Journey to Ungoro Guide
Inspire: Return this minion to your hand.
Meets monthly with the gladiators to discuss career goals.
The most reliable way to complete Rogue quest though...
My God i just lost 2 arena matches in a row because of this card... Now i hate myself, this card and whoever is reading this. Worst inspire so far (IF you are an idiot like me and you missplay shit all the time).
No. 1 missplay causing card, at least in arena.
"Critical hit!""Come back, Coliseum Manager!"*goes back into Pokéball*Sweet memories..
using him just for those quotes. :D
I played them all and wow you're right! I do like shamans ... I .. I don't know!
Back to the office!
I got it! Tech him for anti-Patron deck. He is unleashed on the poor, unsuspecting patron warrior for turns 2(with coin) through 7, then he is "inspired-retired" right before critical turn 8. OPOP
Technical question that'd be interesting to test.
Suppose I have a Manager on the board that is left with 1 health. If I use Fireblast on my Manager, does it come to my hand or just die? Or suppose I ping an Explosive Sheep instead. Do I get him back? Anub'arak and The Skeleton Knight have "return to your hand" effects that work even when they're dead.
The answer to this probably depends on whether or not death resolution happens in between Hero Power use and Inspire activation.
Why is this Card art for this, A guy infront of Ice Crown? Ice Crown is not a coliseum.
Im pretty sure that's the Trial of the Crusader tournament, but I could be wrong... On the hs wiki they called The Grand Tournament a "lighthearted" approach of the Argent Tournament.
Meets monthly with the gladiators to discuss career goals, then leaves when the hero does his thing.
"Inspire: Return this minion to you hand" = Triggering Freezing Trap with it
I think it might be a reasonable card in a deck with lots of stuff like Defender of Argus - or in slower arena decks... but it looks pretty weak for the current pace of the meta.
It's still a 2-5 for 3 mana and can be useful to kill few weak minions, then if you want, you can draw it back and play it again. Anyway I will try something, but it's not a very strong card after all.
I've played with this card a bit since it was one of the first cards I got on asia/eu. I have only found anecdotal usage for it, where it was just the best card I had for the situation rather than the best card I could of had. The only thing I can say is the anecdotal usages crossed paths with other similarly anecdotal situations where the best card I could of had in either situation wouldn't have been able to do the same.
Quote from PiXelOn jump
This card can also counter Equality, Corruption, Blessing of Wisdom, Repentance, Nightmare.
Off the top of my head, I found it useful for fishing out Mirror entity. Similar to throwing out Pyromancer or Explosive sheep, it denies moves or usage of their hero power unless they forfeit the card they paid to play (steal/copy). With the added bennefit you can pick it back up and reuse it, not allowing him to kill it off with his own and a spell/minion.
Guys this card has good value in that it's a 2-for-1 against almost every 2- or 3-drop. Forget the drawback, unless you're mage (you won't be running this anyway). You use it to kill their knife juggler, then their timber wolf. Then it dies, and you killed 2 things for 1 card. Or hell, use it to kill 3 2/1s.
So yeah, mediocre, but useful against 2-health minions and exciting for the Johnny players who want re-summon shenanigans.
Finally a way to play around MC Tech :D
It's a neutral Druid of the Flame that can be healed. 2/5 will spell trouble for Aggro decks as it's the Only 3 mana drop with 5 Hp that doesn't have a draw back like Deathlord. I like it. Can't wait to see what midrange decks will do with it!
It might work with Warsong Commander but that's pretty much it. I dont see the logic behind this one.
Maybe they are gonna release a new card that gives Inspire minions Charge or something. Or if the card was for free when you take it back it would be much better.