Because they really had to buff anyfin paladin. Fun and interactive card. Yeah...
The shittiest idea they had (apart from Mysterious Challenger and mech-mage drops) and they keep buffing it. It's going to be an awful Uther/Liadrin, the one of WotOG (unless murk-eye is banned or something).
Because they really had to buff anyfin paladin. Fun and interactive card. Yeah...
The shittiest idea they had (apart from Mysterious Challenger and mech-mage drops) and they keep buffing it. It's going to be an awful Uther/Liadrin, the one of WotOG (unless murk-eye is banned or something).
Murkeye is a reward card, so it's not going to be available in standard.
I would not compare this to healing wave at all, the card is not used just because shaman is BAD ecxept the brainless-faceless shaman.
Thing is, back in the days when the meta was slow enough to make Control Paladin viable, i used to play Holy light so i see myself swapping that for a more flexible healing.
Dont' forget that most of the ControlPaladin turns where dude/skip.
So i would rate this 7/10, not that great not that bad but still, to evaluate we need to understand how slow the meta will be
At first I was thinking this was going to be OP "This is almost a reno jackson at 10 mana!"
Then I thought some more about it and it's a pretty poor card.
The reason reno is so great is because it not only restores an insane amount of health but you can also play something else on the same turn, and it puts a body on the board.
In situations where this card could save you from death, you're probably only delaying that death by 1 turn. If you are at such dire health with no alternatives for board clears and you use this for 10 mana to heal 20, you have just used a whole turn doing that, you still have an empty board, your opponent still has board presence, and now your opponent gets even more initiative.
I guess it's not so bad at mid-mana costs, it's a slightly more powerful healbot heal at 5 mana but it puts no minion on board. So at 10 mana you could play a 5 cost minion then play this for 10 health, but it seems like it would be much more beneficial to play a 7-8 cost minion (or multiple minions) and use the 2 mana 6 health spell pallys already have.
Edit: Though I guess Tirion + heal for 8 is a decent turn 10, if you are low on health, but again, you could Tirion, heal 6 and hero power with the alternative.
Each set of cards has a unique image in the text box, making it possible to see where the card belong by looking at it. League of Explorers has a hat, Goblins vs. Gnomes a cogwheel, Classic the Hearthstone logo, and so on.
Well, I do not find this comparison to be fair - the idea of having a card with a flexible mana-cost is that it is exactly that, flexible. With holy light you heal for six HP for two mana, and with this card it costs three to do the same thing. In that sense, it is terrible. However, the potential of healing for twenty, or playing equality+concecrate and then healing for eight, or playing a Taunt and healing for whatever you can allows you to use the card in whichever way you see fit. Just imagine a control paladin with two copies of this spell - with a potential of healing for fourty HP - whereas Holy Light would let you heal for a maximum of twelve. I quite like this card, in fact.
I think the power of this card isn't in how much it can heal (everyone seems to be focussing on the 20HP situation), but in the fact that it can ALWAYS be used. No matter what stage of the game it is, with this in hand you have a play. It might not be as effective as even a Holy Light, which gives 3 times the heal for the mana spent, but it can be used as heal for 2 in a pinch, or 4, 6, 8 etc...can be used to ensure you can make a favorable trade and keep a solid board presence, or to push for damage, and that level of flexibility is the only reason this card will see play, not for the "OMG IT HEALZ FOR 20" factor. Although the comments about it being much more viable in priest is definitely correct... there's not much healing synergy in pally... but maybe that's about to change?
Standalone this card may not seem too great, but is may be hinting at some late-game heavy control tools for paladin. I think Blizz wants to make control paladin a thing (and so do I) and this might be just the tip of the iceberg we're seeing (hopefully).
Look at the pattern - Priest has been given a Randuin-themed card, mage - a control / fatigue card (which also fits in tempo, but that's beyond the point). Now Paladin is getting a Healadin-themed card, I don't see why Blizzard wouldn't want to go a bit further in this direction, especially considering that Paladin loses its best early-game tools and a switch from midrange to control would be a fair and welcome change and we'd avoid slaughtering Paladin as a class altogether.
And while we're at the whole control thing, Mind, that with the loss of some of the greatest anti-aggro tools Paladin, with its "10 mana heal for 20" may just turn out to be one of the best anti-aggro classes (mind that I'm saying "anti-aggro" because Paladin has always lacked the sustainability and endgame conditions of the late-game oriented control classes such as Control Warrior and Ramp Druid, and is more akin in this respect to Priest ).
TL;DR version - What I'm seeing is the potential of a Reno Healadin with some of the best healing cards we're left with - Earthen Ring Farseer, Tuskarr Jouster, Guardian of Kings. The Only other thing Paladin would need right now is a good high cost weapon to remove smaller threats on the turn he plays his Forbidden Healing.
As for the card itself – granted it’s not very good in midrange matchups, but it has the potential for looots of value in long fatigue / control matchups and, believe you me, it will become invaluable in aggro matchups where it will be most likely be a turn 7 heal for 14. I'm also pretty sure well be seeing a lot of turn 10 : Wild Pyromancer + Equality + heal for 12. How is that not a tempo swing?
And to the people saying it only heals 6 hp for 3 mana etc. – mind that the more power a single card is given the less value it has mana-wise. Pyroblast only gives you 1 dmg for 1 mana and so on. So if you use this card to heal for 2, 4 o r 6, you're probably doing it wrong.
Very flexible, can be used for 1-3 mana to heal important minions or your face, and that 20 heal for 10 mana is good vs combo decks. I like it, maybe I would run 1.
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It's a fine card... but not really what pali needs. With the loss of muster and mini bot, they need more tempo not two copies of Reno
Mostly Harmless
Such a nice card for a control paladin. Waiting for shaman version of those cards, with Overload like 10 or something
As if Paladin didn't have enough healing already. Bah.
So this plus auchenai soulpriest plus velen equals 40 dmg.
Because they really had to buff anyfin paladin. Fun and interactive card. Yeah...
The shittiest idea they had (apart from Mysterious Challenger and mech-mage drops) and they keep buffing it. It's going to be an awful Uther/Liadrin, the one of WotOG (unless murk-eye is banned or something).
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Okay, this is a good replacement for the Antique Healbot in the Anyfin Can Happen deck I have been playing.
I wonder if the warrior one is same but with armor. Doubt it though.
I would not compare this to healing wave at all, the card is not used just because shaman is BAD ecxept the brainless-faceless shaman.
Thing is, back in the days when the meta was slow enough to make Control Paladin viable, i used to play Holy light so i see myself swapping that for a more flexible healing.
Dont' forget that most of the ControlPaladin turns where dude/skip.
So i would rate this 7/10, not that great not that bad but still, to evaluate we need to understand how slow the meta will be
The end is coming!
At first I was thinking this was going to be OP
"This is almost a reno jackson at 10 mana!"
Then I thought some more about it and it's a pretty poor card.
The reason reno is so great is because it not only restores an insane amount of health but you can also play something else on the same turn, and it puts a body on the board.
In situations where this card could save you from death, you're probably only delaying that death by 1 turn. If you are at such dire health with no alternatives for board clears and you use this for 10 mana to heal 20, you have just used a whole turn doing that, you still have an empty board, your opponent still has board presence, and now your opponent gets even more initiative.
I guess it's not so bad at mid-mana costs, it's a slightly more powerful healbot heal at 5 mana but it puts no minion on board. So at 10 mana you could play a 5 cost minion then play this for 10 health, but it seems like it would be much more beneficial to play a 7-8 cost minion (or multiple minions) and use the 2 mana 6 health spell pallys already have.
Edit: Though I guess Tirion + heal for 8 is a decent turn 10, if you are low on health, but again, you could Tirion, heal 6 and hero power with the alternative.
bad card we need something like direct removal and something to work with heal = damage like auchenai soulpriest but for paladin
holy light = better value of healing anyways
Priest be like: we steal this we steal this we steal this
Each set of cards has a unique image in the text box, making it possible to see where the card belong by looking at it. League of Explorers has a hat, Goblins vs. Gnomes a cogwheel, Classic the Hearthstone logo, and so on.
Well, I do not find this comparison to be fair - the idea of having a card with a flexible mana-cost is that it is exactly that, flexible. With holy light you heal for six HP for two mana, and with this card it costs three to do the same thing. In that sense, it is terrible. However, the potential of healing for twenty, or playing equality+concecrate and then healing for eight, or playing a Taunt and healing for whatever you can allows you to use the card in whichever way you see fit. Just imagine a control paladin with two copies of this spell - with a potential of healing for fourty HP - whereas Holy Light would let you heal for a maximum of twelve. I quite like this card, in fact.
This card is good against decks with a limited amount of damage and nothing else.
I think the power of this card isn't in how much it can heal (everyone seems to be focussing on the 20HP situation), but in the fact that it can ALWAYS be used. No matter what stage of the game it is, with this in hand you have a play. It might not be as effective as even a Holy Light, which gives 3 times the heal for the mana spent, but it can be used as heal for 2 in a pinch, or 4, 6, 8 etc...can be used to ensure you can make a favorable trade and keep a solid board presence, or to push for damage, and that level of flexibility is the only reason this card will see play, not for the "OMG IT HEALZ FOR 20" factor. Although the comments about it being much more viable in priest is definitely correct... there's not much healing synergy in pally... but maybe that's about to change?
Standalone this card may not seem too great, but is may be hinting at some late-game heavy control tools for paladin. I think Blizz wants to make control paladin a thing (and so do I) and this might be just the tip of the iceberg we're seeing (hopefully).
Look at the pattern - Priest has been given a Randuin-themed card, mage - a control / fatigue card (which also fits in tempo, but that's beyond the point). Now Paladin is getting a Healadin-themed card, I don't see why Blizzard wouldn't want to go a bit further in this direction, especially considering that Paladin loses its best early-game tools and a switch from midrange to control would be a fair and welcome change and we'd avoid slaughtering Paladin as a class altogether.
And while we're at the whole control thing, Mind, that with the loss of some of the greatest anti-aggro tools Paladin, with its "10 mana heal for 20" may just turn out to be one of the best anti-aggro classes (mind that I'm saying "anti-aggro" because Paladin has always lacked the sustainability and endgame conditions of the late-game oriented control classes such as Control Warrior and Ramp Druid, and is more akin in this respect to Priest ).
TL;DR version - What I'm seeing is the potential of a Reno Healadin with some of the best healing cards we're left with - Earthen Ring Farseer, Tuskarr Jouster, Guardian of Kings. The Only other thing Paladin would need right now is a good high cost weapon to remove smaller threats on the turn he plays his Forbidden Healing.
As for the card itself – granted it’s not very good in midrange matchups, but it has the potential for looots of value in long fatigue / control matchups and, believe you me, it will become invaluable in aggro matchups where it will be most likely be a turn 7 heal for 14. I'm also pretty sure well be seeing a lot of turn 10 : Wild Pyromancer + Equality + heal for 12. How is that not a tempo swing?
And to the people saying it only heals 6 hp for 3 mana etc. – mind that the more power a single card is given the less value it has mana-wise. Pyroblast only gives you 1 dmg for 1 mana and so on. So if you use this card to heal for 2, 4 o r 6, you're probably doing it wrong.
*The tier guide will return*
Very flexible, can be used for 1-3 mana to heal important minions or your face, and that 20 heal for 10 mana is good vs combo decks. I like it, maybe I would run 1.