I'd love to hear some opinions on the cards. I'll post them for other classes later on.
Mana charge may be over the top as well. Sacrificing turn 2 for a big turn 1 play better than a druid can is pretty nuts. Being able to drop a 5 drop in a semi-reliable scenario is probably too powerful, even with the overload on the next turn.
Storm hammer is too good. A lot happening for 1 mana. Maybe playable if you can't drop it if there is only one or less minions though. Even then it's a powerful counter to a lot of aggro setups.
Hexer could lead to a shaman control deck that's halfway reliable. Run little creatures and BAM! He's very potent. Might be undercosted.
I like all your totem cards. Well balanced and interesting effects. It's also cool since you can make a totem deck which is fun.
Spirit Dagger seems too suped up. You could do some serious damage. The fact that you can drop one Flametongue totem and kill off most of your totems makes it completely nuts. A 2/2 weapon for 3 mana is not bad by Shaman standards and there is no drawback.
Drekthar! He's nice, 2 baked in shaman spells and overload cost and a 3/6 body built in for 2 extra mana. He could fit in to to future expansions well if they make more cards that interact with overload like the Unbound Elemental. I'm not sure if he'll see play, but he seems well costed with his Overload.
Nope, this is just about right. The main minion is worth ~5.5 mana, the deathrattle minion is worth about 8 mana. However, because there are ways to prevent deathrattles, they are are priced at 1/2 the value of the generated effect. 5.5 + (8/2) = 9.5, which rounds to 10. Well done.
Thought about Warrior cards some more.. I think this is a fairly good card, which synergises beautifully with froathing berserkers and minion with enrage capabilties :)
The problem here, as others have pointed out, is that this card is pretty terribly overpriced for the effect unless it is being used for a finisher (or in combination with Commanding Shout). The per-card effect is worth less than Inner Rage - but I'm hard pressed to rate any bulk ability at less than 1/2 mana per assumed target. For a card like this the assumed board size should be 4 minions. 1/2*4 = 2 + 1 for the card draw. I would probably call this a 3-mana card, or maybe 4 to cover the finisher potential.
Truesilver Breastplate - I dislike the idea of giving a hero divine shield, but the cost on this card is too high. Gladiator Longbow charges 2-mana for "Immune while attacking." That seems like a good place to start for a divine shield on a hero. Draw 1 card pushes that up by another one. I'd say that this is a 3-mana card.
Poison Ivy - As I mention when "burn" was suggested, 1-damage recurring is roughly equivalent to 2 damage, which Arcane Shot does for 1 mana. This should be a 1-mana card.
The Exorcist - In spite of the funny name you gave it, this is effectively "at the end of your turn freeze a random enemy minion." Freeze a chosen minion once is a 1/2 mana ability - cut the price in half for random and doubled for recurring, and it's still 1/2. The body is worth 3 mana, so since this is a class card it is "balanced," though personally I would feel more comfortable if it was a touch more expensive.
Sleep Spores - Define Stun. This looks like Frost Nova to me. I could see pushing the cost up to 4 since it's "out of class" but more than that seems like too much.
Glimmer of Hope - This is weak, even for a Paladin secret. Divine Shield is a 1/2 mana effect and Hand of Protection is a free card. Charging more for a variation of HoP that you have less control over is just silly.
Hand of Salvation - This card is a little better. It basically casts Ancestral Healing twice. Even so, it is a bit on the weak side, even for a Paladin Secret.
Now, if you merged the two, you might be on to something: when a minion is attacked restore it to full health. If it survives, restore it to full health again and give it divine shield.
Arcane Circle - +1 spell damage is generally treated as equivalent to +1 trait. AoE effects like this typically assume 4 minions. Therefore, a cost of 2 would be appropriate. I would probably push this up to 3 since you can use spell damage sooner than you can use attack value, and spell damage can affect AoE spells, but more than 3 is too much.
Blessing of Divinity - You've picked a tough one. The effect is basically worth 1.5 mana. If it were a shaman card I'd say make it 1 mana with 1 overload, but for paladin I think you're right that cost 2 is called for.
Frost Presence - A recurring single target freeze effect is worth 2 mana, but if used properly this is actually a double-target effect. If the freeze effect was immediate, I'd say 4 mana - since it's actually delayed until the end of the other player's turn, 3 is probably alright.
Kaeegana Silvershield - There are 9 non-token dragons. Their average worth is somewhere between 6.5 and 7 mana (it would be higher, but summons of this type skip the battlecry effects). The body is worth 5 mana +3.5 for the deathrattle = 8.5. Since this is a legendary, it is priced correctly.
Gnomeregan Mage - Because what the mage needs is yet more ways to freeze people... or not. Technically balanced, but I would not add it in until there are more ways to counter freezing.
I'd love to hear some opinions on the cards. I'll post them for other classes later on.
Nice cards, Simplicity is key. These are the ones i could see being made. And for lightning lord i would make him a 7/6 to be a class specific alternative to Venture Co. Mercenary
Awsome Ideas. I would love to get some more Shaman stuffs. I main shaman and I love the look of Lightning Lord. would prefer as a 5/7 we already have Fire elemental 6/5.
Maybe too powerful. Hitting a 2 card combo early isn't super tough, and that means you can find a 10/9 on the board on turn 2 fairly often. With a doomhammer coined out, you can drop this guy on turn 5 as a 18/17. Hell, for a rogue he's a T3 6/5.
Obviously a huge tempo loss if it's silenced or hard countered but it might be overdone.
Maybe if he just gained the attack and durability as toughness... T3 for warriors would be a 5/4 as the best. Maybe a bit more realistic. No other combos off the top of my head that are super overpowered early game.
Some Shaman cards:
I'd love to hear some opinions on the cards. I'll post them for other classes later on.
The Gathering - a Custom Expansion of 185 new cards
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/87406-the-gathering-a-custom-expansion-finished
Mana charge may be over the top as well. Sacrificing turn 2 for a big turn 1 play better than a druid can is pretty nuts. Being able to drop a 5 drop in a semi-reliable scenario is probably too powerful, even with the overload on the next turn.
Storm hammer is too good. A lot happening for 1 mana. Maybe playable if you can't drop it if there is only one or less minions though. Even then it's a powerful counter to a lot of aggro setups.
Hexer could lead to a shaman control deck that's halfway reliable. Run little creatures and BAM! He's very potent. Might be undercosted.
I like all your totem cards. Well balanced and interesting effects. It's also cool since you can make a totem deck which is fun.
Spirit Dagger seems too suped up. You could do some serious damage. The fact that you can drop one Flametongue totem and kill off most of your totems makes it completely nuts. A 2/2 weapon for 3 mana is not bad by Shaman standards and there is no drawback.
Drekthar! He's nice, 2 baked in shaman spells and overload cost and a 3/6 body built in for 2 extra mana. He could fit in to to future expansions well if they make more cards that interact with overload like the Unbound Elemental. I'm not sure if he'll see play, but he seems well costed with his Overload.
Nope, this is just about right. The main minion is worth ~5.5 mana, the deathrattle minion is worth about 8 mana. However, because there are ways to prevent deathrattles, they are are priced at 1/2 the value of the generated effect. 5.5 + (8/2) = 9.5, which rounds to 10. Well done.
The problem here, as others have pointed out, is that this card is pretty terribly overpriced for the effect unless it is being used for a finisher (or in combination with Commanding Shout). The per-card effect is worth less than Inner Rage - but I'm hard pressed to rate any bulk ability at less than 1/2 mana per assumed target. For a card like this the assumed board size should be 4 minions. 1/2*4 = 2 + 1 for the card draw. I would probably call this a 3-mana card, or maybe 4 to cover the finisher potential.
Truesilver Breastplate - I dislike the idea of giving a hero divine shield, but the cost on this card is too high. Gladiator Longbow charges 2-mana for "Immune while attacking." That seems like a good place to start for a divine shield on a hero. Draw 1 card pushes that up by another one. I'd say that this is a 3-mana card.
Poison Ivy - As I mention when "burn" was suggested, 1-damage recurring is roughly equivalent to 2 damage, which Arcane Shot does for 1 mana. This should be a 1-mana card.
The Exorcist - In spite of the funny name you gave it, this is effectively "at the end of your turn freeze a random enemy minion." Freeze a chosen minion once is a 1/2 mana ability - cut the price in half for random and doubled for recurring, and it's still 1/2. The body is worth 3 mana, so since this is a class card it is "balanced," though personally I would feel more comfortable if it was a touch more expensive.
Sleep Spores - Define Stun. This looks like Frost Nova to me. I could see pushing the cost up to 4 since it's "out of class" but more than that seems like too much.
A Good Day to Die - looks good to me.
Arcane Spikes - Looks Good
Glimmer of Hope - This is weak, even for a Paladin secret. Divine Shield is a 1/2 mana effect and Hand of Protection is a free card. Charging more for a variation of HoP that you have less control over is just silly.
Hand of Salvation - This card is a little better. It basically casts Ancestral Healing twice. Even so, it is a bit on the weak side, even for a Paladin Secret.
Now, if you merged the two, you might be on to something: when a minion is attacked restore it to full health. If it survives, restore it to full health again and give it divine shield.
Arcane Circle - +1 spell damage is generally treated as equivalent to +1 trait. AoE effects like this typically assume 4 minions. Therefore, a cost of 2 would be appropriate. I would probably push this up to 3 since you can use spell damage sooner than you can use attack value, and spell damage can affect AoE spells, but more than 3 is too much.
Blessing of Divinity - You've picked a tough one. The effect is basically worth 1.5 mana. If it were a shaman card I'd say make it 1 mana with 1 overload, but for paladin I think you're right that cost 2 is called for.
Frost Presence - A recurring single target freeze effect is worth 2 mana, but if used properly this is actually a double-target effect. If the freeze effect was immediate, I'd say 4 mana - since it's actually delayed until the end of the other player's turn, 3 is probably alright.
Kaeegana Silvershield - There are 9 non-token dragons. Their average worth is somewhere between 6.5 and 7 mana (it would be higher, but summons of this type skip the battlecry effects). The body is worth 5 mana +3.5 for the deathrattle = 8.5. Since this is a legendary, it is priced correctly.
Gnomeregan Mage - Because what the mage needs is yet more ways to freeze people... or not. Technically balanced, but I would not add it in until there are more ways to counter freezing.
Legendary because adding 4 Backstabs to a deck feels a little silly.
Denarian Army goes to space! http://imgur.com/a/y7pIs
This card was rebalanced:
Awsome Ideas. I would love to get some more Shaman stuffs. I main shaman and I love the look of Lightning Lord. would prefer as a 5/7 we already have Fire elemental 6/5.
I'll continue my creation of City cards and synergies.
Some druid cards:
I apreciate any feedback.
The Gathering - a Custom Expansion of 185 new cards
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/87406-the-gathering-a-custom-expansion-finished
just to say that Tyrande its not a druid, she is a "Priest"ess of the Moon.
Some alternative hero portraits:
A giant for Rouges, Mages, and Priests, basically.
SO
This card was created in mind with the current deathrattle bs. But I made it a little more general.
I rlly like these ones :O Good job! (although Zun'jin should be spelled Zul'jin!)
May your nets always be full! 🎣
Maybe too powerful. Hitting a 2 card combo early isn't super tough, and that means you can find a 10/9 on the board on turn 2 fairly often. With a doomhammer coined out, you can drop this guy on turn 5 as a 18/17. Hell, for a rogue he's a T3 6/5.
Obviously a huge tempo loss if it's silenced or hard countered but it might be overdone.
Maybe if he just gained the attack and durability as toughness... T3 for warriors would be a 5/4 as the best. Maybe a bit more realistic. No other combos off the top of my head that are super overpowered early game.
Clearly a joke card, but kudos for rating it so seriously lel.
Time for paladin cards;
again, I'd love to hear some feedback.
The Gathering - a Custom Expansion of 185 new cards
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/87406-the-gathering-a-custom-expansion-finished
Woah, these are pretty cool.
Northshire Crusader could probably cost three because it's easier to give ti Divine shield immediately, maybe not.
Blessed defender, should definitely be looked at again, it kind of scares me.
Resurrection could maybe cost more, as Mindgames doesn't draw you a card.
Champion of the order could cost 5 as it applies the debuff AFTER attacking
I actually want to see scarlet commander in the game. Secretkeeper and Blood Knight have synergy!
I believe this game is missing a card like this, this card will bring a lot more Legendary's into play