Wow, I literally just placed this in my thread 8 mins ago but instead of "boosted" I used "affected".
Here it is:
Lore friendly cards are my thing, she, as the Matriarch of Tirisfal, was the penultimate Guardian of Tirisfal and is recognized as one of the greatest Guardians. She is also the mother of the sorcerer and last Guardian Medivh.
That's crazy. Haha. And I was originally thinking about (8) 5/6 when I originally came up with it, but I went with the lower mana cost after thinking about Wilfred Fizzlebang and figuring it's sort of the Mage equivalent to that. I should have kept the Fizzlebang 4/4 stats, though.
When a minion has Fuse (N): X, then N of your turns after it comes into play, at the end of your turn, X happens. So, if you play a minion with Fuse (2): Deal 5 damage to the enemy hero, then nothing happens at the end of the first turn when you play it, but and the end of your second turn, it will deal 5 damage to the enemy hero. Fuse effects happens just once. Also, they do not trigger on death, so if you kill them, the effects never happens. If the minion comes into play from out side your hand (e.g., from a Piloted Shredder) the effect will still happen. It counts as N of your turns, so if it comes into play on your opponent's turn, a Fuse (1) minion would trigger at the end of your first turn if it survives. Here are some examples:
Next Keyword: Mercenary
Pretty cool idea. A little bit complicated, but still interesting. I think it should happen every N turns though.
Dodge: X - When minion takes damage, X damage is ignored. Damage can be reduced to 0. (So for instance Dodge: 1 will ignore 1 damage when the minion takes damage. If it's 1, the damage is reduced to 0. 2 would be reduced to 1, 3 to 2, and so forth and so on.)
The new Tamed Bear is perfect in my opinion. The effect encourages Hunters to use weapons more, which is okay in my book. I don't see this being a card that would really change the meta very much, but as a toy card to use with Hunter weapons it's got a good effect and good stats.
The new(est) Survivor's Bow is unfortunately still worse than Eaglehorn in virtually all cases. Any way you shake it, I don't think a Hunter card that synergizes with healing effects would see much use.
The new(est) Seth Wolfsoul is closer to being a decent card, but Deathrattle doesn't work like that. I see what you're going for, but I don't know how to word it. I was sort of thinking something along the lines of "When you summon a Legendary Beast, the mana cost of all Beast cards in your hand and deck is lowered by (2)." Something along those lines.
Quick Trapsetting - I like this well enough. I think the (3) cost is fair for what it does. The closest comparable existing card I could find for mana comparison was Mad Scientist. But this card gives you a random Secret that doesn't have to already be in your deck. It maybe could be (2) and still be reasonable since Flare only costs (2) for a sort of similar-ish but opposite effect.
Tamed Bear - Right now Hunters only have two weapons (one more included in your set would make three), and I don't really know if any of them are used very often. I personally think I would change it to something a little less conditional. Maybe, just as an example, "Whenever this minion is damaged by a spell, draw a card" (lowered card draw to one for obvious reasons). The stats are fair enough though that a (5) 5/5 wouldn't be a total waste, but with the effect it has now I think I'd rather play almost any other (5) 5/5 over it.
Survivor's Bow - I get what you're going for here, but it's all flavor and not really mechanically useful. A (4) 2/2 weapon is pretty bad compared to Eaglehorn Bow, and Eaglehorn has a comparable but much more useful ability. Eaglehorn is going to be picked over this 10/10 times (okay, I'll be fair...maybe 9/10 times, because apparently healing Hunter is a thing some people do).
Seth Wolfsoul - There's currently eight Legendary Beast cards in the game, and one is a Druid class card. The curve on the Legendary Beasts is 3/3/6/6/7/7/7/9. Presumably you'd drop this on turn 7 (ideal situation) with Dreadscale or King Mukla for a 5/6 and a 6/4 or 7/7 on turn 7. Dropping King Mukla would make a fairly easy trade into Seth Wolfsoul because of the bananas, and the Dreadscale is going to make it a 5/5 due to its one damage, so either way it's not going to be a terribly difficult trade. Also you're now officially in Flamestrike territory. But I simply don't know how to make this card better. Removing the rarity clause would make it stupid OP even if you dropped the buff to +1/+1. "Whenever you summon a Beast, give it +2/+2" is the closest thing I'm coming up with, and that doesn't quite feel like a Legendary to me. I just don't know about this one.
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Next: A spell that costs 11 or more without a built-in cost reduction effect. (So you'd need Prep, Thaurissan, Sorceror's Appretice etc. to cast it)
Next: A viable late-game minion (8+ mana) with 3 or less Health.
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* Other people may have had this idea before, but if so I've never personally seen it.
Feedback appreciated.
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Humiliate: Set a minion's attack to 0.
Humiliation (Spell)
(3)(Rare)(Priest)
Humiliate target enemy minion.
Hum1l1at0r (Minion)
(5)(Epic)(Neutral)(Mech)
5/5
Battlecry: Humiliate target enemy minion until the beginning of your next turn.
Next: Exile
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Dodge: X - When minion takes damage, X damage is ignored. Damage can be reduced to 0. (So for instance Dodge: 1 will ignore 1 damage when the minion takes damage. If it's 1, the damage is reduced to 0. 2 would be reduced to 1, 3 to 2, and so forth and so on.)
Next: Shine or Shining
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The new Tamed Bear is perfect in my opinion. The effect encourages Hunters to use weapons more, which is okay in my book. I don't see this being a card that would really change the meta very much, but as a toy card to use with Hunter weapons it's got a good effect and good stats.
The new(est) Survivor's Bow is unfortunately still worse than Eaglehorn in virtually all cases. Any way you shake it, I don't think a Hunter card that synergizes with healing effects would see much use.
The new(est) Seth Wolfsoul is closer to being a decent card, but Deathrattle doesn't work like that. I see what you're going for, but I don't know how to word it. I was sort of thinking something along the lines of "When you summon a Legendary Beast, the mana cost of all Beast cards in your hand and deck is lowered by (2)." Something along those lines.
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Quick Trapsetting - I like this well enough. I think the (3) cost is fair for what it does. The closest comparable existing card I could find for mana comparison was Mad Scientist. But this card gives you a random Secret that doesn't have to already be in your deck. It maybe could be (2) and still be reasonable since Flare only costs (2) for a sort of similar-ish but opposite effect.
Tamed Bear - Right now Hunters only have two weapons (one more included in your set would make three), and I don't really know if any of them are used very often. I personally think I would change it to something a little less conditional. Maybe, just as an example, "Whenever this minion is damaged by a spell, draw a card" (lowered card draw to one for obvious reasons). The stats are fair enough though that a (5) 5/5 wouldn't be a total waste, but with the effect it has now I think I'd rather play almost any other (5) 5/5 over it.
Survivor's Bow - I get what you're going for here, but it's all flavor and not really mechanically useful. A (4) 2/2 weapon is pretty bad compared to Eaglehorn Bow, and Eaglehorn has a comparable but much more useful ability. Eaglehorn is going to be picked over this 10/10 times (okay, I'll be fair...maybe 9/10 times, because apparently healing Hunter is a thing some people do).
Seth Wolfsoul - There's currently eight Legendary Beast cards in the game, and one is a Druid class card. The curve on the Legendary Beasts is 3/3/6/6/7/7/7/9. Presumably you'd drop this on turn 7 (ideal situation) with Dreadscale or King Mukla for a 5/6 and a 6/4 or 7/7 on turn 7. Dropping King Mukla would make a fairly easy trade into Seth Wolfsoul because of the bananas, and the Dreadscale is going to make it a 5/5 due to its one damage, so either way it's not going to be a terribly difficult trade. Also you're now officially in Flamestrike territory. But I simply don't know how to make this card better. Removing the rarity clause would make it stupid OP even if you dropped the buff to +1/+1. "Whenever you summon a Beast, give it +2/+2" is the closest thing I'm coming up with, and that doesn't quite feel like a Legendary to me. I just don't know about this one.
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Purge: When a minion with Purge deals combat damage to another minion, it Silences it (before death if it dies).
Next: Transmogrify
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Synergy with Deathwing:
Next: A Legendary Totem card.
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Next: Timewarp
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Dream X: Target minion returns to owner's hand at the end of X turns if it's still alive.
Next: Cursed
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Bribe(X): If you have sufficient mana when playing this minion, you will spend an additiona X mana for the added effect stated on the card.
Next: Bloodlust
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Feral - Effect on Beast minions only. Effect is active as long as you have a copy of that minion in your hand.
(Not making visual cards for these. Sorry for the text-only.)
White Tiger
(5) (Rare) (Neutral)
Beast
5/5
Feral: Gain +2/+2.
Crypt Scorpion
(3) (Epic) (Neutral)
Beast
3/4
Feral: Has "Deathrattle: Summon Crypt Scorpion from your hand."
Next: Echo
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A spell related to a profession:
Went with fishing as the profession. Made it a classless spell since any class can have any profession.
Next: A feasible (not stupid OP or UP) Battlecry minion with some sort of effect that is unlike anything currently in the game.