If N'Zoth Druid is a thing, then this seems to fill the Elemental part of that deck. Summoning a 10/10 with Rush and Taunt is really good for N'Zoth, but even in just general Big Druid decks, this seems to fit well too. Strength in Numbers can use this card pretty well, and Druid's general ability to ramp is also good.
Small Embiggen bonus is that its Cost will only increase once if you play two Embiggens since it will cost 10 when you play the first one. Most likely won't be extremely useful, but it's a funny thing to think about.
It's not bad as a Neutral Fireball that also draws and buffs a minion, and the fact that it's available to everyone makes it better. It's also particularly appealing to Hunters with how they would use Deathrattles in this set. Seems like a good card all around.
Remember Valeera the Hollow? Remember how Valeera the Hollow would have you pay NINE freaking mana for this effect?
This gives you the Stealth part for a third of the Cost. At face value, it is just a slightly worse Time Out! for Rogues as it doesn't prevent indirect damage to the face, but Rogues don't have healing to sustain, so the effect appears to be more valuable to them. Stay hidden in the shadows where you can give yourself a chance to draw something to get you back in. I'm hopeful for this card.
Nearly all 3 mana 3/2 weapons have seen play somewhere, so it seems that might too. Helps that general 3-drops that you want to play on turn 3 are not that common in Shaman right now, and 3 mana weapons aren't really a thing to them either.
This seems like a good effect. By itself, it's not spectacular, but with a weapon in play, it becomes quite strong. Hypothetically allows +2 Spell Damage with Rune Dagger, which could be good.
Sidenote: There is a character in Hearthstone named Inara already: Chronomancer Inara. They wouldn't be the same character, would they?
Pretty much Cavern Shinyfinder for Shaman. Shinyfinder was good for fetching Kingsbane. This will similarly be just as good to fetch a weapon with as high of a drawing priority as Kingsbane. So I think this will work out quite nicely.
Linkblade91 - I will echo what I said about the KotFT watermark since one class will technically get two hero cards in that set, although I fully realize there isn't really anything that can be done about this. Out of your two, Liadrin is probably my favorite.
Wailor - You shouldn't make Demon Hunter cards before AoO, and Rush also didn't exist in KotFT either. Gotta watch those watermarks! The art isn't the best (although finding good DK Illidan art is probably difficult, so this is understandable), and the Hero Power seems to rely too much on having board presence. As for Mannoroth, I will say that making an AoO hero card is a bit weird given that it might try to "upstage" Illidan being added to the game, although I wouldn't penalize you for it, and the card is otherwise pretty decent.
TheHoax91 - A neat little diversion of the hero card mechanic and it doesn't seem too OP either. Overall, good one.
KANSAS - Beyond the mistakes you points out, I'm afraid I will have to agree on some previous feedback that the card is simply not that interesting in my opinion, and the Hero Power somewhat conflicts the Battlecry since you won't want to equip a weapon while you still have Ol' Faithful.
FungusABao - Cenarius is flavorful, although Druids are not supposed to have good board clears, so it seems a bit strange to give them a Twisting Nether that comes with these other advantages and effects. Anub'arak is kinda neat, although it's a bit weird for it to a Warrior card when Anub'arak already exists as a Rogue card. You also don't need "will" in there.
DavnanKillder - Aegwynn isn't by any means badly designed or anything, but Secret Mage gets a lot of hate, which will most likely impact your score, so watch out! Sargeras has a really cool idea, but that Hero Power is scary as hell.
AnAngryBadger - I see you've already submitted. One thing I'm not particularly a fan of is the fact that the Illidan in the card is exactly the same character as regular Illidan, and it's not like the DK cards which are alternate version or anything. So in essence, you're Illidan becoming… Illidan. There is also a grammar mistake on the card as "4" should be written out as a word when it's next to stat-points.
Hordaki - The card doesn't feel that Hunter-y to me, but it's otherwise one of the better cards so far.
MenacingBagel - Making a Neutral hero card is kinda cool, but it might be negatively received by some. The Hero Power though contains a LOT of grammar errors, and I'm not sure what the "Eldest Rat" is or how it translates to gameplay.
BloodMefist - I think a Rafaam hero card to juxtapose The Amazing Reno. The Hero Power seems fun, although it seems to be a downside more often than an upside. I prefer the other idea of the 4 scrolling Hero Powers, although since the limit for tokens is 4, I think you'll have to scrap one.
Anchorm4n - I prefer the first version from design as it at least always does something when you play it, although the second version seems stronger for Token Druid, so that might be the one to go with afterall. The card is quite good too. One major problem I see with the card though is that Lunara didn't exist when Knights of the Frozen Throne came out. She was added with The Witchwood.
Hero cards are pretty much impossible to balance (especially without being able to playtest them), so this will be a very rough competition. As far as Illidarminator Zaladris goes, I think I'll most likely drop the Attack (and Armor) down to 5.
This is officially the weirdest effect in the entire game. I actually love it for how weird it is.
It's quite weak in its base form as a vanilla 3 mana 4/3 minion. A 4/3 weapon for 3 mana is quite good, and Demon Hunters usually don't mind holding cards in their hand for a few turns anyway, so it might see some play. Experimentation at the very least, but the potential is there.
It does kinda compete with Marrowslicer as far as Soul Fragments go though.
It's an 8 mana Hunter card, but it's a good one too since it plays into the current strategy being pushed of cheating out Deathrattle minions. Get a few large Deathrattle minions out and this thing will be pretty good.
In Wild, you can just run Rin instead and cut out the middleman if you want to destroy your opponent's deck. In Standard though, just this and Y'Shaarj already burns 10 cards which is pretty good. If your opponent plays Lorekeeper Polkelt, you can now burn 5 (or 10!) late games in their deck. Now when people play Polkelt against Warlock, they'll have to remember that they should draw the card(s) they want first before ending their turn.
And as a 6 mana 8/8 with a non-recurring downside, perhaps some Aggro decks could run it as a not-that-expensive late-game push?
This is a very weird card. It's one of the weakest when in base form, but one of the strongest when in Corrupted form. You could play a huge card and then get a free 6/6 Taunt, but then you have to hold onto a really weak card for several turns.
Nah guys, you see, 50% chance to attack the correct enemy is worse than attacking the wrong enemy.
With a 50% chance to attack the wrong enemy, it has a 50% chance to ignore Taunt and hit face. But this has a 50% chance to attack the right enemy, meaning it has a 50% chance to just attack the Taunt instead of the face.
A Counterspell for Paladin with some Misdirection added in there as well. This has a chance to horribly backfire, but it also has a chance for your opponent to waste everything if they end up with, say, a damage spell that ends up hitting one of their own things. There is the potential for legitimate gameplay applications here, although your opponent can still play around it the same way they can with Counterspell.
If N'Zoth Druid is a thing, then this seems to fill the Elemental part of that deck. Summoning a 10/10 with Rush and Taunt is really good for N'Zoth, but even in just general Big Druid decks, this seems to fit well too. Strength in Numbers can use this card pretty well, and Druid's general ability to ramp is also good.
Small Embiggen bonus is that its Cost will only increase once if you play two Embiggens since it will cost 10 when you play the first one. Most likely won't be extremely useful, but it's a funny thing to think about.
It's not bad as a Neutral Fireball that also draws and buffs a minion, and the fact that it's available to everyone makes it better. It's also particularly appealing to Hunters with how they would use Deathrattles in this set. Seems like a good card all around.
Really nice for Combo Priests, although I'm pretty sure no one likes playing against those.
Remember Valeera the Hollow? Remember how Valeera the Hollow would have you pay NINE freaking mana for this effect?
This gives you the Stealth part for a third of the Cost. At face value, it is just a slightly worse Time Out! for Rogues as it doesn't prevent indirect damage to the face, but Rogues don't have healing to sustain, so the effect appears to be more valuable to them. Stay hidden in the shadows where you can give yourself a chance to draw something to get you back in. I'm hopeful for this card.
Nearly all 3 mana 3/2 weapons have seen play somewhere, so it seems that might too. Helps that general 3-drops that you want to play on turn 3 are not that common in Shaman right now, and 3 mana weapons aren't really a thing to them either.
This seems like a good effect. By itself, it's not spectacular, but with a weapon in play, it becomes quite strong. Hypothetically allows +2 Spell Damage with Rune Dagger, which could be good.
Sidenote: There is a character in Hearthstone named Inara already: Chronomancer Inara. They wouldn't be the same character, would they?
Pretty much Cavern Shinyfinder for Shaman. Shinyfinder was good for fetching Kingsbane. This will similarly be just as good to fetch a weapon with as high of a drawing priority as Kingsbane. So I think this will work out quite nicely.
Off of feedback, here is a new version of Illidarminator Zaladris. Now costs 1 more and has 1 less Armor.
Feedback
Linkblade91 - I will echo what I said about the KotFT watermark since one class will technically get two hero cards in that set, although I fully realize there isn't really anything that can be done about this. Out of your two, Liadrin is probably my favorite.
Wailor - You shouldn't make Demon Hunter cards before AoO, and Rush also didn't exist in KotFT either. Gotta watch those watermarks! The art isn't the best (although finding good DK Illidan art is probably difficult, so this is understandable), and the Hero Power seems to rely too much on having board presence. As for Mannoroth, I will say that making an AoO hero card is a bit weird given that it might try to "upstage" Illidan being added to the game, although I wouldn't penalize you for it, and the card is otherwise pretty decent.
TheHoax91 - A neat little diversion of the hero card mechanic and it doesn't seem too OP either. Overall, good one.
KANSAS - Beyond the mistakes you points out, I'm afraid I will have to agree on some previous feedback that the card is simply not that interesting in my opinion, and the Hero Power somewhat conflicts the Battlecry since you won't want to equip a weapon while you still have Ol' Faithful.
FungusABao - Cenarius is flavorful, although Druids are not supposed to have good board clears, so it seems a bit strange to give them a Twisting Nether that comes with these other advantages and effects. Anub'arak is kinda neat, although it's a bit weird for it to a Warrior card when Anub'arak already exists as a Rogue card. You also don't need "will" in there.
DavnanKillder - Aegwynn isn't by any means badly designed or anything, but Secret Mage gets a lot of hate, which will most likely impact your score, so watch out! Sargeras has a really cool idea, but that Hero Power is scary as hell.
AnAngryBadger - I see you've already submitted. One thing I'm not particularly a fan of is the fact that the Illidan in the card is exactly the same character as regular Illidan, and it's not like the DK cards which are alternate version or anything. So in essence, you're Illidan becoming… Illidan. There is also a grammar mistake on the card as "4" should be written out as a word when it's next to stat-points.
Hordaki - The card doesn't feel that Hunter-y to me, but it's otherwise one of the better cards so far.
MenacingBagel - Making a Neutral hero card is kinda cool, but it might be negatively received by some. The Hero Power though contains a LOT of grammar errors, and I'm not sure what the "Eldest Rat" is or how it translates to gameplay.
BloodMefist - I think a Rafaam hero card to juxtapose The Amazing Reno. The Hero Power seems fun, although it seems to be a downside more often than an upside. I prefer the other idea of the 4 scrolling Hero Powers, although since the limit for tokens is 4, I think you'll have to scrap one.
Anchorm4n - I prefer the first version from design as it at least always does something when you play it, although the second version seems stronger for Token Druid, so that might be the one to go with afterall. The card is quite good too. One major problem I see with the card though is that Lunara didn't exist when Knights of the Frozen Throne came out. She was added with The Witchwood.
Hero cards are pretty much impossible to balance (especially without being able to playtest them), so this will be a very rough competition. As far as Illidarminator Zaladris goes, I think I'll most likely drop the Attack (and Armor) down to 5.
This is officially the weirdest effect in the entire game. I actually love it for how weird it is.
It's quite weak in its base form as a vanilla 3 mana 4/3 minion. A 4/3 weapon for 3 mana is quite good, and Demon Hunters usually don't mind holding cards in their hand for a few turns anyway, so it might see some play. Experimentation at the very least, but the potential is there.
It does kinda compete with Marrowslicer as far as Soul Fragments go though.
I'm not feeling this one.
4 mana for a random 4-drop is quite bad. Just play a 4-drop instead.
When Corrupted, 4 mana for a random 7-Cost minion isn't bad, but it's reliant on randomness and not all 7-Cost minions are good pulls.
A strong removal card for Warlocks. Destroying one enemy minion isn't too bad depending on the board state, but its upgrades are quite strong.
Remember Dark Bargain? Upgraded once, it becomes Dark Bargain that costs 2 less mana and doesn't discard 2 cards.
It's an 8 mana Hunter card, but it's a good one too since it plays into the current strategy being pushed of cheating out Deathrattle minions. Get a few large Deathrattle minions out and this thing will be pretty good.
Quite a good card. 3 mana for a 2/5 Taunt is already pretty decent, and the Corrupt effect is fairly strong and not that difficult to activate.
Mill 5 cards. And then mill another 5.
In Wild, you can just run Rin instead and cut out the middleman if you want to destroy your opponent's deck. In Standard though, just this and Y'Shaarj already burns 10 cards which is pretty good. If your opponent plays Lorekeeper Polkelt, you can now burn 5 (or 10!) late games in their deck. Now when people play Polkelt against Warlock, they'll have to remember that they should draw the card(s) they want first before ending their turn.
And as a 6 mana 8/8 with a non-recurring downside, perhaps some Aggro decks could run it as a not-that-expensive late-game push?
This is a very weird card. It's one of the weakest when in base form, but one of the strongest when in Corrupted form. You could play a huge card and then get a free 6/6 Taunt, but then you have to hold onto a really weak card for several turns.
It won't see any real play as it's a card that only works in Murloc decks and the support isn't actually conductive to any Murloc gameplay styles.
But at least a few people will run it for style points, so I guess it has that.
Nah guys, you see, 50% chance to attack the correct enemy is worse than attacking the wrong enemy.
With a 50% chance to attack the wrong enemy, it has a 50% chance to ignore Taunt and hit face. But this has a 50% chance to attack the right enemy, meaning it has a 50% chance to just attack the Taunt instead of the face.
A Counterspell for Paladin with some Misdirection added in there as well. This has a chance to horribly backfire, but it also has a chance for your opponent to waste everything if they end up with, say, a damage spell that ends up hitting one of their own things. There is the potential for legitimate gameplay applications here, although your opponent can still play around it the same way they can with Counterspell.
At the Darkmoon Faire