Flavor Text: The Farstrider motto is "A good Farstrider is never seen in battle" . So don't be surprised if you see a Farstrider just hanging around when the battle begins."
Since the Fatality effect triggers after the damage is dealt, when killing a minion with, for example, 2 attack, the result would be 2 Hounds summoned.
The summoning effect would trigger before the damage is dealt, meaning the summoned Murloc would be a viable target for the possible Deathrattle effect. In addition the Murloc Battlecries would not trigger when summoned this way.
Flavor Text: Rumour says Taurens use these totems as indoor air fresheners.
As long as the totem remains on board, enemy minions could not be buffed or debuffed (for example froze) and their effects would not trigger but as soon as the totem is down, all silenced effects would return.
In case of the one turn effects such as Rockbiter Weapon or Corruption, the effect itself would not trigger but the one turn durability aura would still wear off as soon as the specific turn ends.
In case the minion temporaly silenced by the totem would get hard silenced by a minion like Spellbreaker, the minion would lose all its card text and enchantments and after that totem's aura would just silence a silenced minion.
Notes: If the effect triggers, the card player intented to play would spend its mana cost and be visible to the other player but then the ogre would 'jump' on the way and on the board for the mana cost of the card the player intended to play.
Flavor Text: Known as an "Improved Death" for players who just can't keep themselves alive
Spirit Healer Hero would lose one Spirit Health at the end of the player's turn after all other "at the end of the turn" effects had triggered and die at the end of the player's second turn. The Spirit Health is unaffected by attacks and heals and cannot be increased.
The card is really weak for its cost, the Windfury ability gives it potential for some insane combos but because it's so expensive the combos available is fairly limited. I would value the weapon itself (without the combo) to 4 mana; mainly because Rogue got fantastic synergy with weapons. The problem is that this is just to expensive for the combos a Rogue could do (Tinker's Sharpsword Oil, saving two Deadly Poison isn't really worth it). To be fair, a class like Rogue which can make a Wicked Staff into a 7/2 in a turn shouldn't have a weapon with windfury. It's simply to risky to make a card like this, it will either be completely broken or shitty.
I'm a little curious about this card though, why does it have 3 charges if it only can make use of 2 of them? It isn't like you actually can silence a weapon. Another thing I'm curious is about the combo, why is it affecting every minion? Rogue doesn't have any synergy with self inflicted damage on their minions, so it seems pretty bad.
Third charge was meant to open the 10 mana weapon + deadly poison + blade flurry combo which would deal total 15 damage to opponent hero and 5 to opponent board. Combo allowed chance to backstab + combo clear 4 health taunt out of the way. Damage to own minions was meant to trigger possible enrages or deathrattles or card draws (+ I had a cool vision of fel fire wave blasting on board when you equip the weapon) :D
I was thinking of ideas what kind of a weapon would open up several combo possibilities for a rogue and be worthy of a legendary rarity. I think I succeeded. Opinions? :D
I think that since Blizzard nerfed the Starving Buzzard, hunters have been in urgent need for a new, balancing class card to be on same line with other classes. Here's my suggestion how to fix our completely nerfed old favourite class with a single, perfectly balanced card.
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Flavor Text: The Farstrider motto is "A good Farstrider is never seen in battle" . So don't be surprised if you see a Farstrider just hanging around when the battle begins."
Since the Fatality effect triggers after the damage is dealt, when killing a minion with, for example, 2 attack, the result would be 2 Hounds summoned.
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Artwork by Peetcooper.
The summoning effect would trigger before the damage is dealt, meaning the summoned Murloc would be a viable target for the possible Deathrattle effect. In addition the Murloc Battlecries would not trigger when summoned this way.
Edit: Adjusted mana and Overload cost.
Edit 2: Improved wording.
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Flavor Text: Rumour says Taurens use these totems as indoor air fresheners.
As long as the totem remains on board, enemy minions could not be buffed or debuffed (for example froze) and their effects would not trigger but as soon as the totem is down, all silenced effects would return.
In case of the one turn effects such as Rockbiter Weapon or Corruption, the effect itself would not trigger but the one turn durability aura would still wear off as soon as the specific turn ends.
In case the minion temporaly silenced by the totem would get hard silenced by a minion like Spellbreaker, the minion would lose all its card text and enchantments and after that totem's aura would just silence a silenced minion.
Edit: Added Totem race.
Edit 2: Added more explanation of the mechanic.
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Fine! Ugh! Gosh!
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Notes: If the effect triggers, the card player intented to play would spend its mana cost and be visible to the other player but then the ogre would 'jump' on the way and on the board for the mana cost of the card the player intended to play.
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Edit: Adjusted stats a bit.
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5
Flavor Text: Even the minions got feelings. Swapping them away is not very loyal.
5
Flavor Text: Known as an "Improved Death" for players who just can't keep themselves alive
Spirit Healer Hero would lose one Spirit Health at the end of the player's turn after all other "at the end of the turn" effects had triggered and die at the end of the player's second turn. The Spirit Health is unaffected by attacks and heals and cannot be increased.
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Flavor text: Everything and anything is negotiable for a price.
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I rlly like these ones :O Good job! (although Zun'jin should be spelled Zul'jin!)
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Third charge was meant to open the 10 mana weapon + deadly poison + blade flurry combo which would deal total 15 damage to opponent hero and 5 to opponent board. Combo allowed chance to backstab + combo clear 4 health taunt out of the way. Damage to own minions was meant to trigger possible enrages or deathrattles or card draws (+ I had a cool vision of fel fire wave blasting on board when you equip the weapon) :D
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I was thinking of ideas what kind of a weapon would open up several combo possibilities for a rogue and be worthy of a legendary rarity. I think I succeeded. Opinions? :D
0
Some new card ideas. :)
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I think that since Blizzard nerfed the Starving Buzzard, hunters have been in urgent need for a new, balancing class card to be on same line with other classes. Here's my suggestion how to fix our completely nerfed old favourite class with a single, perfectly balanced card.