Missing two key differences: First, Sludge Belcher still works great on an empty board... If you draw this with no minions you'll need to make a token first, bringing the cost up to 8. And secondly, the difference between 5 and 6 is pretty big when you're talking about ways to slow down an aggro onslaught.
On the flip-side, Sludge Belcher was extremely powerful, so the fact that this is much weaker doesn't condemn it or anything. :-)
Kinda brings backSludge Belcher's memories. Even on a 1/1 dude it is 3/7 taunt with a 2/6 taunt coming right up. I like it. Ofc Devolve is a hard counter but still a nice card.
Let's be honest, if devolve isn't nerfd to a 4 Mana card by mid year then blizzard is blind. Devolve should never had existed in the first place. It is the epitome of unfinished and it is 100% uninteractive.
Devolve is, in fact, the epitome of interactive in that it interacts with (and requires the presence of) your opponent's board.
There is 0 play around to it. The only thing that justifys a card like flame strike or twisting nether being considered a healthy non interactive card is that they are 7mana + meaning you can't tempo out of it. a card like this is basically an auto answer and you can still use 8 mana after you play. We also have 0 control over what we get. This being 2 mana will prove unhealthy as the year goes on.There is no reason to not run 2 copies of this and 2 copies of hex in heavier shaman decks.
You are acting like it destroys your board. Your argument would make sense if that were the case, but in reality it only pseudo-silences and very slightly weakens it (and often actually strengthens a minion or two).
If your deck is so reliant on having a large board of buffed minions or minions with specific abilities, chances are your strategy is in need of a counter like Devolve to keep it from becoming oppressive.
Rollback Post to RevisionRollBack
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
The primary use for this card is get ahead of your opponent on resources, something that Paladin buffs normally don't do because you're effectively stapling one card onto another. This card changes all that, and threatens to force the opponent to either use a high-value removal like Hex or dedicate multiple resources to completely clear this away. This card turns a minion into a giant, sticky minion that almost guarantees you have to kill it twice. If you want to stay ahead on momentum, you HAVE to use a silence or transform effect, or else Paladin gets ahead on board and resources behind the wall this creates.
This card will definitely see play. It won't single-handedly resurrect Paladin, but this will be instrumental combined with other cards in the set.
I'm not sure how powerful it's really going to be in Paladin, but it's nice to have around in the late game so your opponent has to bust through effectively a 12 health Taunt wall (that is, unless they can just transform the minion). I can see one copy of it being teched in some kind of Paladin deck that uses Galvadon as a way to insult Pirate Warrior (admit it, any Pirate Warrior that has to deal with this thing on turn 6 is gonna be annoyed) or just to get more value. I'm also pretty sure that minions given Deathrattle effects by spells like Ancestral Spirit can't be resurrected by N'Zoth, the Corruptor (plus the effect doesn't really count as a Deathrattle), so it's not gonna see play in N'zoth Paladin most likely. We'll just have to see how it turns out in the end though.
This actually seems really good. This is two existing cards in one at a significantly discounted price. Shadow Word: Tentacles - (5 mana) and Stegodon (4 mana). So you are basically getting 2 cards and 9 mana worth of value in one card for 6 mana. This reminds me a lot of Sludge Belcher, except with more stats and the condition of needing something on the board. The only way this isn't great is if the meta stays super fast and making it to turn six is difficult.
1. It's very slow for a buff card at 6 mana. Usually buff cards are best used to push tempo because the attack increase and hp increase is instant. This card only buffs attack by 2 on turn 6 and doesn't really offer the utility that Blessing of Kings does.
2. This card is best suited to deal with Aggro decks but it's 6 mana and requires a board. The mana cost literally makes no sense to me at all. This card fits the purpose of stalling aggro decks but usually, in aggro vs ANYTHING matchups, the game will be over at 6-7 mana. If this card was 4 mana or less and offered a proportionally smaller buff and token upon death afterwards it would be a much much better card but the fact that it is 6 mana makes it so that it's not really as essential against aggro as it could be. Would it see inclusion against an aggro-heavy meta? Debatable. Where Paladin struggles is with early game removal and defense. This card doesn't provide anything of the sort.
3. 2 attack on turn 6 really isn't very significant unless you're playing against aggro which makes this card just niche in its usage. I just don't see how this card will be utilized that well in any kind of Tier 1 or 2 deck because it just doesn't have any utility or diversity in its usage.
Overall, bad card, but it MIGHT see play based on how desperate Paladin is for buffs for the quest or for anti-aggro. If it does see play, it will be a two of (my guess) because the purpose it will serve in a given deck that it is included in will be crucial. But overall, just not good for its value and purpose in my opinion.
This is way to expansive and clunky to see play...if they want buffadin be a thing make good low cost buffs.
Basicylla you get 2x 2/6 taunt split 2/6 is a verry bad statline doesnt healp to get it twice, the design is cool but the stats are just stupid on this one...also with all this deathrattle etc. most decks will run at least 1 silence which makes this straight up unplayable.
Sorry I am I crazy for thinking this card is insane? Aside from the obvious belcher comparisons, this is a 4/12 taunt for 6 mana. It is spread across too relatively well statted bodies. If you topdeck this with no board, you can still hero power, play this and get an 8 mana 3/7 with taunt that summons a 2/6 with taunt. And the Silver Hand Recruit isn't even 2 mana in reality. Why is everyone saying this is bad?
Sorry I am I crazy for thinking this card is insane? Aside from the obvious belcher comparisons, this is a 4/12 taunt for 6 mana. It is spread across too relatively well statted bodies. If you topdeck this with no board, you can still hero power, play this and get an 8 mana 3/7 with taunt that summons a 2/6 with taunt. And the Silver Hand Recruit isn't even 2 mana in reality. Why is everyone saying this is bad?
Because Paladins rarely have anything sticking on the board on turn 6. If you have a board on turn 6 you were already looking really good, so this is a "win more" card. This card will not help Paladin take back control of a lost board.
Sorry I am I crazy for thinking this card is insane? Aside from the obvious belcher comparisons, this is a 4/12 taunt for 6 mana. It is spread across too relatively well statted bodies. If you topdeck this with no board, you can still hero power, play this and get an 8 mana 3/7 with taunt that summons a 2/6 with taunt. And the Silver Hand Recruit isn't even 2 mana in reality. Why is everyone saying this is bad?
It has the potential to be insane, but unfortunately in most cases will not be. It's very clunky at 6 mana+requiring a minion on board. Silence, Hex, and all polymorphs absolutely wreck this card too. I would love to see this work as even on a recruit tha'ts a total of 5/13 taunt for 8 mana, but it just won't be good enough unless you bait out a bunch of their removal.
Sorry I am I crazy for thinking this card is insane? Aside from the obvious belcher comparisons, this is a 4/12 taunt for 6 mana. It is spread across too relatively well statted bodies. If you topdeck this with no board, you can still hero power, play this and get an 8 mana 3/7 with taunt that summons a 2/6 with taunt. And the Silver Hand Recruit isn't even 2 mana in reality. Why is everyone saying this is bad?
The problem is that the 2/6 statline is verry bad imo see wobbling runts. And yes you can play this on 8 mana on empty board with hero power but you cant on turn 6 and 7.
The only archtype this is good against is aggro, control/midrange wont care about a 2/6. And against aggro this is to slow for 6 mana, or they clear your board 6,7 and you cant play this.
Also silence completely wrecks this card, so do bounce effekts like sap.
Btw is it just me? After paladin quest revealed i hope that buffadin will not be competetive because being killed from a stealthed windfury galvanodon with buffs from 30 to 0 doesnt sound apealing to me.
As any buff it's usually not a good idea to pre-buff anything before you get to attack with it so the goal would of course be to have something stick on the board, however if you can't do that here are some pretty good cards for Paladin to play this with on the same turn.
What is Hearthstone to you? A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
6 mana 4/12 taunt... pretty solid state wise.. but is the burden of having the stats separated and requiring a minion worth it? time will tell, stats are amazing though
Well...this is my attempt at making the Paladin Quest deck with cards revealed so far....yeah...I doubt Worgen Infiltrator and Stonetusk Boar will make the cut ^^
What is Hearthstone to you? A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
This is OP as shit in Arena....It's Power Word: Tentacles power creep. For 1 extra mana you get a 2/6 Taunt minion. It's a little slower than Blessing of Kings but it's a better card with more value... The minion is worth 3 mana strong....So 3 mana cost for 8 stats, 1 mana less than Blessings for same value amount.
it won't increase the power level of the game so it's not power creep.
This is OP as shit in Arena....It's Power Word: Tentacles power creep. For 1 extra mana you get a 2/6 Taunt minion. It's a little slower than Blessing of Kings but it's a better card with more value... The minion is worth 3 mana strong....So 3 mana cost for 8 stats, 1 mana less than Blessings for same value amount.
it won't increase the power level of the game so it's not power creep.
Power creep is improvements over old cards..It's a vastly better Power Word: Tentacles. Therefore it's power creep.
This is OP as shit in Arena....It's Power Word: Tentacles power creep. For 1 extra mana you get a 2/6 Taunt minion. It's a little slower than Blessing of Kings but it's a better card with more value... The minion is worth 3 mana strong....So 3 mana cost for 8 stats, 1 mana less than Blessings for same value amount.
it won't increase the power level of the game so it's not power creep.
Power creep is improvements over old cards..It's a vastly better Power Word: Tentacles. Therefore it's power creep.
Power Word: Tentacles is a Priest card. You can't creep over a card the class couldn't even choose to play.
This is so far the best buff card ever came out in any of the classes in the history of Hearthstone in terms of value. Compare this to Power Word: Tentacle: for just one more mana, it gains a taunt and a deathrattle that summons a 2/6 taunt, Holy shit. This will most certainly be used in Buffadin or even just become a staple in most paladin due to its sheer value. The problem with buff card is the fact that it doesn't do anything immediately if you don't control a card, but the fact that this card has a taunt just makes it good. Putting it on a silver hand recruits is good enough: 8 mana 3/7 taunt with deathrattle that summons a 2/6 taunt? That's actually pretty good card. The problem I have with this card is its cost. Paladins don't have enough good buffs that can help them build a viable Buffadin deck. We'll have to see rest of the buff cards.
If I just state this in fewer words, this card is good in terms of value, but I don't know whether this will make Paladins great again.
Missing two key differences: First, Sludge Belcher still works great on an empty board... If you draw this with no minions you'll need to make a token first, bringing the cost up to 8. And secondly, the difference between 5 and 6 is pretty big when you're talking about ways to slow down an aggro onslaught.
On the flip-side, Sludge Belcher was extremely powerful, so the fact that this is much weaker doesn't condemn it or anything. :-)
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
The primary use for this card is get ahead of your opponent on resources, something that Paladin buffs normally don't do because you're effectively stapling one card onto another. This card changes all that, and threatens to force the opponent to either use a high-value removal like Hex or dedicate multiple resources to completely clear this away. This card turns a minion into a giant, sticky minion that almost guarantees you have to kill it twice. If you want to stay ahead on momentum, you HAVE to use a silence or transform effect, or else Paladin gets ahead on board and resources behind the wall this creates.
This card will definitely see play. It won't single-handedly resurrect Paladin, but this will be instrumental combined with other cards in the set.
I'm not sure how powerful it's really going to be in Paladin, but it's nice to have around in the late game so your opponent has to bust through effectively a 12 health Taunt wall (that is, unless they can just transform the minion). I can see one copy of it being teched in some kind of Paladin deck that uses Galvadon as a way to insult Pirate Warrior (admit it, any Pirate Warrior that has to deal with this thing on turn 6 is gonna be annoyed) or just to get more value. I'm also pretty sure that minions given Deathrattle effects by spells like Ancestral Spirit can't be resurrected by N'Zoth, the Corruptor (plus the effect doesn't really count as a Deathrattle), so it's not gonna see play in N'zoth Paladin most likely. We'll just have to see how it turns out in the end though.
This actually seems really good. This is two existing cards in one at a significantly discounted price. Shadow Word: Tentacles - (5 mana) and Stegodon (4 mana). So you are basically getting 2 cards and 9 mana worth of value in one card for 6 mana. This reminds me a lot of Sludge Belcher, except with more stats and the condition of needing something on the board. The only way this isn't great is if the meta stays super fast and making it to turn six is difficult.
I don't like this card to be honest.
1. It's very slow for a buff card at 6 mana. Usually buff cards are best used to push tempo because the attack increase and hp increase is instant. This card only buffs attack by 2 on turn 6 and doesn't really offer the utility that Blessing of Kings does.
2. This card is best suited to deal with Aggro decks but it's 6 mana and requires a board. The mana cost literally makes no sense to me at all. This card fits the purpose of stalling aggro decks but usually, in aggro vs ANYTHING matchups, the game will be over at 6-7 mana. If this card was 4 mana or less and offered a proportionally smaller buff and token upon death afterwards it would be a much much better card but the fact that it is 6 mana makes it so that it's not really as essential against aggro as it could be. Would it see inclusion against an aggro-heavy meta? Debatable. Where Paladin struggles is with early game removal and defense. This card doesn't provide anything of the sort.
3. 2 attack on turn 6 really isn't very significant unless you're playing against aggro which makes this card just niche in its usage. I just don't see how this card will be utilized that well in any kind of Tier 1 or 2 deck because it just doesn't have any utility or diversity in its usage.
Overall, bad card, but it MIGHT see play based on how desperate Paladin is for buffs for the quest or for anti-aggro. If it does see play, it will be a two of (my guess) because the purpose it will serve in a given deck that it is included in will be crucial. But overall, just not good for its value and purpose in my opinion.
This is way to expansive and clunky to see play...if they want buffadin be a thing make good low cost buffs.
Basicylla you get 2x 2/6 taunt split 2/6 is a verry bad statline doesnt healp to get it twice, the design is cool but the stats are just stupid on this one...also with all this deathrattle etc. most decks will run at least 1 silence which makes this straight up unplayable.
Sorry I am I crazy for thinking this card is insane? Aside from the obvious belcher comparisons, this is a 4/12 taunt for 6 mana. It is spread across too relatively well statted bodies. If you topdeck this with no board, you can still hero power, play this and get an 8 mana 3/7 with taunt that summons a 2/6 with taunt. And the Silver Hand Recruit isn't even 2 mana in reality. Why is everyone saying this is bad?
6-mana Sludge Belcher that requires a minion to stick? Maybe.
As any buff it's usually not a good idea to pre-buff anything before you get to attack with it so the goal would of course be to have something stick on the board, however if you can't do that here are some pretty good cards for Paladin to play this with on the same turn.
1-drops
Fire Fly (Elemental Paladin)
Argent Squire (Quest deck)
Meanstreet Marshal (Quest deck)
Runic Egg (Quest deck)
Stonetusk Boar (Quest deck)
Worgen Infiltrator (Quest deck)
2-drops
Grimestreet Informant
Knife Juggler
Loot Hoarder
Wild Pyromancer
Hydrologist
3-drops
Acolyte of Pain
Aldor Peacekeeper
Steward of Darkshire
Gluttonous Ooze
Tar Creeper
4-drops
Refreshment Vendor
Spellbreaker
Lightfused Stegodon
What is Hearthstone to you?
A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
6 mana 4/12 taunt... pretty solid state wise.. but is the burden of having the stats separated and requiring a minion worth it? time will tell, stats are amazing though
I will play this just because I like the art.
Well...this is my attempt at making the Paladin Quest deck with cards revealed so far....yeah...I doubt Worgen Infiltrator and Stonetusk Boar will make the cut ^^
What is Hearthstone to you?
A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
playing wild
~nomad
This is so far the best buff card ever came out in any of the classes in the history of Hearthstone in terms of value. Compare this to Power Word: Tentacle: for just one more mana, it gains a taunt and a deathrattle that summons a 2/6 taunt, Holy shit. This will most certainly be used in Buffadin or even just become a staple in most paladin due to its sheer value. The problem with buff card is the fact that it doesn't do anything immediately if you don't control a card, but the fact that this card has a taunt just makes it good. Putting it on a silver hand recruits is good enough: 8 mana 3/7 taunt with deathrattle that summons a 2/6 taunt? That's actually pretty good card. The problem I have with this card is its cost. Paladins don't have enough good buffs that can help them build a viable Buffadin deck. We'll have to see rest of the buff cards.
If I just state this in fewer words, this card is good in terms of value, but I don't know whether this will make Paladins great again.