In addition to having sick magical powers, he has the ability to read the memories of people from the past.
The effect can be interpreted literally as "If your deck has no duplicates, whenever you target a minion with a spell this game, cast copies of it on the minions next to the minion you targeted." For obvious reasons, I've simplified it.
So here we go. This card attaches a minion to the battlefield permanently. What does that mean? Its means that you make a friendly minion go dormant - as in it can't attack, nor be damaged/removed. But the card is still active, so you have the effect for the rest of the game. You essentially give up a spot on the battlefield AND destroy a friendly minion to have this effect for the rest of the game.
Okay, so what about Taunt you might ask? As the dormant/rooted minion becomes untargetable, Taunt would not have any effect, just like if you give a Taunt-minion Immune or Stealth.
It probably seems expensive, but with the help from a lot of people (cheers guys!), we've landed on 7, as it seemed most fair for having a permanent effect for the rest of the game. It originally started on 4, but come to think of it, damn that's overpowered. I'm glad it ended on the mana cost it did. Anyways, here's the card:
And here's an example of how it would look. Kripp playing a Rogue against a Warlock, I have no idea how he came in possession of Fandral Staghelm or Root,but he just did, okay?
Works like Valeera the Hollow's Shadow Reflection, but gives you always the same copy of a card you casted after Kirmeen. I statted it on 7 mana to make it able to copy only up to 3-mana cards (any card casted the next turn should not be copied - imagine free Ragnaros every turn).
Since it doesn't say "this turn", the effect is permanent. This takes advantage of not very often used cards that give attack to your hero like Bite and Claw. You can put 2 of these in your deck for extra synergy.
Small explaination: Taunt ignoring is active while your quest is active and in progress. Once you completed the Quest (it means "Once you attack the minion", your minions have to attack Taunts as usually.
This is a very efficient draw card, with a very punishing downside. If you play two of these in a game, your maximum hand size is 2. Also, you will end up discarding cards if you play it with more than 4 cards in your hand the first time, and unless it's your only card the second time. So, it's good for an all-out Aggro type of deck, and bad for a Miracle Archmage Antonidas type deck.
A control priest tool so they don't rely so much on DK Anduin. Ysera [/card]left with 1 Health after trading? Hero Power heal her to full! A large board of badly damaged minions? [card]Darkscale Healer brings them all back to full.
In addition to the healing for your minions, it has obvious synergy with Auchenai Soulpriest. Turning your Hero Power to a guarantee kill against minion.
Note: You can't replace your Hero Power by any means until you play this card again only then Soul Burn will be replaced by your basic Hero Power regardless what Hero Power was replaced by Soul Burn before. More Info on: Auto-cast
"Trivia: The original name for this card during beta testing was- Tap Leakage."
In addition to having sick magical powers, he has the ability to read the memories of people from the past.
The effect can be interpreted literally as "If your deck has no duplicates, whenever you target a minion with a spell this game, cast copies of it on the minions next to the minion you targeted." For obvious reasons, I've simplified it.
The effect applies to ALL your minions, including the totems you summon.
Strike cards.
So here we go. This card attaches a minion to the battlefield permanently. What does that mean? Its means that you make a friendly minion go dormant - as in it can't attack, nor be damaged/removed. But the card is still active, so you have the effect for the rest of the game. You essentially give up a spot on the battlefield AND destroy a friendly minion to have this effect for the rest of the game.
Okay, so what about Taunt you might ask? As the dormant/rooted minion becomes untargetable, Taunt would not have any effect, just like if you give a Taunt-minion Immune or Stealth.
It probably seems expensive, but with the help from a lot of people (cheers guys!), we've landed on 7, as it seemed most fair for having a permanent effect for the rest of the game. It originally started on 4, but come to think of it, damn that's overpowered. I'm glad it ended on the mana cost it did. Anyways, here's the card:
And here's an example of how it would look. Kripp playing a Rogue against a Warlock, I have no idea how he came in possession of Fandral Staghelm or Root, but he just did, okay?
An entirely new idea for a deck. Play Mill cards without the whole, milling part.
Here's my idea:
Works like Valeera the Hollow's Shadow Reflection, but gives you always the same copy of a card you casted after Kirmeen.
I statted it on 7 mana to make it able to copy only up to 3-mana cards (any card casted the next turn should not be copied - imagine free Ragnaros every turn).
Put your signature here.
Or not...
It is not good on its own:
And the choose one tokens:
Since it doesn't say "this turn", the effect is permanent. This takes advantage of not very often used cards that give attack to your hero like Bite and Claw. You can put 2 of these in your deck for extra synergy.
Small explaination: Taunt ignoring is active while your quest is active and in progress. Once you completed the Quest (it means "Once you attack the minion", your minions have to attack Taunts as usually.
Im late... uh oh.
This is a very efficient draw card, with a very punishing downside. If you play two of these in a game, your maximum hand size is 2. Also, you will end up discarding cards if you play it with more than 4 cards in your hand the first time, and unless it's your only card the second time. So, it's good for an all-out Aggro type of deck, and bad for a Miracle Archmage Antonidas type deck.
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A control priest tool so they don't rely so much on DK Anduin. Ysera [/card]left with 1 Health after trading? Hero Power heal her to full! A large board of badly damaged minions? [card]Darkscale Healer brings them all back to full.
In addition to the healing for your minions, it has obvious synergy with Auchenai Soulpriest. Turning your Hero Power to a guarantee kill against minion.
Tales of Azeroth- 150+ card expansion!
I do cards and stuff. I'm cool, right? :3
Note: You can't replace your Hero Power by any means until you play this card again only then Soul Burn will be replaced by your basic Hero Power regardless what Hero Power was replaced by Soul Burn before.
More Info on: Auto-cast
"Trivia: The original name for this card during beta testing was- Tap Leakage."
WCD #8.06: Curse of the Flesh WCD #8.05: Pet Egg
Ahune, Frostlord
Totem Pole = All the basic (hero power) totems in one minion.