You've made an interesting class concept here – a little lacking on the connection between 'attacking things' and 'casting mage-type spells' – and it has a lot of potential. However, I will point out some pretty busted combos with this class, that can be found in the early sets.
1. If you play Diffusion on its own, you immediately set the Attack of all minions to 0. This is a very powerful effect, as 0-attack minions can't do anything except exist unless they are buffed. If your opponent doesn't run buffs, they are likely to be stuck with the board they have and won't be able to use them to interact with your characters. It's dangerous to set a minion's Attack to 0, and so I think this effect could be tweaked to avoid that.
2. You do have a lot of 'give your hero attack' cards, somewhat diluting your design space. It goes beyond even Druid's number of attack cards, and sometimes feels tacked on to your other cards.
3. 2x Burning Hands without a weapon equipped is 2 mana for 10 attack. Not only is this on its own pretty broken, when paired with 2x Focus Beam it's 50 damage (if you attack afterwards). That's a 4 card combo for 8 mana. Even without Burning Hands, Infusion paired with a weapon will reliably deal an insane amount of damage.
4. Using 'ignores all minion effects' on a classic card is a little complicated for that set – the kinds of mechanics we see in KFT and RR about minion 'effects' (moreso enchantments) only started being explored in KFT and RR. If you look back at GvG and TGT for example – and even WotOG – you see Team 5 have a much smaller mechanical design space in mind. It's actually much more difficult to design cards for those wild sets than it is to design for the sets with more potential for complexity (e.g. MSoG, JTG, KFT, K&C, WW, RR, RoS).
5. I don't quite understand the subtheme of Freeze in GvG and TGT. You have no real synergies with the mechanic apart from "Can't be damaged by Frozen minions", which is in itself almost opposite the point of Freeze – the mechanic allows you to temporarily ignore minions, rather than to use the mechanic as a pseudo-immune effect for your own – and because it has no presence in the basic or classic set, you would have to reintroduce the mechanic on a rolling basis (much how Freeze Shaman in KFT was an extremely isolated synergy set that had no set up or follow up).
I will say that you have put a lot of effort in here, and that there's a lot of potential in the cards you've made. If you can refine the themes of the class beyond hero attack then you'll be on the right track.
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Did a legendary minion for each class. Broken or balanced? Let me know.
Coming soon: Legendary spells :]
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New to custom Hearthstone and decided to try my hand at designing a class. Tell me what you think, I'd like to hear criticism so that I can get a better understanding of custom Hearthstone. Introducing, the Hemomancer.
Lord Alder Valdin is an ancient, powerful hemomancer of clandestine origin and intent. He makes his home in the ruined kingdom of Gilneas, where Worgen and Undead constantly battle over the fate of this blood-bathed land, which Lord Valdin uses to great advantage. At the cost of blood, whether it be his own or other's, Lord Valdin commands powerful dark magic with which he sustains himself, supports his allies and devastates his enemies.
Although they all go by blood mages in the Warcraft universe, I decided to go with the more "official sounding" Hemomancer primarily to differentiate the class from the classic Blood Mage of Warcraft. No verdant spheres or flamestrikes here folks, sorry! In order to properly translate the Hemomancer into Hearthstone logic I had to do some research into blood magic from World of Warcraft. It's bittersweet that blood magic is not as well-developed of a topic as the other forms of magic in the game, because on the downside I don't have a lot to go off of from a lore standpoint, but (I dare say) it also means I get to take a little bit more creative liberty with the class cards. Now according to the information available online, blood magic in World of Warcraft is as follows: "Blood magic is a form of tortured life magic that uses blood as a power source. As the name suggests, bloodmages use blood to perform their rituals. All blood is different, and the correct combinations are required to perform certain tasks. Contrary to popular belief, ancient and powerful bloodmages do not actually drink blood, but eat normal food like everybody else. On Azeroth, it is shunned by many as a dark and forgotten art. In that and many other ways, it shares some distinct characteristics with demonic magic. Blood magic can be used to teleport via bloodstone teleporters, scry for information, and resurrect the dead." (source: http://wow.gamepedia.com/Blood_magic
With the information I "scryed" from the internet (kek) I feel I've come to gain a pretty good understanding of how the Hemomancer fits into Hearthstone. For this class the core theme will be "power at the cost of (someone's) life." Sounds familiar, right? The warlock does this to an extent, as well, although discard it seems has become the more important keyword for the class. It still fits the "power at a cost" theme, but the discard style of play has mostly lost the players' attention. That's why the hemomancer is more intuitive in its core theme. Power at the the cost of health, not your damn cards! Where the hemomancer further differs from the warlock is in the versatility of its spells. You have a wide toolkit at your disposal that allows for strong, low mana damaging spells, minion support and board control. Combine the self-destructive play style of the warlock, the minion buffing of the paladin, the control of the mage. The hemomancer is able to do all of these very effectively, once again at the cost of health.
tl;dr? Read the pros and cons.
Pros
-Versatile toolkit of low mana spells that allow for effective damage, control and minion support.
-Wide array of minions with Taunt, Lifesteal and other effects oriented towards keeping you alive.
Cons
-Self-damage is required to make the most out of the class's spells.
-Comparatively low range of self-healing spells creates a heavy reliance on minions to keep you alive.
Basic
Expert
Expansion (Pending)
Your positive criticism is always greatly appreciated! :]