So, as with every other community-created expansion, this is my personal take on cards that would be neat to have in the game to boost the diversity of the currently existing decks and the playability of classes/archetypes that don't see much play anymore (without creating more Mysterious Challengers or Dr. Booms).
There are 209 cards total - 21 for each class (9 Commons, 6 Rares, 4 Epics, 2 Legendaries) and 20 Neutrals. Each class has their own little theme going for them in this set (but no real main theme/mechanic between them - may possible change in the future update?), with an additional array of tools to help them combat their previously weak spots more effectively.
I've also edited some of the old keywords to make them easier to squeeze in - they now take a lot less card space and, hopefully, look much nicer.
If you find any of the cards' mechanics to be confusing, there is a developer section in each spoiler where I try my best to explain how most of them work (all custom tokens can be found there as well).
If you have any feedback or suggestions feel free to leave them down in the comments below. If you've found any typos, please let me know that as well. If you don't like a specific class, you can skip it and move ahead to the next one - there are a lot of cards here, so I'm sure you'll find something that'll catch your eye.
Reforestation - You can summon a maximum of 3 Saplings (if you already have 3 or 4 on the board), or put up to 7 into your hand if your board is already full.
Druid of the Antler - Remains its current form after choosing one of its effects, similar to Keeper of the Grove. Reminder: will not buff itself since battlecries always trigger before the minion is summoned.
Druid of the Talon - Requires you to have a Beast on board. The "Immune" part works as written - this minion will be completely immune on your turn, and neither spells (Explosive Trap, Misdirection) nor other minions (Abomination, friendly Wild Pyromancer) will be able to damage it. ALSO: trying to find better art for the tokens, suggestions welcome.
Invigoration - When you draw an Innervate created by this, it will have "Created by Invigoration" written below it (similar to Gang Up).
Patron of the Forest - If you choose the second option, you will be able to target a minion in your hand (in this case, a Treant) and give it +2/+2. The buff will be visible to you while it's in your hand and will persist after you play it (similar to Bolvar Fordragon and The Mistcaller), but it can still be silenced. If you don't have a Treant in hand when you choose the second option, it won't do anything and you'll end up with a 4/4 that has no effect.
Ancient Cloud Serpent - Works similar to Patron of the Forest, except it's a battlecry and you need to be holding a Dragon in order to activate it.
Ironbark Ancient - Does not transform itself after choosing one of its effects.
Remulos - Similar to Patron of the Forest and Ancient Cloud Serpent. One thing to keep in mind - minions that transform themselves upon entering the battlefield (Druid of the Claw, Druid of the Flame) will not keep this buff since they're not played "directly" from your hand.
Hunter: Explanations / Dev Notes / Tokens
Aimed Shot - Stacks. If you cast two copies of this without using your Hero Power, your HP will cost (6) the next time you use it.
Scattershot - Bloodmage Thalnos and Malygoswill buff this this. Does not stack - casting a second one will override the first one. Overrides your current Hero Power, including the HP from Pack Leader and any other cards that temporarily replace your Hero Power (excluding any Adventure Mode/Brawl HP's that you get at the start of the game - this card won't replace them if you cast it).
Tactical Rifle - It's possible to equip a new weapon once you've activated your hero Hero Power, since the immunty effect lasts for an entire turn.
Corrupted Hippogryph - By this point, if you've clicked these spoilers, you should already know how this works (see Druid's Patron of the Forest). But just in case you've missed it - basically this gives a random Beast in your hand a +2/+2 buff (similar to The Mistcaller/Bolvar Fordragon) that can be silenced off and is visible to you while you're holding that Beast in your hand.
Ruby Skyrazor - You will get a Tail Swipe if you kill your opponent. So if you or your enemy have any minions/effects on board that do something whenever you put a card into your hand, they will activate.
Shrapnel Blast - Will not fully kill a Haunted Creeper, you will still have to deal with its deathrattle.
Countermeasures - Doesn't buff Explosive Trap if it triggers first, but you'll get the bonus if you trigger another secret before triggering your Explosive Trap (like Freezing Trap, for example). Lasts until the end of your turn, meaning that you'll get Spell Damage +1 on your opponent's turn (when the trap got activated) and on your upcoming turn.
Gurubashi Marksman - As the card reads, you need to have 5 or more cards in your hand if you want to activate its inspire effect.
Hawkeye - Similar to Gurubashi Marksman - when you cast it, you need to be holding 4 other cards in your hand (or more), otherwise this will do nothing. You will then see a Tracking-like menu with 8 floating cards (4 from each deck), from which you can then choose 2 cards you want to copy (remember - copy, not draw). Both cards will have "Created by Hawkeye" written below them when you play them (similar to Gang Up and Invigoration).
Mage: Explanations / Dev Notes / Tokens
Frost Revenant - Deathrattle is similar to Boom Bot Jr. Can target your enemy's face as well as his minions.
Ice Revenant - Its deathrattle will also freeze whatever it hits.
Deep Freeze - Will also debuff your own frozen minions.
Quel'Danas Magister - You will only get the Spell Damage bonus if you play those minions first.
Arcane Trap - Similar to Avenge, you must have at least two minions on board for this to trigger.
Mastery: Frostfire - Stacks indefinitely. Works on any friendly spell that deals direct damage (Fireball, Scorching Flames, Flamestrike). You will not get a copy of FrostfireBolt,since the freeze effect only applies after the damage is dealt.
Magna Aegwynn - You won't get a copy of Duplicate if this dies.
Kael'thas Sunstrider - Hope the Verdant Sphere's card text is clear enough. The Spell Damage bonus is not permanent - after the sphere is played/discarded from your opponent's hand (which will do nothing for him), this bonus will be lost.
Paladin: Explanations / Dev Notes / Tokens
Seal of Insight - Stacks, but only works on the first healing application - will not proc itself. Example: if you play double Seal and attack with your Truesilver Champion, you will restore 10 Health to your hero, but not 14.
Ruby Temple Drake - Will still trigger if your opponent has only 1 minion on the board.
Sunsworn Centurion - See Patron of the Forest for details.
Exodar Champion - Last turn means your opponent's last turn, and you will then become Immune until the start of yournext turn.
Priest: Explanations / Dev Notes / Tokens
So, a few words about Shadowform. I wanted to buff it ever so slightly so that it's not as terrible even without all the shadow-oriented cards from this set - instead of being fixed at 3 damage after you cast it twice, it can now stack indefinitely (through Lorewalker Cho, Sethekk Oracle, Chromaggus or Thoughtsteal). This might be a little too overpowered if you can stack it past 4, but it would still take a lot of luck and effort to make it work (you can get up to 4 copies in a single game without doing anything spectacular, but you have to find them first + you're still paying at least 12 mana for all of them). I'm interested to see what you think about this change - feel free to leave your opinions.
Neferset Darkcaster - Neferset Watcher and Hakkari Worshipper will, in fact, damage your face the first time they trigger (so will Power Word: Glory and Lightwell). Nether Scion will only damage the main target of your hero power - adjacent minions will still be Healed.
Setesh - Reminder: Void Construct is always summoned on your side of the battlefield no matter which character is healed. Also I couldn't find any good art for it, but it's a basically a blank 2-mana 4/2 token (does not have a Mech tag, similar to Arcane Golem).
Dark Pharaoh Tekahn - Auchenai Soulpriest and Neferset Darkcaster will still allow you to destroy minions with Pact of Light even if you're not in Shadowform. If you cast Shadowform after playing this, your Hero Power will not switch to its second version - but it will keep your current damage bonus if you've stacked Shadowformbefore playing this. Both HP's can still be overwritten by cards like Justicar Trueheart/stolen Lord Jaraxxus.
Rogue: Explanations / Dev Notes / Tokens
Alchemist's Assistant - Turns your weapon into a mini-Truesilver Champion - Health is only restored after you attack.
Kick - Stacks. Loatheb + double Kick = the first spell your opponent casts next turn costs (9) more.
Necrotic Dagger - The Deathrattle will also freeze both heroes.
Wu Kao Assassin - You need to activate the combo effect of another card in order to reduce the cost of this one (SI:7 Agent, Crimson Tempest, Lacerate). You can drop this on turn 4 by playing Wisp + Shado-Pan Stalwart, too.
Skuriken of Negation - Reminder: This includes any tokens that cost (4) or less.
Taran Zhu - Couldn't squeeze everything in without making the card text too small, so "return a random minion to its owner's hand" was replaced with the word "Sap". If you want to suggest a different way of wording it, feel free to do so.
Shaman: Explanations / Dev Notes / Tokens
Flame Shock - Will destroy a random friendly Totem if you have it. Works with Wrath of Air Totem (same interaction as Azure Drake + Shadowflame) - you will get the Spell Damage bonus before the Totem is destroyed.
Totem Mastery - This will try to summon basic Totems that are currently not on the battlefield (similar to how Shaman's Hero Power operates). Can summon Totems past the limit of 4, but it'll still never summon two copies of the same one.
Thunder Within - Overloaded Mana Crystals = the amount of unusable/locked crystals you currently have on your turn. Overload = the total amount of Locked Crystals you have on your Mana bar, both on this and on your next turn.
Channel Energy - See Thunder Within for details.
Tauren Ley Walker - Yes, you will get Overloaded from its Battlecry and its Deathrattle.
Lightning Shield - See Thunder Within for details. You will get the Armor the turn you cast it, but the Attack buff would only be applied during your opponent's turn. Any character that hits your face while you have this active will take damage equal to your attack (excluding the Attack of your weapon).
Thunder Clap - Any card that gives you Overload: (X) will increase this spell's damage by 1. Only applies when that card first enters play, so stuff like Tauren Ley Walker will only proc it once.
Shalu Stormshatter - See Thunder Within for details and Elemental Guidance for a full list of spells that you can get from this card.
Lei Shen - Conduits are spawned in the exact same order as shown above (2 on his left side, 2 on his right). If you Faceless Manipulator your Lei Shen, all of its copies will also receive the buff. Will not buff your opponent's Lei Shen if he has it (the card text doesn't say that, but I just didn't want to put "all friendly Lei Shens have +X/+X" on every single conduit - might end up editing that in the future, though).
Warlock: Explanations / Dev Notes / Tokens
Legion Overseer - Only works if you've discarded a card from your hand. If your hand is empty, this will do nothing.
Doomlord - Same thing as Legion Overseer - you must discard a card first
Purge - If your hand is empty, this will deal 0 damage and just draw you a card.
Axxarien Trickster - You Fel Reave through your deck until you find a demon, then you give it +1/+1 (similar to The Mistcaller and all the other cards with similar effects in this expansion).
Restless Evil - If your hand is full when you cast this, you will only get 1 card - the other one will remain in your discarded pile. Also does nothing if you haven't discarded any cards this game.
Warrior: Explanations / Dev Notes / Tokens
Arena Spectre - This includes any weapon you get from cards like Arathi Weaponsmith and Kvaldir Berserker.
Warsong Grunt - Works both on your and your opponent's turn. Only lasts for 1 turn.
Rageroar Blademaster - Reminder: Also buffs itself.
Furious Slash - You need to have a damaged minion with Enrage for this to cost (2) less. Doesn't decrease the cost further if you have more than 1 Enraged minion on board.
Strength In Unity - Example: if your opponent has 4 minions and you have 7 - this will trigger. Or if your opponent has only 1 minion and you have 3 - anyway, you get the idea.
Sister of Steel - This includes any minion (both friendly and enemy) that does AoE damage (Abomination, Goblin Pyromancer, Wild Pyromancer).
(Work In Progress)
Neutral: Explanations / Dev Notes / Tokens
Plagueland Ghoul - You will not be able to tell which enemy minion got debuffed once the deathrattle triggers. Minions that had 1 Health will die as soon as they enter the battlefield.
Piloted Battlestrider - Any collectible 1-drop can be summoned by this.
Plagueborn Horror - See Plagueland Ghoul for details.
Emerald Wyrm - See Ysera for a list of all possible Dream Cards.
Card Graveyard:
(Here you can find most of the old cards that have been removed or had their effects changed)
Changelog:
10.22.2015
Added 9 new class cards: Grove Warden, Frostwolf Trainer, Frostfizzle Gnome, Scarlet Missionary, Divine Presence, Shan'ze Blademaster, Earth Shield, Underblade Cavalier and Shadowlancer;
Some cards have had their names and artwork changed. Full list:
Frost Revenant > Ice Revenant;
Kirin Tor Elemental > Water Ascendant;
Drakonid Azurelord > Azure Drakonid;
Scourge Necromancer > Scholomance Acolyte;
Temple Runecaster and Tol'vir Sun Priest - swapped their card text;
Pinpoint Assault > Ambush;
Shado-Pan Stalwart > Ethereal Smuggler;
Ethereal Smuggler (old) > Defias Cutthroat;
Goblin Aristocrat > Undermine Aristocrat;
Bloodsail Pirate Ship > Bloodsail Frigate;
Sargeras > Kaz'rogal;
Victory Rush is now a common instead of an epic.
Some cards have been rebalanced. Full list:
Ice Revenant now reads: "Frostbite. Deathrattle: Deal 2 damage randomly split among all enemies";
Frostmaiden is now 2 Mana and reads: "Your minions have +1 Attack when attacking Frozen characters";
Forsaken Conjuror now reads: "Whenever another friendly minion dies, put a random spell from your deck into your hand";
Azure Drakonid is now a 6-Mana 4/6 and reads: "Whenever another friendly minion dies, add a random spell to your hand equal to its cost";
Devotion Aura is now 3 Mana and reads: "Give your Divine Shield minions +2/+2. Draw a card";
Scholomance Acolyte now reads: "At the end of your turn, summon a 2/2 Shade if the enemy hero took damage this turn";
Defias Cutthroat (old Ethereal Smuggler) is now a 3/1;
Undermine Aristocrat is now a 4-Mana 1/4;
Bloodsail Frigate is now a 5-Mana 2/6;
Strength in Unity is now 7 Mana and reads: "Destroy a minion. Costs (1) less for each friendly minion".
10.17.2015
Ruby Temple Drake is now Rare (up from Common). Divine Storm is now a Common (down from Rare);
I think these are interesting ideas, but that's really all I can say about them. I'm not exactly an expert on balance, though I get the feeling that this is all over the place (much like a real expansion).
Druid deck- Soul fusion would be incredibly overpowered. You sacrifice a 5/10 taunt to give all your other taunts +10 health. There is almost no way to get through that, and essentially makes this the druid version of Grim Patron.
Hunter- Immolation trap is basically a crappy version of Vaporize, and Snipe accomplishes a bit more than this likely would. 5/5 blighthounds for 2 cost is absolutely ridiculous and I hope to god will never be a thing.
Warlock- I really like Purge.
Rogue- Taran Zhu--nice on paper, but how effective would it actually be? The only way rogues work now is due to blade flurry combo.
Paladin-Maraad looks good, Katsin should probably cost 1 less, and Holy shock, I think should have the option to buff a friendly player in addition to being able to be targeted at enemies. Maybe it should cost 3.
The fact that a simple ogre has better stats than sargeras, the dark titan, annoys me.
Couldn't find a better WoW character to attach this ability to. Turn 6 also seemed like the best turn for it, making it cost 7+ with this ability would make it almost unplayable (most games are already decided by that point). Sylvanas Windrunner is an important character as well (not quite as big/important as Sargeras, but still) and she's a 6-drop - but I get where you're coming from as most Titans in Hearthstone cost 8 or more. I'll see if I can do something about it, I guess.
I think these are interesting ideas, but that's really all I can say about them. I'm not exactly an expert on balance, though I get the feeling that this is all over the place (much like a real expansion).
Tried my best to balance things out as much as I could - obviously there is always stuff that gets overlooked (even in real expansions, as you mentioned). Once I get more free time and energy I will definitely double-check everything again.
Druid deck- Soul fusion would be incredibly overpowered. You sacrifice a 5/10 taunt to give all your other taunts +10 health. There is almost no way to get through that, and essentially makes this the druid version of Grim Patron.
Hunter- Immolation trap is basically a crappy version of Vaporize, and Snipe accomplishes a bit more than this likely would. 5/5 blighthounds for 2 cost is absolutely ridiculous and I hope to god will never be a thing.
Warlock- I really like Purge.
Rogue- Taran Zhu--nice on paper, but how effective would it actually be? The only way rogues work now is due to blade flurry combo.
Paladin-Maraad looks good, Katsin should probably cost 1 less, and Holy shock, I think should have the option to buff a friendly player in addition to being able to be targeted at enemies. Maybe it should cost 3.
Druid - That's a 9-mana combo, you need exactly those two cards and you need to have minions on board. Mass Dispell and any other silence effects completely wreck it - and, unlike Grim Patron, your can actually play around it by removing your opponent's minions. It's not that overpowered in most other cases, but you do have a point - I think making it only last until the start of your next turn instead would be a decent change and it would still make it playable.
Hunter - Vaporize only works when a minion attacks your hero, Immolation Trap works exactly like Freezing Trap - and sometimes it's better to kill that minion instead of bouncing it back. It's not strictly worse or better than Snipe either - both can be amazing in different situations. As for Nathanos, you don't get the Blighthounds right away - you're paying 9 mana for a legendary with no immediate effect, you need to have minions that you can trade away and even then, you're not 100% guaranteed to draw the hounds when you need them. It's a finisher-type card (similar to Lord Jaraxxus), it almost guarantees you will win the long game, but your opponent can still play around it. I'll see what others have to say about it (if they want to say anything about it, that is) before making any significant balance changes, though.
As for Paladin, Katsin is already really good for its cost (5 mana for a 4/6 legendary with Divine Shield and 2 mana for the battlecry, all piled together in a single card) - reducing the cost any further will make him the new Dr.6. Holy Shock was specifically designed to be a 2-mana removal spell - making it able to buff friendly minions would make it a straight up better Demonfire, plus I don't want to bump its cost any further - Paladin's 3-cost slot is already crowded enough.
Anyway, thanks for your feedback y'all. Heading out for now, but I'll see if I can make some artwork/balance changes tomorrow.
I really like the cards, this is one of the best balanced sets of all fan creations I've ever seen. Really, good job!
A few comments:
Lei Shen: I love the concept! Excellent idea. At first glance it looked way too strong to me and I already started to write why, but when I thought about it in depth, it is actually very strong, but still fair I believe. The only thing that concerns me is shamans access to Bloodlust, which is a hard-to-avoid OTK in turn 10, because unless you get Flamestriked or Shadowflamed, there WILL be minions on your board, assuming a somewhat even board state before t9. As Shaman has excellent tools to flood the board and efficient removals, this is very strong and would create a pretty strong deck overall. So all in all, this is pretty hard to judge without being able to try it in the real game, but as Shaman isn't exactly the strongest class atm, a very strong legendary might be okay.
Hmm, I don't know... I start to think again that it is too strong. Your opponent will need to deal at least 3 damage to the Immune token first, and it he can't kill it right away with minions (which is unlikely, 9 health is huge), at least needs to get rid of Windfury or Spell-Immunity to polymorph/hex/execute. Also, 3 health is a pretty uncomfortable value for many classes. 0/2s might be better, or you should at least lower Lei Shens health a little.
Sen'jin: Pretty weak, cause it is extremely slow. It is the only card I noticed to be unbalanced, of the ones I looked through (all legendaries, and ~half of the others). With 10 mana it takes a full turn, and you need to be in a spot where you can afford to spend 10 mana without affecting the board to play it. (Not the best explaination, but if you had an Ysera in hand somewhen you'll know what I mean.
Also you'll need to calculate with some fatigue damage that quickly can get out of hand, and you won't need 10 cards in hand that late in the game. So I predict this would never be played, however there are much worse real legendary cards, so it is okay to have bad ones. (Hemet Nesingwary anyone?)
Immolation Trap: I really dislike it. Freezing Trap already is such an annoying secret which is incredibly good for 2 mana, and you can't play around it unless you are ahead, which is unlikely in the earlygame vs all the aggressive hunters. This basically is like removing the 2-cards-per-deck limit, as you would allow hunters to play with 4 secrets of this kind. The effect is pretty much the same, isn't it?
Gurubashi Marksman: The wording is unclear. Which cards are meant, cards in hand, or minions(+weapon?) on board?
I really like the cards, this is one of the best balanced sets of all fan creations I've ever seen. Really, good job!
A few comments:
Lei Shen: I love the concept! Excellent idea. At first glance it looked way too strong to me and I already started to write why, but when I thought about it in depth, it is actually very strong, but still fair I believe. The only thing that concerns me is shamans access to Bloodlust, which is a hard-to-avoid OTK in turn 10, because unless you get Flamestriked or Shadowflamed, there WILL be minions on your board, assuming a somewhat even board state before t9. As Shaman has excellent tools to flood the board and efficient removals, this is very strong and would create a pretty strong deck overall. So all in all, this is pretty hard to judge without being able to try it in the real game, but as Shaman isn't exactly the strongest class atm, a very strong legendary might be okay.
Hmm, I don't know... I start to think again that it is too strong. Your opponent will need to deal at least 3 damage to the Immune token first, and it he can't kill it right away with minions (which is unlikely, 9 health is huge), at least needs to get rid of Windfury or Spell-Immunity to polymorph/hex/execute. Also, 3 health is a pretty uncomfortable value for many classes. 0/2s might be better, or you should at least lower Lei Shens health a little.
Sen'jin: Pretty weak, cause it is extremely slow. It is the only card I noticed to be unbalanced, of the ones I looked through (all legendaries, and ~half of the others). With 10 mana it takes a full turn, and you need to be in a spot where you can afford to spend 10 mana without affecting the board to play it. (Not the best explaination, but if you had an Ysera in hand somewhen you'll know what I mean.
Also you'll need to calculate with some fatigue damage that quickly can get out of hand, and you won't need 10 cards in hand that late in the game. So I predict this would never be played, however there are much worse real legendary cards, so it is okay to have bad ones. (Hemet Nesingwary anyone?)
Immolation Trap: I really dislike it. Freezing Trap already is such an annoying secret which is incredibly good for 2 mana, and you can't play around it unless you are ahead, which is unlikely in the earlygame vs all the aggressive hunters. This basically is like removing the 2-cards-per-deck limit, as you would allow hunters to play with 4 secrets of this kind. The effect is pretty much the same, isn't it?
Gurubashi Marksman: The wording is unclear. Which cards are meant, cards in hand, or minions(+weapon?) on board?
Lei Shen - Originally all the conduits were 0/2's, but I've decided to make them 0/3's because the card felt too weak. It does almost nothing when you're behind (compared to Al'Akir the Windlord) since your opponent can easily remove all the tokens, and the tokens themselves do nothing once Lei Shen is down. It's a legendary, it's a 9-drop, it's meant to be powerful (and Shamans have little to no lategame anyway) - and if this card were the only reason to ever play Shaman right now, I'd be more than happy.
Sen'jin is meant to be an all-in card. You play it when you already have ~10 cards left in your deck - and you know you have stuff left in there that will win you the game if you draw it. Basically, once you play it - you need to kill your opponent right away, or you might just get destroyed. Algalon the Observer could also work with it (if you manage to keep him alive); no plans on changing the card right now, though - I like it the way it is.
Immolation Trap - You can still play around it even if you're behind, since it still triggers deathrattles (Sludge Belcher, Haunted Creeper etc). It has its ups and downs - it's not as imbalanced as it might seem.
Gurubashi Marksman- Wanted to keep the wording similar to Hawkeye, that's why it might seem a little weird (but it's explained in the "dev section"). If I find a better way to word Hawkeye I will definitely re-word this card as well.
Lei Shen - Originally all the conduits were 0/2's, but I've decided to make them 0/3's because the card felt too weak. It does almost nothing when you're behind (compared to Al'Akir the Windlord) since your opponent can easily remove all the tokens, and the tokens themselves do nothing once Lei Shen is down. It's a legendary, it's a 9-drop, it's meant to be powerful (and Shamans have little to no lategame anyway) - and if this card were the only reason to ever play Shaman right now, I'd be more than happy.
Sen'jin is meant to be an all-in card. You play it when you already have ~10 cards left in your deck - and you know you have stuff left in there that will win you the game if you draw it. Basically, once you play it - you need to kill your opponent right away, or you might just get destroyed. Algalon the Observer could also work with it (if you manage to keep him alive); no plans on changing the card right now, though - I like it the way it is.
Immolation Trap - You can still play around it even if you're behind, since it still triggers deathrattles (Sludge Belcher, Haunted Creeper etc). It has its ups and downs - it's not as imbalanced as it might seem.
Gurubashi Marksman- Wanted to keep the wording similar to Hawkeye, that's why it might seem a little weird (but it's explained in the "dev section"). If I find a better way to word Hawkeye I will definitely re-word this card as well.
Don't get me wrong, these are your cards and by no means I want to argue about what they are, but I just feel like replying the reply. ;)
Lei Shen: Hmm, well, but think of Dr. Boom who does nothing the turn he is played. It is not the same of course, but if you are in a halfway decent spot to drop your Lei Shen, there literally is no efficient way to clear the board again, which is similar to Boom. 3 Health is very hard to clear (you'll probably remembersome matches how unconvinient some Mana Tide Totem or even the healing totem can be). But right, as Shaman is pretty weak atm, a slightly overpowered legendary might be okay.
Senjin: I totally have to disagree here. There is no way I'd put that card ever in any deck. I have a hard time describing why, but when I imagine it being cheaper I can only see me considering this if it would cost 6 mana. But lets say it is more expensive, just like it is as your creation. What cards can be in your last 10, that are able to turn around a game, when you just spent your whole turn to drop a 6/6 and destroy your deck? Dr. Boom? Maybe even Deathwing if you run it for some reason? In any case, having one of those lategame threats directly in hand (meaning one of them taking the spot of Senjin in your decklist) always would be better.
If you are in a good spot, you wouldn't need the draw, and you risk to lose the game from fatigue, and / or from running out of answers that got discarded.
If you are in a roughly even situation, you risk to lose the game (see above), and furthermore you lost tempo from spending 10 mana for a 6/6 which favours your opponent. And I just can't imagine any cards of which you know they will "win you the game if you draw them" in a lategame showdown. Before you can play whatever you draw, you'll have to deal with anything your opponent slams on board with his 10 mana.
If you are behind, see above, with the only difference that it will be impossible to recover.
The synergy with Alagon is a nice idea, but look a Hogger for a reference of an excellent ability in an expensive 4 health minion. Or Thaurissan in the 6 mana spot with 5 health. They bascially never survive a turn.
That was a bit more detailed than my original post, everything else is your decision. ;)
Immolation Trap: Would not be unbalanced by itself, but in combination with freezing trap you bascially can remove 4 minions extremely efficiently - even more efficiently with Mad Scientist that your opponent cannot play around most of the time. Even if it is a Belcher - killing it for 2 Mana? Sign me up! Haunted Creeper is one of the few cards that can counter this trap. Have you ever played against a midrange or trap hunter that kills your small stuff and ignores the one big mionion you have, so you need to run it in the freezing trap? Or pass the turn, which is fine for the hunter aswell since he'll gain more tempo and possibly kill your fresh small stuff so you cannot procreed. Usually it is the better idea to bite the bullet and trigger the trap, but the tempo swing is huge. I don't want to play against a hunter who has like 4 of these freezing traps, really not. So the card isn't completely broken, but still pretty overpowered in combination with the existing freezing trap, in my opinion.
Deep Freeze - The ability to permanently reduce enemy minions to 0 Attack is extremely dangerous, as it can make it impossible for your opponent to play minions or create space to play them for the rest of the game.
Silvermoon Alchemist - I would make the bonus healing trigger if the spell is comboed, and not the Alchemist. That way, it is more intuitive whether or not you will benefit from the additional healing.
Lei Shen - Originally all the conduits were 0/2's, but I've decided to make them 0/3's because the card felt too weak. It does almost nothing when you're behind (compared to Al'Akir the Windlord) since your opponent can easily remove all the tokens, and the tokens themselves do nothing once Lei Shen is down. It's a legendary, it's a 9-drop, it's meant to be powerful (and Shamans have little to no lategame anyway) - and if this card were the only reason to ever play Shaman right now, I'd be more than happy.
Sen'jin is meant to be an all-in card. You play it when you already have ~10 cards left in your deck - and you know you have stuff left in there that will win you the game if you draw it. Basically, once you play it - you need to kill your opponent right away, or you might just get destroyed. Algalon the Observer could also work with it (if you manage to keep him alive); no plans on changing the card right now, though - I like it the way it is.
Immolation Trap - You can still play around it even if you're behind, since it still triggers deathrattles (Sludge Belcher, Haunted Creeper etc). It has its ups and downs - it's not as imbalanced as it might seem.
Gurubashi Marksman- Wanted to keep the wording similar to Hawkeye, that's why it might seem a little weird (but it's explained in the "dev section"). If I find a better way to word Hawkeye I will definitely re-word this card as well.
Don't get me wrong, these are your cards and by no means I want to argue about what they are, but I just feel like replying the reply. ;)
Lei Shen: Hmm, well, but think of Dr. Boom who does nothing the turn he is played. It is not the same of course, but if you are in a halfway decent spot to drop your Lei Shen, there literally is no efficient way to clear the board again, which is similar to Boom. 3 Health is very hard to clear (you'll probably remembersome matches how unconvinient some Mana Tide Totem or even the healing totem can be). But right, as Shaman is pretty weak atm, a slightly overpowered legendary might be okay.
Senjin: I totally have to disagree here. There is no way I'd put that card ever in any deck. I have a hard time describing why, but when I imagine it being cheaper I can only see me considering this if it would cost 6 mana. But lets say it is more expensive, just like it is as your creation. What cards can be in your last 10, that are able to turn around a game, when you just spent your whole turn to drop a 6/6 and destroy your deck? Dr. Boom? Maybe even Deathwing if you run it for some reason? In any case, having one of those lategame threats directly in hand (meaning one of them taking the spot of Senjin in your decklist) always would be better.
If you are in a good spot, you wouldn't need the draw, and you risk to lose the game from fatigue, and / or from running out of answers that got discarded.
If you are in a roughly even situation, you risk to lose the game (see above), and furthermore you lost tempo from spending 10 mana for a 6/6 which favours your opponent. And I just can't imagine any cards of which you know they will "win you the game if you draw them" in a lategame showdown. Before you can play whatever you draw, you'll have to deal with anything your opponent slams on board with his 10 mana.
If you are behind, see above, with the only difference that it will be impossible to recover.
The synergy with Alagon is a nice idea, but look a Hogger for a reference of an excellent ability in an expensive 4 health minion. Or Thaurissan in the 6 mana spot with 5 health. They bascially never survive a turn.
That was a bit more detailed than my original post, everything else is your decision. ;)
Immolation Trap: Would not be unbalanced by itself, but in combination with freezing trap you bascially can remove 4 minions extremely efficiently - even more efficiently with Mad Scientist that your opponent cannot play around most of the time. Even if it is a Belcher - killing it for 2 Mana? Sign me up! Haunted Creeper is one of the few cards that can counter this trap. Have you ever played against a midrange or trap hunter that kills your small stuff and ignores the one big mionion you have, so you need to run it in the freezing trap? Or pass the turn, which is fine for the hunter aswell since he'll gain more tempo and possibly kill your fresh small stuff so you cannot procreed. Usually it is the better idea to bite the bullet and trigger the trap, but the tempo swing is huge. I don't want to play against a hunter who has like 4 of these freezing traps, really not. So the card isn't completely broken, but still pretty overpowered in combination with the existing freezing trap, in my opinion.
Lei Shen - Yeah, I guess you might be right, since the only card that clears it efficiently is Twisting Nether. I'll probably end up bumping his cost up to 10, eventually - then he would be more in line with other heavy cards like Varian Wrynn. I'll think about it.
Sen'jin - Well, let's say if you're playing something super spell-heavy (with Malygos, Lock and Load or something among those lines), you get your opponent down to 10-15 by unloading your hand and you're looking for ways to finish him off quickly. You drop this down, fill your hand, find Malygos/Emperor Thaurissan/other spells that do direct damage, and kill your opponent in the next few turns. This card is not meant to be the perfect fit for all the decks, but it's an option - especially if Blizzard prints more Quickshot-like cards that can push that archetype forward.
I personally want to keep it at 10 mana, butI'll see if I can change its effect to be slightly more relevant. Thanks for your insight!
Immolation Trap - Will probably have to redesign this, even though I like the card myself. Having 2 extra sudo-Freezing Traps in your deck is not particularly fun or entertaining for anyone.
Deep Freeze - The ability to permanently reduce enemy minions to 0 Attack is extremely dangerous, as it can make it impossible for your opponent to play minions or create space to play them for the rest of the game.
Silvermoon Alchemist - I would make the bonus healing trigger if the spell is comboed, and not the Alchemist. That way, it is more intuitive whether or not you will benefit from the additional healing.
Deep Freeze - It's dangerous, but not to the the point of being completely overpowered. The earliest/most efficient combo you can pull off without having anything on board is Frost Nova + this, but your opponent can still play around it. Aggro and possibly midrange decks can suffer from it, that's true, but they can still off-set it with taunt-givers and other buffs (or by teching in a Wailing Soul, since it completely off-sets the debuff) - and if you're running it in something like Freeze Mage, your opponent's minion will eventually die to your AoEs anyway (even though casting this would save you quite a bit of Health in the long run). No plans on changing it for now.
Silvermoon Alchemist - Actually, It would make it less obvious. Will it restore 3 Health if the second card you play each turn is a spell? Do you have to actually activate the combo effect of said spell? And in that case, would it only work on spells that have the word "combo" in them? That would make things more complex, and I don't want that. But interesting idea nevertheless.
Nico job !!! This expansion it's so balanced (except for 2-3 cards that are not overpowered but most powerful than others)
+100000
Thanks, glad you enjoyed it!
I will try to check this thread regularly, but sadly I don't have much time on my hands right now. Though I do appreciate everyone who's been interested in this so far, you feedback has been very valuable!
These look very promising. I like the legendaries, there are some interesting ideas in there. I also like that you created some mid-range ones (cost 4-6), where we don't have many of that type yet. Unfortunately it takes at least an hour to review just one class of such an expansion, so let me get back to this when I have the time...
Until then, thumbs up. I also like that you too the time to find good artwork.
Not salty at all, eh? I think I know which card this alludes to...
These look very promising. I like the legendaries, there are some interesting ideas in there. I also like that you created some mid-range ones (cost 4-6), where we don't have many of that type yet. Unfortunately it takes at least an hour to review just one class of such an expansion, so let me get back to this when I have the time...
Until then, thumbs up. I also like that you took the time to find good artwork.
Rogue_100_dust_dankmeme.png
Not salty at all, eh? I think I know which card this alludes to...
Thanks! Finding the right artwork for each card and making it lore-friendly did take quite a bit of time (this magnificent gallery did help me a lot, though). Also, you don't have to write a detailed review for every single class - if you really want to, just pick the cards you liked/disliked the most (or those that could use a bit of fine-tuning, in your opinion).
As for the Rogue card, Rogues need to have at least one crappy epic in each expansion, so I'm just trying to keep up the tradition.
Update! Added 9 new class cards (1 for each class) and did a bunch of balance/artwork changes to some of the existing ones. Currently working on the main theme for the whole expansion, so the progress is kinda slow - I've got a lot of interesting ideas and characters in mind, so the next update should (hopefully) be a lot of fun.
Anyway, here are all the new cards - feel free to leave a comment on what you think about them. See you soon!
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So, as with every other community-created expansion, this is my personal take on cards that would be neat to have in the game to boost the diversity of the currently existing decks and the playability of classes/archetypes that don't see much play anymore (without creating more Mysterious Challengers or Dr. Booms).
There are 209 cards total - 21 for each class (9 Commons, 6 Rares, 4 Epics, 2 Legendaries) and 20 Neutrals. Each class has their own little theme going for them in this set (but no real main theme/mechanic between them - may possible change in the future update?), with an additional array of tools to help them combat their previously weak spots more effectively.
I've also edited some of the old keywords to make them easier to squeeze in - they now take a lot less card space and, hopefully, look much nicer.
If you find any of the cards' mechanics to be confusing, there is a developer section in each spoiler where I try my best to explain how most of them work (all custom tokens can be found there as well).
If you have any feedback or suggestions feel free to leave them down in the comments below. If you've found any typos, please let me know that as well. If you don't like a specific class, you can skip it and move ahead to the next one - there are a lot of cards here, so I'm sure you'll find something that'll catch your eye.
Now, with that out of the way, let's begin!
Druid: Explanations / Dev Notes / Tokens
Hunter: Explanations / Dev Notes / Tokens
Mage: Explanations / Dev Notes / Tokens
Paladin: Explanations / Dev Notes / Tokens
Priest: Explanations / Dev Notes / Tokens
Rogue: Explanations / Dev Notes / Tokens
Shaman: Explanations / Dev Notes / Tokens
Warlock: Explanations / Dev Notes / Tokens
Warrior: Explanations / Dev Notes / Tokens
(Work In Progress)
Neutral: Explanations / Dev Notes / Tokens
Card Graveyard:
(Here you can find most of the old cards that have been removed or had their effects changed)
Changelog:
10.22.2015
10.17.2015
Cat Tax:
I think these are interesting ideas, but that's really all I can say about them. I'm not exactly an expert on balance, though I get the feeling that this is all over the place (much like a real expansion).
Druid deck- Soul fusion would be incredibly overpowered. You sacrifice a 5/10 taunt to give all your other taunts +10 health. There is almost no way to get through that, and essentially makes this the druid version of Grim Patron.
Hunter- Immolation trap is basically a crappy version of Vaporize, and Snipe accomplishes a bit more than this likely would. 5/5 blighthounds for 2 cost is absolutely ridiculous and I hope to god will never be a thing.
Warlock- I really like Purge.
Rogue- Taran Zhu--nice on paper, but how effective would it actually be? The only way rogues work now is due to blade flurry combo.
Paladin-Maraad looks good, Katsin should probably cost 1 less, and Holy shock, I think should have the option to buff a friendly player in addition to being able to be targeted at enemies. Maybe it should cost 3.
"My hand is too full!"
Someone actually replied to my thread!
Couldn't find a better WoW character to attach this ability to. Turn 6 also seemed like the best turn for it, making it cost 7+ with this ability would make it almost unplayable (most games are already decided by that point). Sylvanas Windrunner is an important character as well (not quite as big/important as Sargeras, but still) and she's a 6-drop - but I get where you're coming from as most Titans in Hearthstone cost 8 or more. I'll see if I can do something about it, I guess.
Tried my best to balance things out as much as I could - obviously there is always stuff that gets overlooked (even in real expansions, as you mentioned). Once I get more free time and energy I will definitely double-check everything again.
Druid - That's a 9-mana combo, you need exactly those two cards and you need to have minions on board. Mass Dispell and any other silence effects completely wreck it - and, unlike Grim Patron, your can actually play around it by removing your opponent's minions. It's not that overpowered in most other cases, but you do have a point - I think making it only last until the start of your next turn instead would be a decent change and it would still make it playable.
Hunter - Vaporize only works when a minion attacks your hero, Immolation Trap works exactly like Freezing Trap - and sometimes it's better to kill that minion instead of bouncing it back. It's not strictly worse or better than Snipe either - both can be amazing in different situations. As for Nathanos, you don't get the Blighthounds right away - you're paying 9 mana for a legendary with no immediate effect, you need to have minions that you can trade away and even then, you're not 100% guaranteed to draw the hounds when you need them. It's a finisher-type card (similar to Lord Jaraxxus), it almost guarantees you will win the long game, but your opponent can still play around it. I'll see what others have to say about it (if they want to say anything about it, that is) before making any significant balance changes, though.
As for Paladin, Katsin is already really good for its cost (5 mana for a 4/6 legendary with Divine Shield and 2 mana for the battlecry, all piled together in a single card) - reducing the cost any further will make him the new Dr.6. Holy Shock was specifically designed to be a 2-mana removal spell - making it able to buff friendly minions would make it a straight up better Demonfire, plus I don't want to bump its cost any further - Paladin's 3-cost slot is already crowded enough.
Anyway, thanks for your feedback y'all. Heading out for now, but I'll see if I can make some artwork/balance changes tomorrow.
I rly liked your mage cards, great artwork too, keep up the good work
I really like the cards, this is one of the best balanced sets of all fan creations I've ever seen. Really, good job!
A few comments:
Lei Shen: I love the concept! Excellent idea. At first glance it looked way too strong to me and I already started to write why, but when I thought about it in depth, it is actually very strong, but still fair I believe. The only thing that concerns me is shamans access to Bloodlust, which is a hard-to-avoid OTK in turn 10, because unless you get Flamestriked or Shadowflamed, there WILL be minions on your board, assuming a somewhat even board state before t9. As Shaman has excellent tools to flood the board and efficient removals, this is very strong and would create a pretty strong deck overall. So all in all, this is pretty hard to judge without being able to try it in the real game, but as Shaman isn't exactly the strongest class atm, a very strong legendary might be okay.
Hmm, I don't know... I start to think again that it is too strong. Your opponent will need to deal at least 3 damage to the Immune token first, and it he can't kill it right away with minions (which is unlikely, 9 health is huge), at least needs to get rid of Windfury or Spell-Immunity to polymorph/hex/execute. Also, 3 health is a pretty uncomfortable value for many classes. 0/2s might be better, or you should at least lower Lei Shens health a little.
Sen'jin: Pretty weak, cause it is extremely slow. It is the only card I noticed to be unbalanced, of the ones I looked through (all legendaries, and ~half of the others). With 10 mana it takes a full turn, and you need to be in a spot where you can afford to spend 10 mana without affecting the board to play it. (Not the best explaination, but if you had an Ysera in hand somewhen you'll know what I mean.
Also you'll need to calculate with some fatigue damage that quickly can get out of hand, and you won't need 10 cards in hand that late in the game. So I predict this would never be played, however there are much worse real legendary cards, so it is okay to have bad ones. (Hemet Nesingwary anyone?)
Immolation Trap: I really dislike it. Freezing Trap already is such an annoying secret which is incredibly good for 2 mana, and you can't play around it unless you are ahead, which is unlikely in the earlygame vs all the aggressive hunters. This basically is like removing the 2-cards-per-deck limit, as you would allow hunters to play with 4 secrets of this kind. The effect is pretty much the same, isn't it?
Gurubashi Marksman: The wording is unclear. Which cards are meant, cards in hand, or minions(+weapon?) on board?
Arena Leaderboard EU - September 2018: #47 (@7.77 Wins Average)
Once again, thanks everyone for for your feedback, I really appreciate it!
Replies are in the spoiler below.
Glad you liked it! There are a couple more neutral cards almost ready, just need to find good artwork for them first.
Lei Shen - Originally all the conduits were 0/2's, but I've decided to make them 0/3's because the card felt too weak. It does almost nothing when you're behind (compared to Al'Akir the Windlord) since your opponent can easily remove all the tokens, and the tokens themselves do nothing once Lei Shen is down. It's a legendary, it's a 9-drop, it's meant to be powerful (and Shamans have little to no lategame anyway) - and if this card were the only reason to ever play Shaman right now, I'd be more than happy.
Sen'jin is meant to be an all-in card. You play it when you already have ~10 cards left in your deck - and you know you have stuff left in there that will win you the game if you draw it. Basically, once you play it - you need to kill your opponent right away, or you might just get destroyed. Algalon the Observer could also work with it (if you manage to keep him alive); no plans on changing the card right now, though - I like it the way it is.
Immolation Trap - You can still play around it even if you're behind, since it still triggers deathrattles (Sludge Belcher, Haunted Creeper etc). It has its ups and downs - it's not as imbalanced as it might seem.
Gurubashi Marksman - Wanted to keep the wording similar to Hawkeye, that's why it might seem a little weird (but it's explained in the "dev section"). If I find a better way to word Hawkeye I will definitely re-word this card as well.
Couldn't help but notuce that SpOooOooOoky Gangplank as the ghostly buccaneer.
Don't get me wrong, these are your cards and by no means I want to argue about what they are, but I just feel like replying the reply. ;)
Lei Shen: Hmm, well, but think of Dr. Boom who does nothing the turn he is played. It is not the same of course, but if you are in a halfway decent spot to drop your Lei Shen, there literally is no efficient way to clear the board again, which is similar to Boom. 3 Health is very hard to clear (you'll probably remembersome matches how unconvinient some Mana Tide Totem or even the healing totem can be). But right, as Shaman is pretty weak atm, a slightly overpowered legendary might be okay.
Senjin: I totally have to disagree here. There is no way I'd put that card ever in any deck. I have a hard time describing why, but when I imagine it being cheaper I can only see me considering this if it would cost 6 mana. But lets say it is more expensive, just like it is as your creation. What cards can be in your last 10, that are able to turn around a game, when you just spent your whole turn to drop a 6/6 and destroy your deck? Dr. Boom? Maybe even Deathwing if you run it for some reason? In any case, having one of those lategame threats directly in hand (meaning one of them taking the spot of Senjin in your decklist) always would be better.
If you are in a good spot, you wouldn't need the draw, and you risk to lose the game from fatigue, and / or from running out of answers that got discarded.
If you are in a roughly even situation, you risk to lose the game (see above), and furthermore you lost tempo from spending 10 mana for a 6/6 which favours your opponent. And I just can't imagine any cards of which you know they will "win you the game if you draw them" in a lategame showdown. Before you can play whatever you draw, you'll have to deal with anything your opponent slams on board with his 10 mana.
If you are behind, see above, with the only difference that it will be impossible to recover.
The synergy with Alagon is a nice idea, but look a Hogger for a reference of an excellent ability in an expensive 4 health minion. Or Thaurissan in the 6 mana spot with 5 health. They bascially never survive a turn.
That was a bit more detailed than my original post, everything else is your decision. ;)
Immolation Trap: Would not be unbalanced by itself, but in combination with freezing trap you bascially can remove 4 minions extremely efficiently - even more efficiently with Mad Scientist that your opponent cannot play around most of the time. Even if it is a Belcher - killing it for 2 Mana? Sign me up! Haunted Creeper is one of the few cards that can counter this trap. Have you ever played against a midrange or trap hunter that kills your small stuff and ignores the one big mionion you have, so you need to run it in the freezing trap? Or pass the turn, which is fine for the hunter aswell since he'll gain more tempo and possibly kill your fresh small stuff so you cannot procreed. Usually it is the better idea to bite the bullet and trigger the trap, but the tempo swing is huge. I don't want to play against a hunter who has like 4 of these freezing traps, really not. So the card isn't completely broken, but still pretty overpowered in combination with the existing freezing trap, in my opinion.
Arena Leaderboard EU - September 2018: #47 (@7.77 Wins Average)
Deep Freeze - The ability to permanently reduce enemy minions to 0 Attack is extremely dangerous, as it can make it impossible for your opponent to play minions or create space to play them for the rest of the game.
Silvermoon Alchemist - I would make the bonus healing trigger if the spell is comboed, and not the Alchemist. That way, it is more intuitive whether or not you will benefit from the additional healing.
Nice job !!! This expansion it's so balanced (except for 2-3 cards that are not overpowered but most powerful than others)
+100000
Sorry for the delay, had a lot of things to take care of (even though it's Sunday) and had to leave midway through making this comment. Whoops.
Replies are in the spoiler below, once again.
There's a surprising lack of good artwork for ghost pirates (especially WoW-related), so that was literally my only option.
Lei Shen - Yeah, I guess you might be right, since the only card that clears it efficiently is Twisting Nether. I'll probably end up bumping his cost up to 10, eventually - then he would be more in line with other heavy cards like Varian Wrynn. I'll think about it.
Sen'jin - Well, let's say if you're playing something super spell-heavy (with Malygos, Lock and Load or something among those lines), you get your opponent down to 10-15 by unloading your hand and you're looking for ways to finish him off quickly. You drop this down, fill your hand, find Malygos/Emperor Thaurissan/other spells that do direct damage, and kill your opponent in the next few turns. This card is not meant to be the perfect fit for all the decks, but it's an option - especially if Blizzard prints more Quickshot-like cards that can push that archetype forward.
I personally want to keep it at 10 mana, butI'll see if I can change its effect to be slightly more relevant. Thanks for your insight!
Immolation Trap - Will probably have to redesign this, even though I like the card myself. Having 2 extra sudo-Freezing Traps in your deck is not particularly fun or entertaining for anyone.
Deep Freeze - It's dangerous, but not to the the point of being completely overpowered. The earliest/most efficient combo you can pull off without having anything on board is Frost Nova + this, but your opponent can still play around it. Aggro and possibly midrange decks can suffer from it, that's true, but they can still off-set it with taunt-givers and other buffs (or by teching in a Wailing Soul, since it completely off-sets the debuff) - and if you're running it in something like Freeze Mage, your opponent's minion will eventually die to your AoEs anyway (even though casting this would save you quite a bit of Health in the long run). No plans on changing it for now.
Silvermoon Alchemist - Actually, It would make it less obvious. Will it restore 3 Health if the second card you play each turn is a spell? Do you have to actually activate the combo effect of said spell? And in that case, would it only work on spells that have the word "combo" in them? That would make things more complex, and I don't want that. But interesting idea nevertheless.
Thanks, glad you enjoyed it!
I will try to check this thread regularly, but sadly I don't have much time on my hands right now. Though I do appreciate everyone who's been interested in this so far, you feedback has been very valuable!
These look very promising. I like the legendaries, there are some interesting ideas in there. I also like that you created some mid-range ones (cost 4-6), where we don't have many of that type yet. Unfortunately it takes at least an hour to review just one class of such an expansion, so let me get back to this when I have the time...
Until then, thumbs up. I also like that you too the time to find good artwork.
Not salty at all, eh? I think I know which card this alludes to...
Thanks! Finding the right artwork for each card and making it lore-friendly did take quite a bit of time (this magnificent gallery did help me a lot, though). Also, you don't have to write a detailed review for every single class - if you really want to, just pick the cards you liked/disliked the most (or those that could use a bit of fine-tuning, in your opinion).
As for the Rogue card, Rogues need to have at least one crappy epic in each expansion, so I'm just trying to keep up the tradition.
Update! Added 9 new class cards (1 for each class) and did a bunch of balance/artwork changes to some of the existing ones. Currently working on the main theme for the whole expansion, so the progress is kinda slow - I've got a lot of interesting ideas and characters in mind, so the next update should (hopefully) be a lot of fun.
Anyway, here are all the new cards - feel free to leave a comment on what you think about them. See you soon!