I think this is a good effect. A nice use of Infuse with the prompt requirement (because I think it wouldn't count if you did it in most other ways) and reuse of an existing token. Either version is usable, but I think I prefer the second version because it has a larger differentiation than just "Petting Zoo for Rogue".
Wailor
This is really cool conceptually.
I definitely think the way costs should be split should be a half-and-half type of situation since vanilla bodies do not particularly good to play, nor are they generally that useful. In the case of your Shudderwock example, you'd have a 1-mana Shudderwock Battlecry in hand and a vanilla 8 mana 6/6, and you can see how playing the body isn't too great. I think it makes the most sense if the body rounds down and the Spirit rounds up, so that Shudderwock in this example would be a vanilla 4 mana 6/6, and then a 5 mana spell. In my mind, the Battlecry itself is generally more important and meaningful than the body.
MrRhapsody
Flavorful and amusing. I don't think the 10 Durability on the location is ever going to run out all the way except in very isolated incidences, but it's still funny to look at.
AeroJulwin
The card seems fine in terms of balance (I'm not exactly sure really), but I don't really see a logical reason for it to be a location other than just activating the effect multiple times. It doesn't really make sense for a minion to be a location since a minion isn't a place.
Millhouse the Great can give you some longer lasting board impact from your spells by making them into minions, though something you'll have to watch out for is that sometimes you might get a minion/spell combination that doesn't work particularly well together. If a targeted spell changed into a minion with a targeted Battlecry, both of those effects will have the same target.
Brutus the Strongarm is incredibly strong and can hold basically anything of any size, so he can grab your minions and smack your opponent with them. Now that Remornia, Living Blade is a thing, we have a precedence for how an effect like this would work. Beside Brutus is an example of what would happen if you equip Frothing Berserker as a weapon (part of your crazy Whirlwind strategy). Most keywords like Taunt, Divine Shield, or Stealth don't do anything on a weapon since the effect is applied to the weapon and not your hero.
At least it's not all bad. If you Shadowstep the Sack, then your opponent can no longer grab that minion. Even if you can't free it from the Sack, neither can they if you play the Sack.
Fun fact: Private Eye and Perdition's Blade are the only two cards in the entire game that have Battlecry and Combo on the same card.
How they went nearly 10 years without printing a second one is beyond me since this design dynamic seems extremely obvious, has some easy design space, and is perfectly functional and intuitive to understand.
I feel like all they needed to do was just give the Gargon Companions +1/+1 or something and nobody would've had a major problem with it. Some people might've had little disgruntles, but I think most people would've seen it as a cool and flavorful callback/upgrade to Animal Companion as opposed to a lazy reskin of it.
The reason Paladin actually has Secrets and Rogue originally didn't was because during initial development, they found that Rogue already had a strong identity and found Paladin to be lacking in one, so they added Secrets to Paladin.
At this point, they should just make Rogue Secrets a core mechanic so they don't have to keep printing sets of 3 Secrets every time they want to revisit them. Limits possibly Rogue design in sets that have them.
If they can figure out some type of visual indicator to put onto cards to specify what counts as an Imp, then that would be great. While they're at it, they can do the same thing for things like Treants or Whelps, and that would even open the door to many other different designs that could be utilized for these "tribes" that aren't really tribes.
It was just sort of weird when Whelps did it, but now with Imps and how many cards that count as such aren't specified in name, I can see this becoming a problem in the future.
I love the flexibility this card provides, but the destruction effect is quite strong. It can destroy an enemy minion for 3 mana, and also give one of your own guys +1/+1. Everything is on a different power level.
Linkblade91
I'd also say make it cost 8.
TheHoax91
As others have mentioned, this is very strong. As long as you have a weak minion to give to your opponent, this is basically just a 3 mana Mind Control. I think this card would be okay if it expensive (and stats were adjusted accordingly), but it's too strong when it's this cheap.
Wailor
Zandalari Soulbinder is quite a good use of mechanics. My only concern is how unmistakably similar it is to an already submitted card (though for what it's worth, I think your version is a lot better), and unfortunately the same goes for Darksong Deranger.
Faceless Trickster is pretty good. I enjoy the flexibility of it. If you need something to fall back on in case you believe the other two cards are too similar to those aforementioned already submitted cards, then this is a pretty solid choice.
MrRhapsody
Mischievous Sea Witch feels a bit jumble and unfocused to me. It's not bad, but I do think Multi-Arrows makes better use of the prompt. It seems that MSW is the more favored of your two cards so far, so take that with a grain of salt.
The only thing that bothers me about Multi-Arrows is the Freeze since Freeze is very much not a Hunter mechanic (and neither is Lifesteal for that matter, but Lifesteal is a much more class-neutral keyword in my opinion, so it gets a pass for me). I do realize that we got Snowed In for Warrior 2 sets ago, but even that card still feels "wrong" to me.
AeroJulwin
I love the way this effect plays.
That said, I do agree that it should be Epic and I also think you should use Wailor's wording.
Cards of that type that summon/cast/equip random cards can typically only generate collectible cards unless the card itself specifically says otherwise. This applies to both The Juggernaut and Blingtron which can both only give you collectible weapons. It won't be able to generate Remornia's weapon form since her collectible form is her minion form.
Oh wow, I hadn't even realized that I haven't given feedback yet. I just assumed I had. I guess I'm no longer used to this speed at which this comp is moving.
Linkblade91
I do like this. I think the version that needs you to transform to upgrade is a bit thematic to Shaman, so I'd probably go with that one. My only real complaint is that it doesn't really look/feel like a Nature spell, but transform cards in general don't really feel Nature spells either and there are much worse examples of spells not feeling like the school that they have.
I'm not too worried about Unstable Evolution making the card easy to upgrade. Some Spellstones are able to be upgraded to full power quite quickly themselves.
MrRhapsody
I like both of these cards.
My biggest problem is that Riftmaster Tanya is quite blatantly just using Tamsin artwork. I do quite like the idea of Imps getting the Treant/Whelp treatment, so I do quite like the effect.
Wailor
I think Money Laundering is incredibly flavorful and I always like to see some good Coin Rogue support. That said, I think you can probably get away with it just upgrading based on how many Coins you played throughout the entire game. There's not that many ways to generate Coins, so it can't scale too quickly and it's a bit awkward to hold onto Coins for you to draw a Coin-specific synergy card when they could instead to used to make a stronger-than-normal play anyway.
Hopebringer Yumna could be a little bit dangerous, but it's hard to scale too quickly since she needs to be in your hand for her effect to scale. Moonfang wasn't too much of a hassle, which leads me to believe that this won't be either.
Anchorm4n
I think this is good. It can potentially be quite powerful, but it requires a lot of work to scale it up really high. Namely, killings lots of minions with spells and playing Deathrattle minions you want to resurrect and then having them die. Hunter doesn't have that many ways to kill multiple minions with a single spell, so it can't scale that quickly and that's not even considering the fact that it needs to be in your hand to upgrade.
Now that I type that out, it sounds like I'm a bit more negative on the card than I intended to (oops), but I like the card.
Early feedback
This is really cool conceptually.
I definitely think the way costs should be split should be a half-and-half type of situation since vanilla bodies do not particularly good to play, nor are they generally that useful. In the case of your Shudderwock example, you'd have a 1-mana Shudderwock Battlecry in hand and a vanilla 8 mana 6/6, and you can see how playing the body isn't too great. I think it makes the most sense if the body rounds down and the Spirit rounds up, so that Shudderwock in this example would be a vanilla 4 mana 6/6, and then a 5 mana spell. In my mind, the Battlecry itself is generally more important and meaningful than the body.
Let's get shifty! (no no, not like that)
Millhouse the Great can give you some longer lasting board impact from your spells by making them into minions, though something you'll have to watch out for is that sometimes you might get a minion/spell combination that doesn't work particularly well together. If a targeted spell changed into a minion with a targeted Battlecry, both of those effects will have the same target.
Brutus the Strongarm is incredibly strong and can hold basically anything of any size, so he can grab your minions and smack your opponent with them. Now that Remornia, Living Blade is a thing, we have a precedence for how an effect like this would work. Beside Brutus is an example of what would happen if you equip Frothing Berserker as a weapon (part of your crazy Whirlwind strategy). Most keywords like Taunt, Divine Shield, or Stealth don't do anything on a weapon since the effect is applied to the weapon and not your hero.
At least it's not all bad. If you Shadowstep the Sack, then your opponent can no longer grab that minion. Even if you can't free it from the Sack, neither can they if you play the Sack.
And I use this exact argument in HS groups to support why Battlecry/Combo cards should be fine.
Fun fact: Private Eye and Perdition's Blade are the only two cards in the entire game that have Battlecry and Combo on the same card.
How they went nearly 10 years without printing a second one is beyond me since this design dynamic seems extremely obvious, has some easy design space, and is perfectly functional and intuitive to understand.
I feel like all they needed to do was just give the Gargon Companions +1/+1 or something and nobody would've had a major problem with it. Some people might've had little disgruntles, but I think most people would've seen it as a cool and flavorful callback/upgrade to Animal Companion as opposed to a lazy reskin of it.
The reason Paladin actually has Secrets and Rogue originally didn't was because during initial development, they found that Rogue already had a strong identity and found Paladin to be lacking in one, so they added Secrets to Paladin.
At this point, they should just make Rogue Secrets a core mechanic so they don't have to keep printing sets of 3 Secrets every time they want to revisit them. Limits possibly Rogue design in sets that have them.
Yeah, it's not great.
If they can figure out some type of visual indicator to put onto cards to specify what counts as an Imp, then that would be great. While they're at it, they can do the same thing for things like Treants or Whelps, and that would even open the door to many other different designs that could be utilized for these "tribes" that aren't really tribes.
It was just sort of weird when Whelps did it, but now with Imps and how many cards that count as such aren't specified in name, I can see this becoming a problem in the future.
Remember when Thunder Bluff Valiant was a good card? Oh, how much the game has changed.
My own feedback time.
Zandalari Soulbinder is quite a good use of mechanics. My only concern is how unmistakably similar it is to an already submitted card (though for what it's worth, I think your version is a lot better), and unfortunately the same goes for Darksong Deranger.
Faceless Trickster is pretty good. I enjoy the flexibility of it. If you need something to fall back on in case you believe the other two cards are too similar to those aforementioned already submitted cards, then this is a pretty solid choice.
Mischievous Sea Witch feels a bit jumble and unfocused to me. It's not bad, but I do think Multi-Arrows makes better use of the prompt. It seems that MSW is the more favored of your two cards so far, so take that with a grain of salt.
The only thing that bothers me about Multi-Arrows is the Freeze since Freeze is very much not a Hunter mechanic (and neither is Lifesteal for that matter, but Lifesteal is a much more class-neutral keyword in my opinion, so it gets a pass for me). I do realize that we got Snowed In for Warrior 2 sets ago, but even that card still feels "wrong" to me.
I love the way this effect plays.
That said, I do agree that it should be Epic and I also think you should use Wailor's wording.
Well yes, but the Attack-buffing effect is basically identical to Combo.
It strikes me as weird that the Attack-buffing effect on the weapon isn't a Combo effect when it seems to work exactly the same way.
Alright Blizzard, which one of you saw my set?
We have the technology!
I know the name for Tri-Cast Orbs isn't great, but I literally couldn't think of anything else better and I was spending a long time on it already.
The Gargon Companions have awesome names and artwork.
And then it turns out that they're literally just reskinned Animal Companions, and that's so freaking lame.
Is it just me, or is the flavor of Solid Alibi really weird? I still don't think I entirely understand it.
It's most likely just going to be a group of spells with "Relic" in the name.
Cards of that type that summon/cast/equip random cards can typically only generate collectible cards unless the card itself specifically says otherwise. This applies to both The Juggernaut and Blingtron which can both only give you collectible weapons. It won't be able to generate Remornia's weapon form since her collectible form is her minion form.
Oh wow, I hadn't even realized that I haven't given feedback yet. I just assumed I had. I guess I'm no longer used to this speed at which this comp is moving.
I do like this. I think the version that needs you to transform to upgrade is a bit thematic to Shaman, so I'd probably go with that one. My only real complaint is that it doesn't really look/feel like a Nature spell, but transform cards in general don't really feel Nature spells either and there are much worse examples of spells not feeling like the school that they have.
I'm not too worried about Unstable Evolution making the card easy to upgrade. Some Spellstones are able to be upgraded to full power quite quickly themselves.
I like both of these cards.
My biggest problem is that Riftmaster Tanya is quite blatantly just using Tamsin artwork. I do quite like the idea of Imps getting the Treant/Whelp treatment, so I do quite like the effect.
Hopebringer Yumna could be a little bit dangerous, but it's hard to scale too quickly since she needs to be in your hand for her effect to scale. Moonfang wasn't too much of a hassle, which leads me to believe that this won't be either.
I think this is good. It can potentially be quite powerful, but it requires a lot of work to scale it up really high. Namely, killings lots of minions with spells and playing Deathrattle minions you want to resurrect and then having them die. Hunter doesn't have that many ways to kill multiple minions with a single spell, so it can't scale that quickly and that's not even considering the fact that it needs to be in your hand to upgrade.
Now that I type that out, it sounds like I'm a bit more negative on the card than I intended to (oops), but I like the card.