Thank you for taking the time to give such detailed feedback and for your kind words. I'll ignore those (¯\_(ツ)_/¯) and try to answer some of your concerns:
2. Blooming Lasher: Counterpoint: It is neutral Enchanted Raven if it isn't removed immediately, with a chance to get even bigger.
3. Reckless Quel'dorei: This xpac needed a LOT of night elf art, I took what I could get (also, Malygos is actually Kalecgos, and Light's Justice is held by a dwarf priest, Hearthstone art is a house of lies :P). In my view, this is significantly riskier to run that Saronite Taskmaster. It is easier to kill and the DR decimates token boards, it'll take 1-2 minions with it when it dies. Powerful, yes (especially coupled with a Frothing Berserker). Overpower? I don't think so.
4. Phasing Fox: The effect triggers at the end of each turn, meaning it will always be Dire Mole during your opponent's turn, and Wolfrider during yours (unless damaged), this makes it exceptionally sticky and versatile.
5. Displaced Corsair: Quite right. This was literally the last card I made, didn't put much though into it.
6. Zin-Azshari Rat: Zin-Azshari, the capital of the first night elf empire, was Dalaran on steroids. Living in that runoff had an effect on the little bugger. (Note: I made this before Shimmerfly was revealed, too close to it to be printed now.)
7. Parasitic Corruptor: Fair, will remake this.
8. Glassjaw Fiend: Could be one overstated minion too many, but since they have direct antisynergy with each other I thought I could get away with it.
10. Azsuna Alchemist: If you have 2 of those they can't feed off of each other. The effect checks for the presence of a permanent Spell Damage aura. In your example, the moment the Dalaran Mage died, both Azsuna Alchemists would lose Spell Damage simultaneously.
11. Acidblood Bogbeast: Every other formerly-Enrage card has "while damaged" at the end of the effect, so I used that as a starting point. I agree it is less than ideal.
12-13. Wormhole Agitator and Polarity Reverser: I'll be completely honest: I fell in love with this time-trotting scientist couple (they've been married for 57 years) and they survived a lot of purges and revisions when they probably shouldn't have (and they helped the Giant stick around too). Would they ever see play? Probably not, although I can imagine a combo deck where you run Agitator in order to get your Giants out fast and then Reverser to heal yourself back up.
16. Fel-touched Angler: I'm a little confused, the Murlocs that get the buff are the opposite of sticky, they die at the end of the turn.
17. Time-Lost Protodrake: The Time Vortex gives out an activate_Warped aura for the board spots adjacent to it. If you put something between Time-Lost and the Vortex it will lose the +1 Attack (and Rush, if it is the turn you played it).
18. Solicitous Priestess: I wanted the heal to be usable on face in a pinch, but probably right that it would be more elegant if it was minion only.
19. Paradox Incubator: Another card that had its thunder stolen by Rise of Shadows. In hindsight probably a bit too powerful, especially with all the synergies RoS added for this type of effect. And yes, it only transforms once.
21. Time Guardian: If one dies, the second DR does nothing... unless it does. This xpac has a lot of DR synergies, and the DR doesn't specify "another". You can use the DR to buff the minion itself!
24. Demonsbane Dervish: You are probably right. I made this because a. felt very on flavour to add anti-Demon tech in an xpac taking place during the War of the Ancients and b. I added some beefy Demons for Warlock. I'll take another look at the balance.
26. Palace Handmaiden: Yet another card that was made before the RoS reveals. You are right, being able to replicate any spell and holding it indefinitely is definitely too strong when the effects are paired together. I will probably add a cap on the mana cost of the spell that can be replicated.
29. Sentinel Ward: It is an arcane pylon, it has Attack because it can zap you. Other than that, packfiller.
30. Captain Varo'then: I'm not sure anti-combo is what I'd call this card. Sure, it will force you to delay your combo by 1 turn but it doesn't destroy it. I see 2 possible uses for this: a. Anti-agro: Put a 3/6 Taunt on the way that will probably take two trades to kill and force the opponent to add just one minion on the board, giving you time to find answers and stabilise, or b. Agro: Build a lethal board, play Varo'then and limit the chances the opponent can answer it.
34. Meticulous Planner: Planning ahead allows you to be ready, and protects your compatriots, hence the high Health taunt. But being too fussy means that efficiency suffers, hence the downside. Meticulous probably has too positive a connotation, I should replace it with a more negative descriptor.
35. Infinite Collaborator: The tokens being Dragons doesn't mean anything, it's just flavour. What I find interesting about this card is the friction it creates with its own effect: the tokens spawn on either side of the minion, meaning that unless you kill off the one next to the Vortex, it won't activate next turn. Makes for some interesting decisions for both you and the opponent.
36. Legion Devastator: Fel Reavers were introduced in the Burning Crusade, but have since been retconned to be a core part of the Legion arsenal since the very beginning. Having one in the War of the Ancients makes as much sense as anything.
37. Zheros, Eternity's Heart: "For the rest of the game" effects are pretty powerful, and honestly, I think this one is on the strong side. Playing this means that a midrange deck will basically never run out of steam until fatigue.
39. Mo'arg Warbringer: Probably underpowered since it is a weak spell on a vanilla body, but between the Demon tag on all the bodies, and the fact that it is 4 bodies in 1 card, I could see uses for it. And as you said, it's a common, I'd rather err on the side of weakness.
40. Stomping Crystalmaw: I could flip the stats to 6/7, but either way this wouldn't see constructed play. It's the obligatory arena card of the set.
42. Murozond the Infinite: As the flagship legendary of the set, I felt it was important to introduce the keyword with it, but didn't want to make it too wordy, so I went for a simple effect. Also, I miss the Lich King.
45. Antinomious Giant: As I said in 12-13, this is a bit of a remnant. I would at the very least increase the mana cost so you would have to play a few Warped minions to even be a vanilla 8/8/8. Also, "antinomious" means self-contradictory, it is what you use if you've already used "paradox" in a another card :P
Muruzond, the corrupted future self of the Aspect of Time Nozdormu, is attempting to destroy the very fabric of reality. Traveling 10.000 years back in time, to the middle of the Burning Legion’s first invasion of Azeroth, he convinced young Illidan Stormrage to forsake his people and embrace the gifts of the Mad Titan Sargeras, forever changing the course of history. But the deranged dragon might have bitten off more than he can chew, as his actions forced the Army of Light to arrive and claim a new Chosen, and the Sisterhood of Elune to invoke the Night Warrior, and tap into even darker powers. Now we have to fight alongside the legendary heroes of the War of the Ancients to repel demonic hordes and the Infinite Dragonflight alike, as a massive time vortex threatens to tear the world apart in… Sundering Time, a Hearthstone custom expansion.
Everyone that logs in during the expansion’s launch week (or opens a Sundering Time pack any time after that) will receive Muruzond the Infinite, a neutral legendary minion, for free. Putting Muruzond in your deck means that at the start of the game a permanent Time Vortex will appear on your side of the board, dealing damage to you at the end of each of your turns. But with great risk come big rewards, as the Time Vortex allows you to harness the power of the expansion’s new keyword: Warped. Minions with Warped gain special abilities when adjacent to the Time Vortex, helping you kill your opponent before the Time Vortex kills you… hopefully.
Thank you for taking the time to give such detailed feedback and for your kind words. I'll ignore those (¯\_(ツ)_/¯) and try to answer some of your concerns:
2. Blooming Lasher: Counterpoint: It is neutral Enchanted Raven if it isn't removed immediately, with a chance to get even bigger.
3. Reckless Quel'dorei: This xpac needed a LOT of night elf art, I took what I could get (also, Malygos is actually Kalecgos, and Light's Justice is held by a dwarf priest, Hearthstone art is a house of lies :P). In my view, this is significantly riskier to run that Saronite Taskmaster. It is easier to kill and the DR decimates token boards, it'll take 1-2 minions with it when it dies. Powerful, yes (especially coupled with a Frothing Berserker). Overpower? I don't think so.
4. Phasing Fox: The effect triggers at the end of each turn, meaning it will always be Dire Mole during your opponent's turn, and Wolfrider during yours (unless damaged), this makes it exceptionally sticky and versatile.
5. Displaced Corsair: Quite right. This was literally the last card I made, didn't put much though into it.
6. Zin-Azshari Rat: Zin-Azshari, the capital of the first night elf empire, was Dalaran on steroids. Living in that runoff had an effect on the little bugger. (Note: I made this before Shimmerfly was revealed, too close to it to be printed now.)
7. Parasitic Corruptor: Fair, will remake this.
8. Glassjaw Fiend: Could be one overstated minion too many, but since they have direct antisynergy with each other I thought I could get away with it.
10. Azsuna Alchemist: If you have 2 of those they can't feed off of each other. The effect checks for the presence of a permanent Spell Damage aura. In your example, the moment the Dalaran Mage died, both Azsuna Alchemists would lose Spell Damage simultaneously.
11. Acidblood Bogbeast: Every other formerly-Enrage card has "while damaged" at the end of the effect, so I used that as a starting point. I agree it is less than ideal.
12-13. Wormhole Agitator and Polarity Reverser: I'll be completely honest: I fell in love with this time-trotting scientist couple (they've been married for 57 years) and they survived a lot of purges and revisions when they probably shouldn't have (and they helped the Giant stick around too). Would they ever see play? Probably not, although I can imagine a combo deck where you run Agitator in order to get your Giants out fast and then Reverser to heal yourself back up.
16. Fel-touched Angler: I'm a little confused, the Murlocs that get the buff are the opposite of sticky, they die at the end of the turn.
17. Time-Lost Protodrake: The Time Vortex gives out an activate_Warped aura for the board spots adjacent to it. If you put something between Time-Lost and the Vortex it will lose the +1 Attack (and Rush, if it is the turn you played it).
18. Solicitous Priestess: I wanted the heal to be usable on face in a pinch, but probably right that it would be more elegant if it was minion only.
19. Paradox Incubator: Another card that had its thunder stolen by Rise of Shadows. In hindsight probably a bit too powerful, especially with all the synergies RoS added for this type of effect. And yes, it only transforms once.
21. Time Guardian: If one dies, the second DR does nothing... unless it does. This xpac has a lot of DR synergies, and the DR doesn't specify "another". You can use the DR to buff the minion itself!
24. Demonsbane Dervish: You are probably right. I made this because a. felt very on flavour to add anti-Demon tech in an xpac taking place during the War of the Ancients and b. I added some beefy Demons for Warlock. I'll take another look at the balance.
26. Palace Handmaiden: Yet another card that was made before the RoS reveals. You are right, being able to replicate any spell and holding it indefinitely is definitely too strong when the effects are paired together. I will probably add a cap on the mana cost of the spell that can be replicated.
29. Sentinel Ward: It is an arcane pylon, it has Attack because it can zap you. Other than that, packfiller.
30. Captain Varo'then: I'm not sure anti-combo is what I'd call this card. Sure, it will force you to delay your combo by 1 turn but it doesn't destroy it. I see 2 possible uses for this: a. Anti-agro: Put a 3/6 Taunt on the way that will probably take two trades to kill and force the opponent to add just one minion on the board, giving you time to find answers and stabilise, or b. Agro: Build a lethal board, play Varo'then and limit the chances the opponent can answer it.
34. Meticulous Planner: Planning ahead allows you to be ready, and protects your compatriots, hence the high Health taunt. But being too fussy means that efficiency suffers, hence the downside. Meticulous probably has too positive a connotation, I should replace it with a more negative descriptor.
35. Infinite Collaborator: The tokens being Dragons doesn't mean anything, it's just flavour. What I find interesting about this card is the friction it creates with its own effect: the tokens spawn on either side of the minion, meaning that unless you kill off the one next to the Vortex, it won't activate next turn. Makes for some interesting decisions for both you and the opponent.
36. Legion Devastator: Fel Reavers were introduced in the Burning Crusade, but have since been retconned to be a core part of the Legion arsenal since the very beginning. Having one in the War of the Ancients makes as much sense as anything.
37. Zheros, Eternity's Heart: "For the rest of the game" effects are pretty powerful, and honestly, I think this one is on the strong side. Playing this means that a midrange deck will basically never run out of steam until fatigue.
39. Mo'arg Warbringer: Probably underpowered since it is a weak spell on a vanilla body, but between the Demon tag on all the bodies, and the fact that it is 4 bodies in 1 card, I could see uses for it. And as you said, it's a common, I'd rather err on the side of weakness.
40. Stomping Crystalmaw: I could flip the stats to 6/7, but either way this wouldn't see constructed play. It's the obligatory arena card of the set.
42. Murozond the Infinite: As the flagship legendary of the set, I felt it was important to introduce the keyword with it, but didn't want to make it too wordy, so I went for a simple effect. Also, I miss the Lich King.
45. Antinomious Giant: As I said in 12-13, this is a bit of a remnant. I would at the very least increase the mana cost so you would have to play a few Warped minions to even be a vanilla 8/8/8. Also, "antinomious" means self-contradictory, it is what you use if you've already used "paradox" in a another card :P
Keep the feedback coming, deeply appreciated!
bump
Muruzond, the corrupted future self of the Aspect of Time Nozdormu, is attempting to destroy the very fabric of reality. Traveling 10.000 years back in time, to the middle of the Burning Legion’s first invasion of Azeroth, he convinced young Illidan Stormrage to forsake his people and embrace the gifts of the Mad Titan Sargeras, forever changing the course of history. But the deranged dragon might have bitten off more than he can chew, as his actions forced the Army of Light to arrive and claim a new Chosen, and the Sisterhood of Elune to invoke the Night Warrior, and tap into even darker powers. Now we have to fight alongside the legendary heroes of the War of the Ancients to repel demonic hordes and the Infinite Dragonflight alike, as a massive time vortex threatens to tear the world apart in… Sundering Time, a Hearthstone custom expansion.
Everyone that logs in during the expansion’s launch week (or opens a Sundering Time pack any time after that) will receive Muruzond the Infinite, a neutral legendary minion, for free. Putting Muruzond in your deck means that at the start of the game a permanent Time Vortex will appear on your side of the board, dealing damage to you at the end of each of your turns. But with great risk come big rewards, as the Time Vortex allows you to harness the power of the expansion’s new keyword: Warped. Minions with Warped gain special abilities when adjacent to the Time Vortex, helping you kill your opponent before the Time Vortex kills you… hopefully.
http://www.hearthcards.net/setsandclasses/#3466-Sundering-Time