This card enables a lot of (RNG-dependent) burst damage:
Adaptation: Windfury (1 mana) + Blessing of Might (1 mana) + Blessing of Might (1 mana) + Blessed Champion (5 mana) = + 12 attack and windfury for 8 mana. If you play a 2 attack charger, that's 16 attack charger with windfury (32 damage).
Or just have a 1/1 stick for a turn, Dinosize Adapt for a two card 20 damage potential. If unlucky, stealth and cannot be targetted also reasonable. Just be sure to attack first.
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Anger is the punishment we give ourselves for someone else's mistake.
Dinosize is more flexible than Blessed Champion. But getting 4 combo pieces is not as hard as you might think, since Paladin board clears with equality + pyro/consecration, and big value plays with Tarim. Usually setting up the combo is just a stalling game until you draw into the cards you need.
I'm working on a Lyssandra deck and I'm considering cutting this card, so I'm writing pros and cons. I think it's best to consider first on Silver Hand Recruit (SHR), as you don't lose card advantage that way (besides, the idea of the deck is to buff minions. Not much point buffing something that's already buff (aka already has a target on its back)) then compare to a big guy.
+3 attack: sometimes it's amazing, just what you want. But the little guy dies easily. If you're playing it on a SHR, it's like a Wolfrider, though a bit worse because the 1/1 has to survive a turn (much worse if you play adapt on the turn SHR comes out. Then it's a super weak version of Duskboar). Big guys are already big, so it's usually meh then as well
+3 defense: if it's a minion that's already been buffed, it's good but kind of "win more". on SHR, it's a weak Silverback Patriarch (yikes!)
+1/+1: compromise between the above and lose a point. On SHR: 2/2 for 3 is terrible, but probably better than the above. For big guys, you'll know if you need the extra attack. If you don't, this is still a solid pick, but not great
stealth: you have something important to protect? You want to take the gamble after you've already attacked? Then fine, this is good. Too bad all the other choices prefer being played before attacking. On a SHR? That's a joke, right?
divine shield: really good on a big minion or a fragile one with a good ability. Definitely not as good as Potion of Heroism and not as consistent as Hand of Protection. On SHR, it's usually garbage, but there's something to be said for keeping a minion around an extra turn. That something is known as Argent Squire
2 1/1 plants: good when you have a small guy, terrible on a big guy. Possibly the saving grace of this card when used on SHR
poisonous: amazing if a) you're behind b) you have a little guy standing around, acting useless. Halfway decent on a taunt minion with low attack, too
windfury: this costs Shaman 2 mana. Play this on a big guy. For the love of Lyssandra, don't transform your SHR into a Young Dragonhawk!
taunt: In theory, this could save your bacon, but it's never been a great option for me. May be worth noting that Shaman has a zero cost version of this (Ancestral Healing) that never sees play
In general, then, it's best played on a big guy. It's got a pretty good chance of getting you something good (I'd say about half of the options are good for a big minion). For a little guy, you must be desperate or get the plants option.
Anger is the punishment we give ourselves for someone else's mistake.
Dinosize is more flexible than Blessed Champion. But getting 4 combo pieces is not as hard as you might think, since Paladin board clears with equality + pyro/consecration, and big value plays with Tarim. Usually setting up the combo is just a stalling game until you draw into the cards you need.
I'm working on a Lyssandra deck and I'm considering cutting this card, so I'm writing pros and cons. I think it's best to consider first on Silver Hand Recruit (SHR), as you don't lose card advantage that way (besides, the idea of the deck is to buff minions. Not much point buffing something that's already buff (aka already has a target on its back)) then compare to a big guy.
In general, then, it's best played on a big guy. It's got a pretty good chance of getting you something good (I'd say about half of the options are good for a big minion). For a little guy, you must be desperate or get the plants option.