Tuskarr Jouster
![](https://cards.hearthpwn.com/enUS/AT_104.png?198608)
Card Text
Battlecry: Reveal a minion in each deck. If yours costs more, restore 7 Health to your hero.
Flavor Text
Just could not be talked out of using his turtle for the joust...
Card Sounds
Battlecry: Reveal a minion in each deck. If yours costs more, restore 7 Health to your hero.
Just could not be talked out of using his turtle for the joust...
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Is this the fisting tournament?
Awesome new card art.
It's turtles all the way down.
https://en.wikipedia.org/wiki/Turtles_all_the_way_down
Or maybe just the beginning of a hundred turtle stack.
Haha!
Is this the fishing tournament?
This card has lost me countless of games. Midrange where you usually play this card does not have many high cost cards and therefore you usually lose the draw.
I tried so hard to like this card, but I've removed it in favor of the boring old Antique Healbot. The reason is simple: the only cards with the Joust mechanic worth using are those where the result is potentially very powerful, but isn't usually critical to the outcome of the game: e.g. King's Elekk, Healing Wave, or even Gadgetzan Jouster. When Tuskarr Jouster whiffs, however, it can cause a loss in too many situations where playing the weaker, but reliable Healbot would result in a win.
In situations where the heal is irrelevant, you should just be playing Loatheb instead. The Joust mechanic needs work.. there should be at least some partial benefit in the event of a tie. As it is, it's just too risky to use a card like this, even with a deck full of fat minions.
... how does this guy joust on a turtle...
"slow and steady".
Want real, reliable healing? Try running only one of these, then a Guardian of Kings, Lay on Hands, or an Antique Healbot as a backup heal. You still get a decent-sized body for the board, and Tuskaar can be crazy powerful at times if only for his card-scouting effect.
"Oh, I missed the heal, but I can see he hasn't drawn Dr. Boom yet since he just won the joust, which means unless he topdecks it, his hand probably sucks right now"
absolute worst-case scenario, you're summoning a 5/5 for 5 mana, and maybe giving away some strategic knowlege of your own deck, so it could certainly be worse.
Lay on Hands and Antique Healbot provide all the healing you'd ever need in a game you have a chance of winning, and neither should be removed in favor of Tuskarr Jouster. The 5 mana slot is very competitive, and "Turtle power!" just isn't worth running so long as you get 0 benefit from a tie or lost Joust. Trying to depend on him has lost me too many games. If you want to "scout" your opponent's deck, you're better off squeezing an Argent Lance into your deck. Even when you lose the Joust with that, you get your peek, it's still a useful weapon, and using it early allows you to save your Coghammer for greater effect later in the game. When drawn later, you can still get some intel on what threats remain in your opponent's deck.
If you want a 5/5 for 5 mana, run Loatheb, and get a guaranteed, meaningful effect along with it.
I want to like this card but I find the healing is just not reliable enough in anything but late game control decks with a lot of fatties. Would be a better card IMO if the effect was a guaranteed heal for 4 (roughly the expected value of the healing effect at a 60% joust winrate, rounded down because of risk reduction), but Blizz just loves their rng.
There goes 1600 dust for me....
Was lucky enough to get one, out of a pack. So i guess, there goes 800 dust for me?
so....
i like golden animation
Pensaer anyone? :D
Such a good replacement for healbot, i love it.
Definitely not a replacement for Antique Healbot, an essential tech card for consistent victories against Face decks. Tuskarr Jouster should occupy the card slot your threat usually takes up. Against Control, he functions as board control. Against Face Aggro he's an additional, cheaper copy of Guardian of Kings that allows you to transition into Guardian of Kings himself.
No doubt, he is a staple in Control Paladin. He is a power card in Control paladin the same way Kill Command is a power card for the hunter class. He has no competition for the 5 mana slot.
Same Mana as [card]Antique Healbot[/b] but only 1 reduced Heal, but a +2/+2 tradeoff is definitely worth it.
Usually on T4, you already equipped the Truesilver Champion, making this card on T5 is just nice on curve.
Also, aggro starts to kill you on T7 (earlier turns if you have NOTHING at all to stop them from T1, depends).
Healadin meta is gonna come, prepare your anoos~
BEST. CARD. EVER. THE ART. THE TEXT. THE TURTLE.
On a serious note, what a buff for control paladin.
In the right matchup, it's a 5/5 that heals you for almost 5 on average. Even against another control deck, it'll get you 3 health — and it's still a 5/5 for 5! Very solid, should either replace Antique Healbot or see play alongside it.
that turtle is so cute!