I have a few ideas for the first expansion... Aside from the whole treasure business, I want to make Coin Rogue a thing. To that end;
I don't really know if I totally like Time to Collect because it's a little wordy. I could go for Coin transformation, but I'm not entirely sure what cards I should be looking to transform Coins into that have value—spells, or minions? Mercenaries that you hire with your coins, or something to do with Treasures?
Additionally, I'm doing a cross-class rare spell cycle, sort of like spellstones. They're meant to be useful/powerful effects that take effect on your next turn and last for that turn.
Lastly, Treasures. These are the bottom card of your deck, so they have to be powerful yet reliant on you having a plan after you run out of a deck. These are the only ones I plan to make for classes, I'll be doing 'normal' legendaries for the other classes.
Appreciate feedback and ideas on direction for these cards, will return it. :)
Bag of Doubloons: Seems good. Though, isn't 5 a bit too much for it's cost? Is 4 not good?
Two Three gold doubloons
Time to collect: I feel the combo needlessly complicates the card; I find it good without it. Though that's just me.
Kul'tiras Holiday: Seems way too overpriced for the effect. I think (3) or (4) is just fine.
Light of K'Ure: I feel this is very weak compared to the other treasure cards. I'd, again, reduce the cost.
Gul'Dan's Locket: I don't know why, but this feels a bit too powerful. Warlock has so many ways to inflict damage on itself, it kinda makes this card crazy. Not to mention the amount of healing it has now. This may not be true, though, as I don't know how previous expansions work in this competition. But, I'm going to assume they just exist.
The other cards I think are good.