I figure since you two posted yours- I may as well go ahead and post mine. I'm obviously going to be looking for balancing suggestions- but besides that, if anyone's got any thoughts...
Ah- I should mention this is just the first part. I guess I'll might post a teaser for the human cards as well after this one- but this is part 1, the Dwarven Set. Also; these were made with a couple assumptions: For instance; one that I made the mistake of assuming was that you could butcher without needing an action. Given that's probably going to be the opposite- I'll probably reduce the butcher value for a cat, and decrease the damage it deals by 1 each.
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/ [Dwarven Animal Trainer]
(f) x2
{Dwarf}
(X) : Search your deck for a {Beast} card with the Upgrade trait, you must play it as an upgrade immediately. Shuffle your deck.
0/1
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/ [Dwarven Animal Breeder]
(f) x4
{Dwarf}
(f) x1, (X) : Choose a card from your Crypt with Aging that you have the Aging card for in play. You may pay that card's cost, if you do, put it into play.
0/1
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/ [Dwarven Animal Caretaker]
(f) x3
{Dwarf}
(f) x1, (X) : Choose a {Beast} on your side of the field. Until the beginning of your next turn, all copies of the chosen card gain +0/+1.
1/1
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/ [Dwarven Butcher]
(f) x2
{Dwarf}
(X) : Choose a creature in any Crypt that was placed there since the end of your last turn. Gain (f) equal to it's Butcher value if any, +1.
0/1
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/ [Dwarven Ranger]
(f) x2, (w) x1
{Dwarf}
Anytime [Dwarven Ranger] blocks, choose any number of creatures with "dog" in their name.
All chosen creatures share damage equally that the [Dwarven Ranger] would have taken from blocking. If a creature takes less than 0.5 damage, round down.
3/1
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/ [Dwarven Peasant]
(f) x1
{Dwarf} {Lure}
[Dwarven Peasant] may treat any {Dwarf} card with a cost lower than 5 as an upgrade.
When [Dwarven Peasant] upgrades, the upgrade card enters play with a number of +1/+1 counters on it equal to the number on [Dwarven Peasant] +1.
0/1
\
/ [Dwarven Child]
(f) x0
{Dwarf} {Lure}
Aging <1>: When [Dwarven Child] ages, search your deck for a [Dwarven Peasant] card,
and place it into play number of +1/+1 counters on it equal to the number on [Dwarven Child] +1.
0/1
\
/ [Dwarven Fisher]+
(f) x4 (Water)
{Dwarf}
(X) : Search your deck for a {Aquatic} card, show it your opponent, and add it to your hand. If the card
drawn this way has a power higher than 2, send [Dwarven Fisher] to the Crypt.
0/2
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/ [Legendary Dwarven Miller]*
(f) x4
{Dwarf}
(X): For the rest of your turn, anytime a [Construction] (X)s to produce (f), increase the amount produced by 1.
2/4
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/ [Elven Forest Guardian]+
(f) x2 (Forest)
{Elf}
[Elf Forest Guardian] cannot block creatures with the {Elf} or {Beast} tags.
0/4
\
/ [Elven Animal Tamer]+
(f) x4
{Elf}
(f) x1, (w) x1, (X) : Take control of target {Beast} with a cost lower than 4
0/1
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/ [Human Ranger]+ (10:44-46)
(f) x2
{Human}
Anytime [Human Ranger] blocks or attacks a {Beast}, it gains +1/+1 until the end of the turn current turn
1/2
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/ [Goblin Packmaster]+
(f) x3
{Goblin}
(f), (x) : Choose a {beast} card on your side of the field, search your deck for any card that
Ages into the chosen card, show it to your opponent, and put it into your hand. Shuffle your deck.
2/1
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/ [Goblin Beastslayer]+
(f) x4
{Goblin}
When [Goblin Beastslayer] attacks, if your opponent controls a {Beast} card, you may treat it as Ranged if you choose to attack a {Beast} card.
3/1
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/ [Dog]
(f) x3
{Beast}
Butcher <2>
2/1
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/ [Hunting Dog]
(f) x5
{Beast}
Butcher <2>
Upgrade [Dog]
Anytime [Hunting Dog] blocks, increase it's power by the number of [Hunting Dog] cards on your side of the field until the end of the current turn.
2/1
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/ [War Dog]
(f) x5
{Beast}
Upgrade [Dog]
Butcher <2>
4/1
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/ [Puppy]
(f) x1
{Beast} {Lure}
Butcher <1>
Aging <2>: Search your deck for a [Dog] card, and put it into play. Shuffle your deck.
0/1
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/ [Cat]
(f) x1
{Beast} {Lure}
Butcher <2>
Anytime a Cat is sent to the Crypt from the field, you must immediately deal 2 damage to any {Dwarf} on the field.
0/1
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/ [Kitten]
(f) x0
{Beast} {Lure}
Butcher <1>
Aging <1>: Search your deck for a [Cat] card, and put it into play. Shuffle your deck.
0/1
\
/ [Traveller's Horse]
(f) x1
{Beast}
Butcher <2>
0/2
\
/ [Ultra-Fearsome Wagon]*
(w) x3
{Beast} {Construction}
Deconstruct <3 Wood>
When [Ultra-Fearsome Wagon] is killed, the player who killed it recieves 3 (w).
If you have both this card and any card with "Traveller's" in it's name in your hand, you may immediately
play both cards, and any 1 {Dwarf} card from your hand with a cost less than 3 to the field for free.
0/1
\
/ [Quern]
(s) x1
{Construction}
(X) : Produce (f) x1
1
\
/ [Miasma-Ridden Butcher's Workshop]
(w/s) x3
{Construction}
As long as [Miasma-Ridden Butcher's Workshop] is in play, any dwarves you control get -1/+0.
As long as [Miasma-Ridden Butcher's Workshop] is in play, anytime you Butcher, increase the amount of (f) produced by 1.
2
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/ [Still]
(w/s) x1
{Construction}
(X), (X) any {Dwarf} on your side of the field: Anytime a {Dwarf} you control (X)s to produce (f) increase the amount of produced by 1 until the end of your turn.
1
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/ [Mass Breeding Program]
(f) x4
{Event}
Search your deck for a {Beast} card and add it to your hand. If you have the same card on the field, put it into play instead.
\
/ [Dungeon Master's Pet]*
(f) x2
{Event}
You may play this card when you play a {Beast} card with a cost of 4 or higher.
That card comes into play -(X)ed and with the {Lure} tag and a +1/+1 token on it.
\
/ [Swarm Tactics]
(f) x3
{Event}{Ongoing}
As long as [Swarm Tactics] is in play, you may block a creature using any number of creatures on your side of the
field, using their combined toughness to determine whether the blocked creature is destroyed.
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/ [Tantrum]
(f) x2
{Event}{Ongoing}
[Tantrum] enters play with 3 tokens on it. At the beginning of your turns, remove a token from [Tantrum].
When you would remove a token, but can't- send [Tantrum] to the crypt.
Anytime a creature with {Lure} dies, all {Dwarf} creatures on the field recieve a -0/-1 token.
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/ [Inside the Mountain Halls]
{Biome}
(Mountain) (Underground)
Anytime a creature attacks a creature on your side of the field, you may change it's target with any non-{Dwarf} card on your side of the field.
At the beginning of your turn, you may (X) a {Dwarf} on your side of the field. If you do not, [Inside the Mountain Halls] is sent to the crypt.
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/ [Giant Savage Forest]
{Biome}
(Forest)
All {Beast} cards in play get +1/+0. All {Beast} cards under your control must attack during the Combat Phase if they can.
If you do not have any {Beast} cards that can attack during your Combat phase, send [Giant Savage Forest] to the crypt.
That's up for balancing. A lot of it. Anyway- thoughts on the cards? Oh, and if Rooster does Biome based sets, and I do racial based sets- we'll probably get some really good detail going actually, which would be fun.