Take your Time is a straight up powercreep on Invigorating Sermon. While it doesn't buff minions on board, this effect is worth 1 mana (Mark of the Lotus), so I think Take your Time should cost 3 mana, not 2.
I am also not really sure how Corrupted Timeline is meant to work. Does the "repeat next turn" effect also let you choose a target, or is the second time random?
Other than that I really like your set and taking the results of phase 1 into account I think you have a reasonable chance of winning the contest. All of your cards are flavorfull and interesting. I hope my feedback will help a bit.
Gigantabot is a little too strong in my opinion. Your class has easy access to armor (even if it's "for 1 turn). Since you'd probably like to retain the tempo, I'd simply reduce it's stats to 10/10. Burly Shovelfist is already a shitty card, but your Gigantabot is just trilions of times powercreeping it.
It's good that you already see the similariries between Shock Barrier and Shield Slam, but it doesn't change the fact that your card is just a better version of Shield Slam. It's just lazy design and I advice you change it. Simply adding more Armor and increasing the cost to 2 would probably do the trick, but leaving it as it is is definitely a bad idea.
Nerubian Trueshot seems fine to me, it definitely makes a good payoff for the "1 turn Armor" stuff.
Shield Commando is a cool defensive card. There aren't really many cards to campare it to, but it doesn't seem stronger than Tar Creeper, so I reckon it's fairly balanced.
As for the keyword, the first version of Fuse is definitely my favorite. It fits the flavor of Bomber perfectly and seems to be a very interesting idea. The only issue I see is mana. I mean it'd be pretty lame to draw a 5-6 mana card with Fuse (3), on turn 1 and just watch as it inevitably dies in your hand. I'd suggest some kind of way to prevent this, like maybe the countdown on cards with Fuse would only start at the same round as it's mana cost? I mean a 4 mana card would only start it's countdown at turn 4 etc. That's just my quick idea, but you should definitely look into this, as it seems to be a significant flaw of the Fuse keyword, which is great in every other aspect.
I really like your set. I think it perfectly emphasises Scaleborn's class identity and the Heritage cards were a cool idea from the very beginning. I only see 2 small issues:
@MvonTzeskagrad has already written this, so you must already know about it, but Dragon Claws are a worse version of Heroic Strike. I think making them give +5 or even +6 attack would be fair.
Family Squabble seems a little overpriced to me. It's pretty similar to Hysteria, but you have less control over it. Finding a good situation to use it can be very difficult, especially in late game. I believe what you should do is either reduce it's cost to 2 mana, or make the minions fight each other untill one dies. It is possible that I am wrong and the card is fine as it is, but that's just what I think.
I really like the keyword Bury. Even though it doesn't really do anything unique, it showcases Necromancer's class identity in a simple way. Since the issue with Ritual of Riun has already been written about by @Teknician I don't think I really need to add much, as I also agree with their suggestions. Increasing the mana won't do it, the only way to make this balanced is making the effect weaker. Perhaps you could make it Bury more of these things, but instead of a 2 damage AOE, they would simply deal 3 damage to a random enemy. The deccision is yours, at the end of the day, but I think that's a good idea.
I think for a keyword to make sense you should include more cards with it. I understand that you probably saved more of them for the later half of the set, but still it looks a bit weird when you have that cool keyword and only one card with it. As for balance of Free Spirits I believe it's pretty fair. Needs a lot of setup, but the Kin part probably makes up for it.
Gift of the Shu'halo seems weak to me. It could potentially heal 30 hp (even more than Reno Jackson lol), but is that really worth 15 mana? Regardless of whether it's balanced or not, I somehow don't see anyone ever putting it into their deck. I think you could easily make it cost 4 mana without making it too strong.
Magic Weald Frog (whether you decide to include it here or not) could use a small buff. It doesn't really do anything on it's own, and lookes poor in comparison to Knight of Anointment. It could probably be a 2/1 or 1/2.
Maybe there's something I don't understand, but as I see it Roots of the Weald are pretty bad. If you compare it to other Schemes, especially Rafaam's Scheme it lookes very bad. While it is true that you could do some crazy stuff, where your first minion will be Ragnaros the Firelord, most of the times it will be a minion with hardly any effect, best case scenario a mediocre deathrattle. Rafaam's Scheme can give you up to a 7/7 worth of stats for 3 mana, Roots of the Weald could therefore cost 3 as well or at least 4. It's just not worth 5 mana.
Farseer Teya is a cool card, but it has no synergy with your other cards and seems random. You should either rework her, or add more cards that interact with your opponent's draws, because so far you have some class mechanics and a legendary that does something totally different.
Revenant Ancestor's wording suggests that you first destroy a minion and then summon one to replace it. This creates some very nasty possibilities for low- or even no-minion decks, with a 1 mana Assassinate. You should look into it.
As @Ardin427 suggested, What a Steal! doesn't fit the other cards in this part of the set, so I decided to change it for another card.
It's a Cartelist's take on the 2 mana damaging spells like Frostbolt, Soul Shear etc. I think it's balanced and I actually like the design, as you can use to deal with a small threat or spend additional mana to create a small AOE.
Thanks for the feedback on Catelyn, I made some changes to her. I also present the rest of my Troublemaker set, though it's obviously still work in progress. The first half of the set mostly includes cards I imagine would be played in a Aggro/Pirate style deck.
The Pirate cards
The rest of the cards
Short comments on each card
Bloodsail Buccaneer - This is one of the cards that define the "Tribute" keyword. Originally it's just a 1 mana 1/2 with taunt - Goldshire Footman stats. You can play it turn one for tempo or whatever other reasons, but if you pay one extra mana you get two 1/2s, which is pretty strong for 2 mana.
Blackwater Navigator - Initially a slightly better Novice Engineer. For one additional mana, a pretty strong card generation tool.
Bloodsail Raider - This is the card that's meant to tie this whole Pirate archetype together. A high payoff card in mid-/late game, potentially a finisher.
Pirate Cove - This card gives the deck a lot of tempo. Originally I wanted to make the drawn Pirates cost 0 mana, but after some changes to Catelyn and Warhorse I decided to make it a (1) mana instead, just to remove some crazy op possibilities.
Catelyn the Blade - After the feedback I decided to remove the Tribute part, give her Rush and make her cost 5 mana. I believe it's a high risk, high reward kind of thing. You have to sacrifice a lot of tempo on turn 5, but you gain a lot of it later on.
Blacksail Warhorse - A payoff card. I believe the stats are fairly balanced.
Gambling - This one is a very risky design, I am not sure if it isn't too risky even. In game it would probably be a bit like gambling, because your opponent would draw their cards as well, potentially helping him more than you. It's a challenge spell (returning the mechanic of Forbidden cards from WotOG), since my class is meant to be introduced during Witchwood. I would like to hear your opinions on the card, as I myself am quite concerned about it.
What a Steal! - I actually realised most of my high Tribute cards were tossed into the second half of the set, but I decided to still include this card here. It's meant to resemble Preparation and be a tech card for high Tribute decks (there are more cards supporting this in later part of the set).
Pirate's Musket - Since most neutral Pirates synergise with weapons I decided it would be a good idea to print at least one. I hope it's fairly balanced. Meant to work well with neutral weapon buffs like Captain Greenskin.
Adventure Party - A strong token-support card. I specifically put it here, as it would probably work well in the Pirate archetype, but it's more versatile and could be usefull in other decks too.
Ok, that's it. This took a long time to write, but I hope all my ideas are pretty clear. I would be very glad to hear some feedback from you.
Congrats to Klipce and all other participants! Now that we have an official list, I can finally wish good luck to everyone in the second phase of the contest.
So, for the initiate set (I am planning to name it "the troublemaker set"), I created a whole Pirate package. It's meant to work differently than Warrior's and Rogue's though. I want it to eventually be a kind of Token/Zoo style archetype with Pirates. I will show my other cards later for some feedback too, but for now I want to concentrate specifically on the legendary. Here is my idea:
Originally I wanted it to just "give all your Pirates Rush", similarly to Boomsday's Dr.Boom did with mechs, but I am not exactly sure how strong it would be. I believe that by adding the Tribute the power level is tuned down a bit. It also enhances the Cartelist's class identity. Also it's worth to mention that unlike Dr. Boom (B-day version) Catelyn is designed for an aggressive archetype and simply giving all Pirates rush for the rest of the game could be a very nasty and overpowered tempo-boost.
I really like your cards, the Heritage mechanic is very flavorful and fits your class theme very well. I think that you could consider reducing the mana cost of Family Squabble. It's basically a much weaker Hysteria and the minions don't even fight to death (if I understand correctly). My suggestion is either making it cost 2 mana or making the minions fight untill one dies. Other than that it's really difficult for me to assess the balance of your other cards as they are mostly highly reliant on the Heritage mechanic, but I believe they are all very flavorfull and rogether create a really well stitched archetype.
The idea of Tick-Tock is really cool. It would definitely require some kind of visual effect indicating if it's and odd or even round, but it's definitely not something Blizzard wouldn't be able to do. I personally like the idea of like a Stone placed somewhere around your portrait that glows in different colours on and odd and even turn. I can't really say much more without seeing more cards though, for now I am really interested in what more you have in store for your class.