Once upon a time, I put together a comprehensive Assault on Icecrown Citadel adventure expansion. Unfortunately, as an adventure, I couldn't put in nearly as many cards and characters as I wanted. Hence, the whole set is getting completed here! Now, I did pilfer the TCG's name and logo, but that's about the only thing this set and the TCG block share. So with that, some points:
A minor change went into this set. The minion ability "Destroy any minion damaged by this minion" is known as Poison. This is simply for the sake of making it shorter and simpler. And even then, there's only like two cards in this set that have that ability. In fact, the real reason why I changed it to just Poison is for the sake of a Legendary's effect.
There's a new ability/keyword/status-effect in here known as Madness. Any minion inflicted with Madness that attacks has a 50% chance to attack friendly characters instead. Though, this isn't a widespread ability. There are only two cards in the entire set that have it.
There's a three new Locations because I just wanted to keep things simple. With regards to Locations and making them prevalent above all else, I think The Final Countdown did its job.
I previously created two new keyword abilities : Fury and Countdown. Neither are present because, again, I wanted to keep things core and simple.
However...I did introduce a wholly new type of card called an Equipment. Equipments are very similar to Weapons, but play by slightly different rules. They take up the same slot as Weapons, so you won't be able to have a weapon and equipment on simultaneously. Equipments have no Attack value, so you can't attack with them - instead, at the start of your turn, they will automatically lose 1 Durability. Most Equipment effects are long-lasting as a result, so make the best of it while it lasts. Others on the other hand have Deathrattles - when the Equipment runs out of Durability, then the effect will be triggered. And lastly, Equipments are specific to classes - they are not Neutral.
There's a brand new minion type. However....it's a bit difficult to explain here. Just click on the "???" when it's added.
So without further ado, here are the cards sorted by classes. Just click on the class to be taken straight to the page. They will be updated periodically as I add the cards:
And there's your first look at an Equipment card. Like I said, no attack value! And at the start of your turn, it loses 1 Durability. So basically, with Glacial Bag, you have 9 turns to enjoy having no hand-size limit! But once that party is over, it's really over.
Aaand....that's about it with Druid. I stuck to established Druid tactics, and just gave them a few more cards to make use over.
And behold! The reason why I changed "Destroy any minion damaged by this minion" to Poison. Because of this reason alone, Nathanos is potentially even more scary than Maexxna.
Hunters have practically no real way to heal other than through Neutral minions that every other classes has. So I added the Bloodworm for the sake of variety.
You might wonder why Cutshot's effect isn't just "Deal 3 damage to a random enemy." That's because if there is a minion or minions out, it will ALWAYS target them. If there are NO enemy minions out, then it will hit the enemy hero. It prioritizes minions over heroes, so it's a little bit less RNG.
Respite is nowhere near as overpowered as one might think. For starters, you have no control over what you're copying it (as opposed to Faceless Manipulator). And of course, there's the high cost. It's about the same as Lock N' Load really, and it's not one of those cards you'll see played too often.
Medivh's Journal simply lets you draw an additional card at the start of your turn. And with a Durability of two, it'll only do that twice.
The druid legendary is really strong but to be a legendary card the effect has to be really unique so in my mind he should be an epic
Isn't it Unique though? I can't think of any cards that grant Innervate guaranteed. And hypothetically speaking you could technically summon something like Ragnaros at almost no cost - provided you conserve them, which might not be that easy if you're playing against an aggressive opponent.
Wyrmbane's effect works pretty much how you think it does - when he's on the field, all Divine Shields need to be hit twice before they go down - the amount of damage being irrelevant. Visually, I would imagine the Divine Shields taking on a white, or blue, aura - and when they get hit, they go to the regular yellow/gold. If Wyrmbane leaves the field, then the DIvine Shields go back to their usual routine of going down after a single hit. If a Divine Shield already took a hit, THEN Wyrmbane leaves the field, same thing - the single-hit Shield is still up.
Renewal of Life is like a much cooler Ice Block! Basically, when your hero takes fatal damage, they become Immune for that turn and get 10 Health up. Renewal of Life also has an awesome advantage that Ice Block doesn't - it works during your turn! But, the disadvantages are pretty obvious - it's not a Secret, so your opponent knows exactly what you're doing. With 9 Durability, it will last just nine of your turns (technically 10 including the turn you played it), giving your opponent time to work around it. And of course, they can just replace it with a weapon via Blingtron, effectively rendering you boned. Minions that destroy weapons won't work, however, as it's an Equipment - not a weapon. It just takes up the same slot.
Tale of Valor requires at least 2 minions on your board to kick in. If there is only one, it won't trigger. Similar to Competitive Spirit.
Zabra Hexx may seem like an extremely powerful minion, and to be sure he is, but he DOES have one huge disadvantage: That 15 Health he gives you becomes your total. Like with Jaraxxus or Ragnaros, your Health can't go above 15 anymore. So, he can either be played late-game as a life-saver, or you can risk him early and have a potentially huge minion out.
Dementia is a....wait, is that a Priest Secret!? Yes. Yes it is. For more info on that, click here.
Epsilon Astromancer's intro quote, I imagine would be something like "Keep calm, brother-brother."
Whenever I make a round of Priest cards, I always set out to create one card that sort of defines "pure evil." Statue Generator is that card, as at the start of each of your turn, it clogs up your opponent's board with an utterly useless minion. Now, of course, there's always the chance that they might find use for it - that's the sort of risk you take with it!
Jorach Ravenholdt was actually a minion that I made a while ago on a much crappier set. But the card ended up versatile enough for me to bring it back as a Rogue legendary. And it indeed has many uses! But, just for clarification, the Attack to 1 effect is permanent while Stealth is finite.
Rogue has two different Equipments in two different flavors for you to decide which one to use. For four mana, you can either choose to be completely Immune to damage until your next turn.... Or, you can make your hero have stealth for two of your turns. It might seem similar, but keep in mind that in Stealth, you can still take damage from sources that don't need to target you.
Set-Up is one of only two cards that can cast Madness.
Reckless Looter might seem like a less impressive Piloted Shredder. But keep in mind, knowledge is power, and in this case, that knowledge is that you know exactly what you'll get if he dies.
Stylish Pose is probably my single favorite card in this entire expansion! Goes great with the Knife Nut.
Fiery Reunion shuffles the 3-mana Sons of the Flame, NOT the 0-cost versions from the Nefarian battle.
Colossal Totem's effect is a bit weird to explain, but I'll try. Basically, any spell you cast that specifically targets it will be cast twice. So, if you target it with Rockbiter Weapon, it'll get +6 Attack from it. If you cast Hex on it, it'll turn into a toad. ...Twice. Obviously, no point with that - as with a lot of other cards, so user discretion goes with it.
Windwatcher is kind of broken, but in a good way if that makes any sense! Basically, if you have no totems on the field, the totem you just summoned with your hero power will be getting the shield. Obviously, it gets more random if you control more than one totem.
Bronjahm, because of course it'd be Bronjahm. The one and only Godfather of Souls. With an impressive power to match, he will sever your soul from your body!
Fel Corruption is easily the most powerful Warlock card in this set. It gives Demon Lock an almost unheard-of-before edge and versatility. For ZERO mana, as an example, you could kill any minion and restore 5 Health. And of course, synergize other minions with your demons. The possibilities with this card are endless.
Void Shade is another immensely powerful Demon. At the end of your first turn, you'll have two Void Shades. On your second, you'll have four. So on and so forth.
Shadow Ward is a bit of an experiment. Warlocks lose more Health faster than any other class, though of course they can also draw cards faster. So what if things got switched up - we gave Warlocks a chance to play with more defense? Now of course, they can't be targeted - they can still take damage from spells and hero powers that don't target.
Overall, Warrior is another class that just uses more of the established tactics. Nothing overly complicated or unique - just more options.
Except, of course, the dragons... Dragons are something you almost never see in Warrior decks, so I wanted to go with something a little bit new.
If there is more than one of any minion on the field at once, Eitrigg will kill all but one, randomly. All the same, if one is summoned (or copied) or whatever, Eitrigg will immediately kill that one as well. He's all about board variety and killing of token minions.
Nerubian Acidslinger's effect states every weapon "destroyed" - this also technically includes weapons and equipments that ran out of durability. For obvious reasons, this card is golden in a rogue deck.
Frost Rider's battlecry does not affect her cost, since it comes in the moment AFTER you play her.
Banshee Soulclaimer's effect trigger your opponent's hero power whether they want to or not, if they have enough mana at the start of the turn. If it's a hero power that requires a target, it just chooses one randomly.
This card has already been done to death on Hearthpwn, which why I wanted to do something unique with it. The first thing, give it a new sort of template design, so it sticks out from your usual normals or goldens. This card comes in only a single flavor: Silver. Based off of Rares in WoW, and in that respect, this card would be really rare:
This card is not craftable, and you can't disenchant it. You also won't be able to draw it from a card pack. The only way to get this card? Complete the Scourgewar set. All 125 cards, and you get the "hidden" 126th! Gotta catch em all!
This minion type has no synergy, but rather a rule. You can only have a single minion of this type in your deck. Which is fine, since he's the first one! But come later, you might have to choose.
This is the second card to feature the Madness effect. But instead of a single minion, he hits all enemy minions. He's essentially....a usable version of Mogor the Ogor. He doesn't have to stay on the field for his effect to take hold - go ahead and kill him, but your (living) minions will still be inflicted with Madness.
Madness was an effect specifically designed for this guy. He had to have a high cost and high stats from the get-go because of...well, who he is. So, he also needed to have a powerful enough effect, but still balanced enough to justify the whole thing. Thus, Madness was created. Anything more would make his 10/10 for 10 OP, anything slightly more sedate would make him not worth playing.
And that's it for all the cards! Tavern Brawl is coming soon! Questions, comments, critique?
@Balckovic: Wow! Now that's awesome feedback! Thanks!
@Hackergrad: Absolutely true. I utterly derped with that one. HOWEVER! lol It's a good thing I actually made two versions of the dude and I couldn't decide which to go with. In the end, I sided with the one I stupidly forgot already had said effect. So, out with the new, in with...the old! If that makes any sense.
Basically, if there is more than one of any minion on the field at once, Eitrigg will kill all but one, randomly. All the same, if one is summoned (or copied) or whatever, Eitrigg will immediately kill that one as well. I was hesitant to put this one in largely because Grim Patrons are a Warrior staple since this guy kills all but one of them. BUT, Patron Warriors have gone waaaay down in play, and this guy mixes things up enough that he just might be worth putting it.
I'll put up the Tavern Brawl later tonight. I was supposed to do it a few days ago, but....well, food poisoning does all kinds of funny things to you. :|
The fight that marked the end of Warcraft as an RTS and paved the way to World of Warcraft - the epic showdown that occurred just before Arthas placed the Helm of Domination on his head and became the Lich King. Illidan got his ass kicked, but who cares! Now's your chance to mess with history. You'll be randomly placed in the control of either Arthas or Illidan with their unique decks and abilities.
TACTICS Arthas is a very Deathrattle-heavy character, and the brunt of his damage will come from the many Nerubians he can summon. Unlike with Illidan, he doesn't come equipped with his Frostmourne and must draw it (and thus spend mana on it), but it DOES return to his deck and has a few interesting ways of using it. Overall, his strategy takes some time to take off, so he has a handful of spells and his hero power to stall until that happens.
TACTICS Illidan is slightly more straightforward than Arthas. He starts the game with his Warglaive equipped at the get go - and it never really goes way to boot, so with him....you basically just want to rush as fast as possible with as many minions as possible. His Hero Power helps with that. His spells and legendaries lean more tactically however. His You Are Not Prepared! turns all enemy minions in Demons, leaving them vulnerable to a number of extremely powerful spells along with a few anti-Demon cards already collectible.
Things get funky when you get Metamorphosis though. At 0 cost, it will transform Illidan into a more powerful form, with the Dual Warglaives replacing his current (cycling) weapon into something far more powerful. His hero power too receives a hysterical upgrade with the ability to summon four Flames of Azzinoth at once.
Awesome set! My thoughts, starting with SHAMAN since it's my favorite class:
Drek'thar: Feels a little undertuned. Compare to Fire Elemental, a basic card, and I'd take a Fire Ele almost every time. If we presume that we deserve 15-18 "Stat Points" for an 8 mana minion (leaning higher on a Class Legendary), Drek'thar right now is just 14 (11 for stats + 2 for Charge + 1 for his battlecry which is basically Rockbiter Weapon but slightly worse). I think a 4/8 would be fine; I think also granting the +3 to any card as a real Rockbiter is also fine.
Fiery Reunion - Really challenging to evaluate. Obviously even at 3 mana Son of the Flame is INSANE value, grafting a Fireball onto a sweet 6/3 body. The Sons of Flame are "worth" 7-8 mana as a minion, so you only need to draw one to break even on the Reunion. The issue, of course, is that you do have to draw them and that sometimes doesn't happen. This requires a heavy control Shaman that can afford to basically pass turn 5 in the hope of adding glorious damage later on. Basically I think it's fine, but I'm not sure it would be played.
Colossal Totem - This is similar to the Genie from the new set, and I have to say it feels underwhelming as a class card. Doubling up on Ancestral Spirit is cute, and Rockbiter Weapon giving +6 is interesting. I'm sure some casual deck will live the dream of Rockbiter + Rockbiter + Windfuryon this, swing for 24...but even then it feels sorta bad. I almost feel like it should have Taunt just so it does something.
Skullcleaver - I actually think this does stand a chance versusDoomhammer, because they fulfill different roles sometimes. Skullcleaver is terrible at clearing board (although not that bad) since you likely only get to swing once. But in a deck like OTK Malygos Shaman, that often has no board for opponents to swing into and clear, this is a big 15 face damage. Sure Doomhammer is 16, but you do have to wait an extra turn and Doomhammer can't punch through a Taz'dingo or Sludge Belcher in one shot. I think it's a fine, Interesting card and would be OP at any lower cost I fear.
Splintering Totem - 7 mana for 5 random totems feels bad man. Consider that you drop this at 3, then basically have to pass Turn 4...and there's a better than 50-50 shot that you're getting 0/4 of minions for your two turns of mana. Sure sometimes you feel genius and get two Totem Golems, but even then that's seven mana for 6/8 which is "just okay" compared to slamming Spider Tank or Tuskarr Totemic into Piloted Shredder. Even if this does stick around, you need amazing RNG luck to overcome that massive tempo loss. I think this would be sketchy even at Overload 0 because it is "at the start of your turn" meaning it has no immediate impact and is delicious Harrison Ford bait.
EDIT: Okay, now that I read your rules, this isn't Harrison bait. It does feel mighty slow though.
Windwatcher - Fine, not great. Divine Totem isn't that powerful on totems but would be obnoxious if you managed to use Truehart to ensure you're getting a Stoneclaw every turn. A 5/5 for 5 is okay on its own so it doesn't need to be incredible with its inspire, but I'm not sure it would be played a lot.
Elemental Shield - feels overcosted, but it's hard to say because this is a totally unique effect. However, the stat line on Faerie Dragon suggests that this effect isn't terribly expensive. I think it would be fine without the Overload, or at 0/Overload 1. Really cool card idea!
Spiritual Awakening - as mentioned, this feels awful even in a heavy inspire deck. At least "Reset your hero power. The next time you activate it it costs 2 less" (like Fencing Coach) would be interesting as a combo card.
Rune of Cruelty - did someone says bombs? This card is a super Mad Bomber with much higher stakes, as taking 9 to your own face is a real thing. I think a hypothetical Control or OTK Shaman might run it, but at 3 it again feels awful slow. It would probably be better at 2.
Earthen Charger - Again, compared to current big guns like North Sea Kraken this feels a little undertuned. For 10 mana we expect, stat-point wise, at least 19 if not 20 or 21 for a class card especially considering the overload 5 which is not ignorable. This is only 13. Put another way, for 2 more than Al'akir (but really 7 more) we're only getting +1 attack and +2 health and we're losing Divine Shield and Taunt. I don't think you need to go crazy: I think a 4/8 Charge, Wind Fury for 10 with no Overload would be fine. Obviously boosting its attack too much is really risky.
Hope that helps! I will comment more later. Also, the Tavern Brawl looks amazing :)
Felbender and (especially) Nerubian Unraveler are unbelievably game-breakingly broken. Primal Savagery might be a bit much, too.
The equipment are really cool and I like the vast majority of them. The Druid and Priest legendaries and Spirit of Redemption are really cool, too, and I would love to play with them.
Once upon a time, I put together a comprehensive Assault on Icecrown Citadel adventure expansion. Unfortunately, as an adventure, I couldn't put in nearly as many cards and characters as I wanted. Hence, the whole set is getting completed here! Now, I did pilfer the TCG's name and logo, but that's about the only thing this set and the TCG block share. So with that, some points:
So without further ado, here are the cards sorted by classes. Just click on the class to be taken straight to the page. They will be updated periodically as I add the cards:
DRUID
Legendary
Epic
Rare
Common
HUNTER
Legendary
Epic
Rare
Common
MAGE
Legendary
Epic
Rare
Common
The druid legendary is really strong but to be a legendary card the effect has to be really unique so in my mind he should be an epic
PALADIN
Legendary
Epic
Rare
Common
PRIEST
Legendary
Epic
Rare
Common
ROGUE
Legendary
Epic
Rare
Common
SHAMAN
Legendary
Epic
Rare
Common
WARLOCK
Legendary
Epic
Rare
Common
WARRIOR
Legendary
Epic
Rare
Common
NEUTRAL
Legendary
Epic
Rare
Common
???
And that's it for all the cards! Tavern Brawl is coming soon! Questions, comments, critique?
Eitrigg is just a copy of Siege Engine. No offense.
Vote for Stormwind Strategist in this weeks' Card Design Competition. Click the image or HERE for full view.
@Balckovic: Wow! Now that's awesome feedback! Thanks!
@Hackergrad: Absolutely true. I utterly derped with that one. HOWEVER! lol It's a good thing I actually made two versions of the dude and I couldn't decide which to go with. In the end, I sided with the one I stupidly forgot already had said effect. So, out with the new, in with...the old! If that makes any sense.
Basically, if there is more than one of any minion on the field at once, Eitrigg will kill all but one, randomly. All the same, if one is summoned (or copied) or whatever, Eitrigg will immediately kill that one as well. I was hesitant to put this one in largely because Grim Patrons are a Warrior staple since this guy kills all but one of them. BUT, Patron Warriors have gone waaaay down in play, and this guy mixes things up enough that he just might be worth putting it.
I'll put up the Tavern Brawl later tonight. I was supposed to do it a few days ago, but....well, food poisoning does all kinds of funny things to you. :|
TAVERN BRAWL
The fight that marked the end of Warcraft as an RTS and paved the way to World of Warcraft - the epic showdown that occurred just before Arthas placed the Helm of Domination on his head and became the Lich King. Illidan got his ass kicked, but who cares! Now's your chance to mess with history. You'll be randomly placed in the control of either Arthas or Illidan with their unique decks and abilities.
Arthas Menethil
UNIQUE CARDS
DECKLIST
-Frostmourne
-Death Coil x3
-Curse of Frostmourne x2
-Frostmourne Hungers! x2
-Death Pact x2
-Whispers of Frostmourne x2
-Defile x2
-Kel'Thuzad
-Anub'arak
-The Skeleton Knight
-Baron Rivendare
-Nerubian Egg x3
-Beneath the Grounds x3
-Feign Death x2
-Ancestral Spirit x2
-Reincarnate x2
TACTICS
Arthas is a very Deathrattle-heavy character, and the brunt of his damage will come from the many Nerubians he can summon. Unlike with Illidan, he doesn't come equipped with his Frostmourne and must draw it (and thus spend mana on it), but it DOES return to his deck and has a few interesting ways of using it. Overall, his strategy takes some time to take off, so he has a handful of spells and his hero power to stall until that happens.
Illidan Stormrage
UNIQUE CARDS
DECKLIST
-Naga Myrmidon x4
-Fel Tracks x3
-Flame Burst x3
-You Are Not Prepared! X3
-Demon Siphon x2
-Demonic Fireball x2
-Draw Soul x2
-Metamorphosis
-Sacrificial Pact x2
-Light's Champion x2
-Gormok the Impaler
-Bloodmage Thalnos
-Dark Cultist x2
-Sludge Belcher x2
TACTICS
Illidan is slightly more straightforward than Arthas. He starts the game with his Warglaive equipped at the get go - and it never really goes way to boot, so with him....you basically just want to rush as fast as possible with as many minions as possible. His Hero Power helps with that. His spells and legendaries lean more tactically however. His You Are Not Prepared! turns all enemy minions in Demons, leaving them vulnerable to a number of extremely powerful spells along with a few anti-Demon cards already collectible.
Things get funky when you get Metamorphosis though. At 0 cost, it will transform Illidan into a more powerful form, with the Dual Warglaives replacing his current (cycling) weapon into something far more powerful. His hero power too receives a hysterical upgrade with the ability to summon four Flames of Azzinoth at once.
Awesome set! My thoughts, starting with SHAMAN since it's my favorite class:
Drek'thar: Feels a little undertuned. Compare to Fire Elemental, a basic card, and I'd take a Fire Ele almost every time. If we presume that we deserve 15-18 "Stat Points" for an 8 mana minion (leaning higher on a Class Legendary), Drek'thar right now is just 14 (11 for stats + 2 for Charge + 1 for his battlecry which is basically Rockbiter Weapon but slightly worse). I think a 4/8 would be fine; I think also granting the +3 to any card as a real Rockbiter is also fine.
Fiery Reunion - Really challenging to evaluate. Obviously even at 3 mana Son of the Flame is INSANE value, grafting a Fireball onto a sweet 6/3 body. The Sons of Flame are "worth" 7-8 mana as a minion, so you only need to draw one to break even on the Reunion. The issue, of course, is that you do have to draw them and that sometimes doesn't happen. This requires a heavy control Shaman that can afford to basically pass turn 5 in the hope of adding glorious damage later on. Basically I think it's fine, but I'm not sure it would be played.
Colossal Totem - This is similar to the Genie from the new set, and I have to say it feels underwhelming as a class card. Doubling up on Ancestral Spirit is cute, and Rockbiter Weapon giving +6 is interesting. I'm sure some casual deck will live the dream of Rockbiter + Rockbiter + Windfuryon this, swing for 24...but even then it feels sorta bad. I almost feel like it should have Taunt just so it does something.
Skullcleaver - I actually think this does stand a chance versusDoomhammer, because they fulfill different roles sometimes. Skullcleaver is terrible at clearing board (although not that bad) since you likely only get to swing once. But in a deck like OTK Malygos Shaman, that often has no board for opponents to swing into and clear, this is a big 15 face damage. Sure Doomhammer is 16, but you do have to wait an extra turn and Doomhammer can't punch through a Taz'dingo or Sludge Belcher in one shot. I think it's a fine, Interesting card and would be OP at any lower cost I fear.
Splintering Totem - 7 mana for 5 random totems feels bad man. Consider that you drop this at 3, then basically have to pass Turn 4...and there's a better than 50-50 shot that you're getting 0/4 of minions for your two turns of mana. Sure sometimes you feel genius and get two Totem Golems, but even then that's seven mana for 6/8 which is "just okay" compared to slamming Spider Tank or Tuskarr Totemic into Piloted Shredder. Even if this does stick around, you need amazing RNG luck to overcome that massive tempo loss. I think this would be sketchy even at Overload 0 because it is "at the start of your turn" meaning it has no immediate impact and is delicious Harrison Ford bait.
EDIT: Okay, now that I read your rules, this isn't Harrison bait. It does feel mighty slow though.
Windwatcher - Fine, not great. Divine Totem isn't that powerful on totems but would be obnoxious if you managed to use Truehart to ensure you're getting a Stoneclaw every turn. A 5/5 for 5 is okay on its own so it doesn't need to be incredible with its inspire, but I'm not sure it would be played a lot.
Elemental Shield - feels overcosted, but it's hard to say because this is a totally unique effect. However, the stat line on Faerie Dragon suggests that this effect isn't terribly expensive. I think it would be fine without the Overload, or at 0/Overload 1. Really cool card idea!
Spiritual Awakening - as mentioned, this feels awful even in a heavy inspire deck. At least "Reset your hero power. The next time you activate it it costs 2 less" (like Fencing Coach) would be interesting as a combo card.
Rune of Cruelty - did someone says bombs? This card is a super Mad Bomber with much higher stakes, as taking 9 to your own face is a real thing. I think a hypothetical Control or OTK Shaman might run it, but at 3 it again feels awful slow. It would probably be better at 2.
Earthen Charger - Again, compared to current big guns like North Sea Kraken this feels a little undertuned. For 10 mana we expect, stat-point wise, at least 19 if not 20 or 21 for a class card especially considering the overload 5 which is not ignorable. This is only 13. Put another way, for 2 more than Al'akir (but really 7 more) we're only getting +1 attack and +2 health and we're losing Divine Shield and Taunt. I don't think you need to go crazy: I think a 4/8 Charge, Wind Fury for 10 with no Overload would be fine. Obviously boosting its attack too much is really risky.
Hope that helps! I will comment more later. Also, the Tavern Brawl looks amazing :)
Felbender and (especially) Nerubian Unraveler are unbelievably game-breakingly broken. Primal Savagery might be a bit much, too.
The equipment are really cool and I like the vast majority of them. The Druid and Priest legendaries and Spirit of Redemption are really cool, too, and I would love to play with them.
Thanks for the serious feedback. :D You guys are awesome!