I think Kevin is way too strong. Permament 1/1 is probably realy strong at 1 Mana, and your can even be buffed. I know that Dreadsteed is rather bad, but I'd say Kevin needs a huge nerf, it's basically 1/1 with Immune, but can't be destroyed with AoE destroy effects. Without changing mechanics it could cost 3 imo, it is probably cheap price for at least 1 extra damage per turn, basically better Wildfire.
ok, I'll just drop stuff I have, hope to get some feedback
This week I wanted to focus more on Ritual keyword, as well as two other Hero Power-synergy cards.
I also made a card which synergize with 0-cost spells, which are quite common in my class, especially considering that some of my cards use a special Ju-ju Essence token, I am not sure which one is better though:
There are also two cards which shuffle things into your deck, both with similar themes. In case of my class though, shuffling is a downside, and has no synergy in Initiate, but will have in expansion. They also help swarming the board or with Deathrattle stuff, which were more exploited in previous half though.
Finally, two spells, which may help you survive the game:
Yeah, sorry McF4rtson, I literally responded to everyone but you in one post, and realised next day, and I didn't have much free time that day. About Anub'arak, yeah, you need more Dormant cards, also, it may get out of hand with enough synergy, maybe it could have regular Windfury.
Most of this looks good. I'd say Anima Overflow is too strong, maybe 6 or 7 Mana, it's kinda like Lord Godfrey but only hits enemy minions, but has no 4/4 body. If I remember correctly, Spirit Remnants costed 1 Mana, so maybe Mawsworn Tormentor could have a bit less stats, but Mawsworn Guards would be 1 Mana, so it's always upside. I'd say Ascended Justicar is fine, maybe a bit strong with vanilla stats, but effect is definetely worse than Onyx Bishop in my opinion. Last Breath might be a bit weak. Aggramar feels a bit too swingy, silencing and destroying whole board while leaving a 15/15 looks fairly strong. On the other hand, you have to spend 8 Mana on a card without immediate response. How about giving Aggramar Taunt, but nerfing Argus to 10/10 or something like that?
As Living Organism said, I feel the Mother of Dragon should have a battlecry instead. 3 fire spell for a 9/9 on board i think it might be a bit too much, but it also depends by how many cheap fire spell you will make available for your class with this set so it's potentially fine. As per the reference to GoT i'm not a fan. I do understand this is a contest and we have freedom but the beauty of the hearthstone card is that they remind you of experiences, npc, zones of Azeroth.
The first thing i thought off would be Rehastrasza and how she managed to collect black dragon egg to purify them, or Xerestrasza the guardian of the ruby sanctum and keeper of the red dragon eggs. Anyway that's how i would do that but if you want to keep the GoT theme it's totally up to you :)
One of the theme i'm going to dive into with the second part of the set would be Health Manipulation. I made some cards in advance to interact with the Fatigue counter but i'm wondering wether i should continue this or not...
Masterpiece of the set will be the legendary Plague Deviser Marileth - shantay, you stay Marileth. I'm wondering whether I should remove one of the 2 effects (either reset the counter or fully heal) but considering the 10 Fatigue damage you need to take and also the relationship between cost and stats i think it might be ok as is - Reno, was a 6 mana 4/6).
Around this time there will be some cards that synergise with it to help reach the Fatigue checkpoint.
this is the rest of the cards i made so far, ooze Channeler should be rare
I am not sure about using spell school interactions in Initiate, considering our classes were introduced before Core Set. About Fatigue synergies, concept is ok, but it might not be realy easy to balance, with each Fatigue drawing card in a game dealing more damage to yourself. Enfeeble does it good, because it gets better when you take more damage, so it's ok, because you get better effect for more setup. But, Redpine Necrolyte is REALY strong as one of first Fatigue cards in a game. 2 Mana 3/3 wich cycles definetely is worth it if all what you suffer is 1-3 damage. That means, you may just play few Fatigue cards, and they would just be better than average cards, you only have to keep in check to not have too many of them. That said, if you want to go with Fatigue mechanic, I'd still nerf redspine to 2/3. Plague Deviser Merileth might be too weak, although you only have to draw 4 Fatigue cards to take 10 damage, so maybe it's fine. Still, 4/4 also feels ok. Chalice of Health is way too strong, paying in Health is usualt better than in Mana, especially if you build around it. For sure Hero Power would have to cost 2, and you may increase the cost of a card as well, but still, I don't think it would be well for the game. Ooze Channeller feels weak, because you don't realy make anything immediately, and you pay 4 Mana for 2/2, I'd say it could go to 3/3, or 3/4.
So... Reflecting on the poll, I think my showcase cards many not have shown what I want to achieve with the initiate set - and perhaps that the initiate set itself has so far been quite complicated mechanically. I have a lot of ideas to brainstorm here, particularly when it comes to iterating on individual cards. Here is the basic set. The full Apprentice setis not finished by any means, but the cards up to the first legendary are the ones I submitted in the last phase. I'm going to try and get less complicated with this batch of 10, and hopefully more elegant and compelling - but I don't seem to be very adept at simplifying my cards.
The main mechanic of the apprentice is the Dormant keyword, which is something I've sort of fixated on to a fault. I can't seem to help myself, the design space is wide open. An additional mechanic is the keyword, Kin - if the last card you played had the same type (minion, spell, weapon), or Kin (X) if it had X type. Furthermore, there is resurrection and healing - I'm going to leave these by the wayside for now, as there is plenty of space to add that synergy into the core set. If I get to that point of course.
So without further ado, here are... A lot of cards.
So while Spiritwalker is meant to focus on a tall board. Only one or two strong active minions at a time. This could be a source of damage, as well as a way to add some stall. It also fulfills the 3 keyword challenge, but I think that's fine for this being a common? Not sure
Yes, there are Totems. Yes, that overlaps with Shaman. I want to add special synergies for this though that I think would not fit in Shaman.
or Cloudtotem Defender is a way to let your totems fully get value. I've always disliked how fragile and ineffectual totems are. Balance and effect wise, which iteration of Soulbind Totem is better? Which is more balanced? Should the 0/2 produce 1/2s, or should the copies be 0/3s?
Deathscale Hydra is a big problem for me. There are a lot of different effects it could have - some better, some worse: Original concept:
3rd and 5th cards are subjectively better than Maiev, so it's probably better to have the 4th one if that effect is well-liked.
I'm a big fan of Dreamcatcher personally.
Hard to capture this flavor with an effect.
A mid-game card to incentivize single-minion boards. This is the first iteration (more in spoiler)
This basic card is a kind of analogue:
Question: Am I going overboard with dormant? Is it unfun?
EDIT: I went wayyyyy too far with dormant cards huh
I like Totems. I think Soulbind Totem is fine as 0/3, start of turn effects usually have hard time triggering anyway. I like version of Deathscale Hydra which resummons 3 times the most. Maybe it could cost 5 Mana, but not sure. I'd go with one of the common spirit links, effects have realy good connection within the card. Tak'kora and Kindred Spirits are ok too, but Ta'kora may be kinda strong with The Darkness in wild.
I get the reference, though I had to take a while before I understood how it works. Knowing how it works, it's cool, but still, it may be a bit too complicated for average player. How about not adding Dracarys on battlecry, but instead have summoning eggs on battlecry, and give the dragons Rush or Charge so they can attack instantly anyway? Just suggestions though.