Some more spells:
Old cards updatedI decided that Green Slime doesn't really need the cantrip trait. I also changed the flavor of its attack; rather than crippling (which didn't make all that much sense anyway), it makes its target stuck, presumably by oozing up around it.
Made some of the changes recommended by DeckBuilder. It is now legendary, and the wording is cleaned up a little. I also reduced the health and increased the armor to drop the cost a bit.
When I first made plague moth, Taratee had not been released and so there was no precedent for quickcast creatures. Now that there is, I decided to remake it to conform to Taratee's precedent. I also gave it a rotting attack (DeckBuilder's advice, again) and changed the ranged poison enchantment ability to make it less awkward. The original challenge was to spellbind an enchantment, but I'm sure I'll find a better way.
Changed the mechanics to make them more elegant, dispensing with the "fate" tokens.
With the new Cloak of Shadows and the Shadow subclass, I decided to give Shadow an upgrade.
New CardsA little something for the warlord which should also help with Akiro's Hammer. I realize that others have recommended a "Goblin Engineer" to place load tokens, similar to the Goblin Builder's repair ability. I decided some additional upkeep costs were needed, so I made this an enchantment instead, ignoring the outrage from the goblin unions.
Unsure how to title this one. Mostly a way to obliterate creatures you don't want coming back, with some bloodthirst thrown in since I doubt people would run it otherwise.
Warlocks should make pacts with demons; that's just the way things work. Blood reaper is a start. Here is another possibility. Note that the protection goes both ways - a "cannon fodder" defense will cost you life instead of damage (although, knowing warlocks, this may not be a major concern).
My attempt at an alt-warlord. I realize that the triple arcane antitraining is a major issue, but I didn't want to break tradition. He has battle orders so that the Horn of Gothos isn't useless, but his orders have a different flavor than his orcish counterpart. His focus tends to earth rather than war, with Geomancy replacing veterans. He also is more defensive in personal combat, with Sturdy replacing Battle Skill.
As always, I welcome comments. With the new image hosting website I have found, updating cards is much easier than it used to be.