Call back to Phase two of Sintharia fight, where you have to kill the two Pulsing Twilight Eggs before you can get to phase three and actually damage her.
The two eggs are summoned likeDoppelgangster, one to the left and one to the right. Ideally, you want to drop her when you already have minions so you can take advantage of the Immune immediately. But even if you just drop her on an empty board, your opponent need to kill the eggs first, giving her a little extra survivability compare to other big minions.
With many Rogue tool you can make this minion become great. Using Bounce effect (Shadowstep for example) you can make many Nightmare Shade and protect it with one Nightmare Caster. The 2 Health on Nightmare Caster seems hard to remove but remember that a 1 Health stealth minion is too weak (Moroes is an example) and many AoE can deal 2 or more damage. If you want this to be more useful, play it with buff or Quest Rogue.
Why is this card Legendary you ask? Well, for a couple of reason. One is that it would feel terrible to have two of these in your hand and be discarded simultaneously when the fatal damage hit. For balance reason, it's because its mere existence along with Warlock's excellent card draw with their Hero Power force Mid-range, aggro, burn and combo decks to play around the mere possibility of the Warlock player having it on their hand and risk proc the minion's effect to allow the Warlock to stabilize. Also, Ice Block doesn't have the flexibility of being played as an 8 mana 8/8 minion with Taunt as well as the ability to trigger on your own turn to survive fatigue damage as well as allowing Warlock to play their hero-damaging effect.
Skillful removal and skillful buff, what more do you want? oh right, an explanation of what I meant by trade and whether or not it includes spells. Pro tip: It doesn't. Your opponent can also remove it by hero power, anyway, trading is basically when two minions clash, this is not really limited to you being the attacker, if your opponent attacks with one of his minions, it will also trigger its immunity. There is no time limit on this immunity, so your opponent can lose track of it and screw himself up.
Flavor Text would be "Fifth time is the charm" since it survived your spell, and will survive the next three incoming minions, thereby surviving 4 times and dying in the fifth.
Very straight forward theme which imo appropriate for Paladin.
For Murloc decks, you can use this and have your little guy trade with impunity. For control decks, he can help protect your Horsemen. Even if you have to drop him on an empty board, he's still a solid taunt minion that needs answer.
This week's entry comes from my upcoming expansion concept, Whispers of Pandaria.
We can all agree that both Bestial Wrath and Stablemaster sucked, right? Well, what about this one? Xuen brings a whole new level of Beast synergy to the game. Obviously you have to have a nice board of Beasts to be able to get enough value out of its effect, but it's a 3-Health minion with Stealth, so you should have plenty of time to get the combo ready.
Where's the flavor?
For those who think that Stealth doesn't fit the flavor of the card, remember that Xuen is a Tiger. Tigers are big cats which to me bring ideas of stealth and stalking on their prey. I tried to make the card a bit more interesting and unique rather than give it Taunt to fit the theme of Xuen being a god of Strength. The Strength part of it is giving your Beasts Immune - Xuen leads by attacking, losing Stealth, and gives your minions the strength to continue the fight and overcome your opponent's threat, clearing the path to their face. It's a brilliant effect, though it takes time to set up. That's where the balance is in my opinion.
This pair can act similarly to Leeroy Jenkins, which was a must include in older Face Hunter as a late game finisher, but is a lot stickier. They might help Hunter power through longer games, which is a notable weakness of the class. Can't help with the card draw problem though, sadly. The obvious weakness is AOE debuffs, but the bears can equally be dealt with by spending removal on Ursol and then trading efficiently into Ursoc.
Warlock has been in dire need for a 2 drop that actually secures the board, instead of snowballing it. This card does that, but at the price of Immunity for your opponent. Which makes it less desireable in the most aggresive versions of zoo. Your deck is required to have several ways to remove this minion, as if it sticks on the board, it's an instant loss.
The card also works as an alternative Darkbomb for Hand, Reno, and DK Lock.
The reason why I made it a Battlecry instead of a Deathrattle straight away is because if it were to be a Deathrattle, once it triggers, the Deathrattle would be quite useless when Immune. Hence, this card is slightly complicated but I think it would be better.
Flavor Text: "She uses to be the Sunwell Holder but it got to heavy."
Reseons for choices: Cost: She costs 5 because Paladin doesn't have any really good 5 drops at the moment. Attack and Health: I wasn't sure how to really balance her text since it's a down side to give your opponent a card but your hero could be Immune for 2-3 turns for I went for the middle and gave her slightly less than average stats for 5 mana. I also really like cards that make your opponent think like, if they draw Reno Jackson or a combo piece that they really don't want to play at the moment but want to keep hitting your face.