.
Siren Shot - I'm trying to figure out whether this spell is better as "Give an enemy minion -1/-1 and take control of it". As-is, the spell triggers enemy deathrattles and gives you a (near) full-health copy. Depends on whether the deathrattle is good for you or the opponent. Also, Mind Control was nerfed from 8 to 10 mana, and this card is 6. That's too cheap. Siphon Soul is also 6 mana, but I think we agree that "heal 3 health to your hero" is nothing compared to "summon a 3/11 Ysera" or "7/7 Ragnaros".
Darkspear Scouter - Cool idea, but the amount of Marks you can add to your hand gets a bit silly if you combine it with cards like Unleash the Hounds. You could combo into Twilight Drake or Mountain Giant... At least you can throw them all away for 0 mana before you start self-milling. Even better, play Gadgetzan Auctioneer first.
Magmadar - Might see play... if we ever see a nerf to Dr. Balanced. Until then, it's kind of gimmicky. Hunter can't really pull off a Warsong Commander / Whirlwind combo with it. Unstable Ghoul, Elven Archer... nah, not really worth it.
Time for the knives to come out... let's review Rogue.
Smokebomb - This would be fun as "Give your hero stealth until the start of your next turn." Kind of like Ice Block, except that non-targeted effects like the Nightblade's battlecry would still do damage.
Blade Dancer - Not a fan. It's slightly better than Ancient of Lore (-1 mana, -1 attack) but doesn't work when you need it. Although, it's a great card to drop after Prep + Sprint. I'd still prefer a 5 mana 3/4 with "Combo: Draw two cards", that feels more "native" to Rogue.
Smuggler - Prep for minions, except that you pay 1 mana for a 1/2 (I'd prefer a 2/1) ... still, this is an excellent card that Rogue could really use. So often you're a mana or a card short to properly trigger the combo that you need. This card allows you to play SI:7 Agent on turn 3 without wasting the coin or the combo effect. Hey Blizz, why didn't we get such a card with TGT??
Marked for Death - I don't really see the point of playing this on an enemy minion. Why would pay 2 mana and a card to give the enemy hero extra health? - I guess there is the edge case of killing a Ragnaros or similar with your hero weapon by attacking enemy face... but why didn't you just put a BGH in your deck!? So that leaves playing it on a friendly bag of hit points. But is it worth playing this card over, say, an Antique Healbot? The best use is probably playing this on your own Sylvanas Windrunner. The poor woman, always catching friendly fire.
Combat Physician - A card Rogue really needs. The suggested one might be a bit too good / to cheap though. Even healing for 2 or 3 would be very good if you can keep this minion alive for a bit.
Adrenaline Rush - What Rogue deck plays so many high-cost minions that this card would reliably draw a second one?
The Hatchery - Congratz, someone at Blizzard had the same idea :)
Nerubian Slicer - Ouch. What a nasty card to combo with Gang Up. Thank god it's only 3 health, and you can silence the effect. Or use Divine Purifier ;) Oh, and thank god Rogue doesn't have a way to give those bastards charge.
Added Charge Buster. A solid Anti-Aggro 2 drop that can also be played the turn after things like Totem Golem to nullify their drawbacks. Ex: You play Totem Golem on turn 2 and on turn 3 you play this and get a 3/4 taunt making it like you basically didn't get overloaded at all. This thing didn't have Taunt at first but Shaman could use the help.This is also a 4/5 or even 7/8 with things like Lightning Storm and Elemental Destruction.
I believe that the way to deal with overload is rather than finding ways to avoid it, to instead embrace it as a part of Shaman and make cards that let you make up your lost mana with upsides. For example, if you play this card on turn 2 its just a 3/2 but if you have one overload on turn 3, you get to turn your overload into an Arcane Shot.
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You're right about Divine Purifier. I made it 5 mana because it can come out the turn after a Piloted Shredder. This card was actually in the preliminary stages. Normally what I do is make a basic shell for a card and after a few days change it if I feel anything is too strong or too weak. I would rather see it as a 5 mana 4/3 or 3/4 though since having this come out and immediately kill a shredder is nuts.
Darkwood Imp- saw the art and I HAD to make something for it. Usually how a lot of these cards go is I see art and make a card based on the art rather than the other way around.
Mannoroth- I'm pretty sure this one is pretty broken right now. It targets ALL minions which means you have the flexability of using it as a Twisting Nether that gives a 6/6. I was thinking of making the minions die at the START of your turn to fix that.\
Wyrmwood Naturalist- I pretty much completely disagree with you on this one. You can't really call two 2/2s the same as a 4/4. Thats why Tuskarr Totemic isn't a 3/5 and Silver Hand Knight isn't a 6/6. Plus it's only the token that gets the ability. Its not both of them that get taunt/charge. Only the treant. Regardless, I agree with you that this card is strong but definitely not overpowered. Plus, what kind of deck would you even put this in? Druid of the saber couldn't find room in traditional druid so there's no way this would without some serious changes. The version you're suggesting would be completely unplayable.
Feral Dominance- You can't really directly compare a druid card to a hunter card like that. Yeah, Living Roots is better than Arcane Shot and Holy Smite but you cant play Living Roots in anything outside of Druid. Plus if Beast Druid is going to be a thing, the upsides have to be REALLY good, especially since they don't have the amazing beasts Hunters have like Savannah Highmane and King's Elekk.
Thanks for the commentary!
Magna Aegwynn- I think this is definitely a cool card but I'm unsure how good it is because unlike something like Archmage Antonidas, you need this one to survive a turn for her to do some heavy lifting. Plus if Antonidas survives a turn, he can automatically deal 17 damage and outright win you the game. Aegwynn on the other hand just gives you a big dude.
When I make these cards they don't usually fit any theme. The Mage business was actually just a coincidence.
Mind Flay- Back when I made this card I thought "wow, priests don't have any way to deal 3 damage to something early on, that sucks." completley forgeting the fact that Shadow Word: Pain is a card that exists. Then I remembered and felt dumb.
Stormwind Scholar- when I made this I was thinking more about Troggs than Lorewalker Cho and the Trade Prince. Cho is just a bad card and Trade Prince Gallywix I just forgot about because it sees so little play. The thing with Trade Prince Gallywix is that he's HUGE! 8 health on 6 mana AND with an effect like that. The fact that he has above average stats for his cost is what really makes his effect powerful. This card on the other hand has below average stats and not nearly as much Health as Gallywix which means that unless you're winning by a huge margin, this will usually draw you 0-1 cards which isn't great. Plus, If you're winning with Priest you don't really need the extra help. It's not a big minion like Gallywix which DEMANDS a solution, usually in the form of a spell.
Auchenei Apprentice- I'm not always going for creativity when I make these cards. Sometimes what a class needs is something simple. Like a lot of these priest cards, I made this card just after TGT was announced but before we saw the Dragon cards. Because of that, for a while I thought Priest would be dead as it was before the expansion, after the fact. Having 2 extra Auchenai Soulpriests in your deck is actually incredibly valuable since a lot of what Control Priest misses is consistancy. A lot of their cards are designed exclusivley for combos with Auchenai Soulpriest/Wild Pyromancer/Northshire Cleric. Having 2 more Auchenais helps a lot. It's also a big deal that its a 2 drop since Priest doesn't have many of those that you actually want to play on turn 2.
Blessed Sorcerer- I'm aware this card is insane. Like the apprentice, I made it when I thought TGT wouldn't give priest so i made a broken card and never bothered to fix it.
Mindbender- The reason so many of these cards are 2 mana is because Priests already have way to many 3 mana options. This one is really good if you turn 3 Velen's Chosen.
The hunter legendary would most likely single handedly win you the game if the opponent has no silence or has used already. IMO
You could say the same thing about Tirion Fordring
Looks like we agree on most cards.
Mannoroth - Two things keep him in check: One, you need a big board on turn 9 to get the best out of his battlecry. That most likely means you are already winning. If you try to turn a losing game around, he's a terrible 6/6 for 9 mana. He also puts a timer on your minions. If you drop him and somehow miss lethal, you can watch your board blow up. So yeah, I think he's fine as-is.
Magna Aegwynn - I think she's really powerful, just a bit unreliable (welcome to Mage, sigh...). In a tournament or for serious laddering I would prefer Antonidas, but for a fun deck that is still ladder-viable, she's gold, and a great source of Trolden videos. Much better than the stupid tank anyway.
Stormwind Scholar - Even Troggzor is a legendary. (The regular troggs just get a buff and don't give you card advantage!) I stand by my point that this card needs to be a legendary. And why not - the game could use more mid-range legendaries. Just needs a WoW NPC that fits. How about Archbishop Benedictus.
Paladin time...
Nexus Purifier - Does Paladin really need another overpowered 2-drop besides Shielded Mini-Bot? I get the idea (kill a turn 1 Zombie Chow) but this card helps a class where it shouldn't get any help. The effect doesn't really scream Paladin to me either, I'd rather expect something like it in Warlock.
Unloyal Mercenary - So this card returns to your hand if you have 2 or more cards in hand? Mhh. How do you even empty your hand as Paladin until turn 3? Well, there's Secret Keeper + 2 secrets. Oh god please no, that deck is already annoying as hell.
Bronze Emissary - The 4-mana dragon slot is getting a bit crowded lately, with Twilight Drake, Twilight Guardian and Hungry Dragon. But hey, it's a balanced card and gives more options to Dragon Paladin. I'd prefer a 3 mana 3/3 though, simply because there aren't that many 3-mana options for dragon decks except technicians.
General Tyralion - Whoa... one of those cards that either does absolutely nothing for you, because the mage just flamestriked your board (when you play it), or it just straight wins the game (when you play against Paladin). If he has a board and plunks this down for 7 mana + hero power on turn 9, there's almost nothing you can do outside of maybe Twisting Nether or Deathwing. If he can muster in the late game and somehow make his dudes stick, then yeah, he wins. Same with a Dr. Boom that you ignored.
T6 Mysterious Challenger T7 Tyralion is another nightmare... Even if there are no small dudes around, you now have to choose between removing (A) a 10/9 (or 11/10) or (B) a guy that threatens to put four 3/2 Taunt + Divine Shield on the board with Muster + Hero Power. Ugh. Oh, and if you somehow manage to remove both with BGH + Fireball, he'll slam a Tirion down on T8. Fuck this, concede, uninstall Hearthstone, get your life back.
Spirit Bond seems to good in comparison to Healing Wave.
It's not that hard to have one beast out of hold one.
But, that's just one card. Nice job overall. Plenty I really like!
Nightblade Argent Lance Flame Imp
Argent Watchman Argent Squire Frost Giant
Aviana Hogger Snipe Sea Giant
Let's look at Shaman next. I guess I need to be nicer here; Shaman is in a crisis and could use some good cards. (Not true really, Shaman has a few amazing cards, it's overload and RNG hero power that kill it)
Totem Carrier - Tuskarr Totemic may not be the best card ever but is very similar. I guess you made this card before TGT. On the other hand, Shaman doesn't have a good 1-drop, and this does the job, so why not have both.
Maelstrom Weapon - A bit vanilla but why not. (Non-mech) Shaman needs a good, basic weapon. This should push Shaman up a notch in arena, and it's finally something you can use in pirate shaman. (hey, don't laugh... I'm still dreaming of a good Voodoo Pirate Shaman deck)
Flametongue Weapon - Hey, more support for my pirate shaman :) I'm fine with just removing the annoying overload from Stormforged Axe, but hey, I'll take this one too.
Lightning Shield - Good card for totem shaman. Good for strengthening a board or as a cheaper Bloodlust. Could also be used to draw out a Consecration.
Fire Nova Totem - Probably won't see play while Patron Warrior is around, but it gives Shaman a counter to Implosion / Muster for Battle, which is good.
Muster for Totem - Reinforces the stereotype that Shaman can do everything that Paladin does, except that he gets smacked on the head with RNG and overload for it. I'd rather have it summon only 3 totems but without the overload.
Charged Golem - Not really sure what "not affected by overload" means here. I guess you're aiming for something like "Can pay its mana cost with overloaded crystals" or so. Kind of clunky, you'd have to make sure the card always uses your overloaded mana first, in case you want to play more cards after it. - Not really your fault, but I think this card is just another proof that Overload is a bullshit game mechanic and attempts to create some synergy with it just always end up clunky. I wish they'd just remove it from the game. (/rant over. I recently made a thread about that so let's leave it at that)
Orgrim Doomhammer - Ok, so that's Al'Akir, except two mana cheaper, with 3 more health, and gives you a free Doomhammer, but you lose Charge and Divine Shield and get hit by Overload (3)... I think Orgrim is better designed. Al'Akir's problem is that you have to wait until round 8 to play him, at which point a 3/5 isn't that impressive. It's really weird how so many Shaman cards have overload, except the two cards where the mechanic would have made the most sense (Al'Akir and Mistcaller). Being able to play Orgrim on turn 6 is a good thing.
Forsaken Archer - Not sure how this is supposed to work. Is this a Battlecry that only activates if you have 4+ cards? What does this card offer over Flame Juggler and Knife Juggler?
Loyal Companion - Can we please leave Wyrmrest Agent as an OP card reserved for Dragon Priest? Especially since the trigger is trivial. Why would you even care about taunt if your opponent doesn't have a minion out? A simple 2/3 Taunt would do the job here.
Scout - Great card. This is worth playing, unlike Tracking.
Aimed Shot - Nah, I'll stick to Kill Command... Well it might be something for the King's Elekk / Thaurissan / Malygos / L&L / spells gimmick hunter deck.
Barrage - Sadly this card is kinda necessary with the rampant Patron decks...
Firebolt Crossbow - Too similar to Glaivezooka.
Spirit Beast - Cool card, so far my favorite. I'm missing a beast with spell damage. I would prefer this as a neutral card, though, so that Beast Shaman / Beast Druid / Beast Mage (one day...) benefit from it too.
Tag Team - Meh. Not a bad card but doesn't really add anything new. "Equip a random hunter weapon" would at least add a little fun...
Spirit Bond - Much much easier to trigger than Healing Wave. Besides, let's leave Shaman at least one card that's better than what everybody else gets, shall we? How about "Restore all friendly beasts to full health and heal 5 damage to your hero"?
Darkspear Wildshot - Deadly shot with a body. Ok. 5 mana 3/3 body with 3 mana spell seems to be the general balancing (Antique Healbot) so I guess the card is fine. Obviously very good to answer a Rag or Ysera thrown on an empty board.
Siren Shot - I'm trying to figure out whether this spell is better as "Give an enemy minion -1/-1 and take control of it". As-is, the spell triggers enemy deathrattles and gives you a (near) full-health copy. Depends on whether the deathrattle is good for you or the opponent. Also, Mind Control was nerfed from 8 to 10 mana, and this card is 6. That's too cheap. Siphon Soul is also 6 mana, but I think we agree that "heal 3 health to your hero" is nothing compared to "summon a 3/11 Ysera" or "7/7 Ragnaros".
Darkspear Scouter - Cool idea, but the amount of Marks you can add to your hand gets a bit silly if you combine it with cards like Unleash the Hounds. You could combo into Twilight Drake or Mountain Giant... At least you can throw them all away for 0 mana before you start self-milling. Even better, play Gadgetzan Auctioneer first.
Magmadar - Might see play... if we ever see a nerf to Dr. Balanced. Until then, it's kind of gimmicky. Hunter can't really pull off a Warsong Commander / Whirlwind combo with it. Unstable Ghoul, Elven Archer... nah, not really worth it.
Time for the knives to come out... let's review Rogue.
Smokebomb - This would be fun as "Give your hero stealth until the start of your next turn." Kind of like Ice Block, except that non-targeted effects like the Nightblade's battlecry would still do damage.
Blade Dancer - Not a fan. It's slightly better than Ancient of Lore (-1 mana, -1 attack) but doesn't work when you need it. Although, it's a great card to drop after Prep + Sprint. I'd still prefer a 5 mana 3/4 with "Combo: Draw two cards", that feels more "native" to Rogue.
Smuggler - Prep for minions, except that you pay 1 mana for a 1/2 (I'd prefer a 2/1) ... still, this is an excellent card that Rogue could really use. So often you're a mana or a card short to properly trigger the combo that you need. This card allows you to play SI:7 Agent on turn 3 without wasting the coin or the combo effect. Hey Blizz, why didn't we get such a card with TGT??
Marked for Death - I don't really see the point of playing this on an enemy minion. Why would pay 2 mana and a card to give the enemy hero extra health? - I guess there is the edge case of killing a Ragnaros or similar with your hero weapon by attacking enemy face... but why didn't you just put a BGH in your deck!? So that leaves playing it on a friendly bag of hit points. But is it worth playing this card over, say, an Antique Healbot? The best use is probably playing this on your own Sylvanas Windrunner. The poor woman, always catching friendly fire.
Combat Physician - A card Rogue really needs. The suggested one might be a bit too good / to cheap though. Even healing for 2 or 3 would be very good if you can keep this minion alive for a bit.
Adrenaline Rush - What Rogue deck plays so many high-cost minions that this card would reliably draw a second one?
The Hatchery - Congratz, someone at Blizzard had the same idea :)
Nerubian Slicer - Ouch. What a nasty card to combo with Gang Up. Thank god it's only 3 health, and you can silence the effect. Or use Divine Purifier ;) Oh, and thank god Rogue doesn't have a way to give those bastards charge.
Added a bunch of new cards. Share your thoughts.
Added Charge Buster. A solid Anti-Aggro 2 drop that can also be played the turn after things like Totem Golem to nullify their drawbacks. Ex: You play Totem Golem on turn 2 and on turn 3 you play this and get a 3/4 taunt making it like you basically didn't get overloaded at all. This thing didn't have Taunt at first but Shaman could use the help.This is also a 4/5 or even 7/8 with things like Lightning Storm and Elemental Destruction.
I'm glad I clicked your sig. Your cards are fantastic.
FeelsGoodMan
Added Thunder Bluff Warrior
Added Carnival Illusionist.
Added Kalimdor Moonkin.
Added Maiev Shadowsong. A deadly draw engine for a falling class. The inspiration of this card is the child of Headcrack and Edwin VanCleef.
Added Draenei Elementalist.
I believe that the way to deal with overload is rather than finding ways to avoid it, to instead embrace it as a part of Shaman and make cards that let you make up your lost mana with upsides. For example, if you play this card on turn 2 its just a 3/2 but if you have one overload on turn 3, you get to turn your overload into an Arcane Shot.