lol i predict this card is gonna be busted somehow. it's got charge, goddamnit. it HAS to be broken and WILL be broken. just y'all wait. Stormwind Knight has seen play in OTK decks. this card will too.
I think the pout of this card is to face race aggro decks. You can either be an aggro deck and add this for going against the mirror, a midrange deck looking to outpace the aggro decks, or a control deck that wants a flexible healing/removal option.
This card really gets the most value from going face, because it's a 6 health swing that leaves a healing body behind. That body can then provide another 6 health swing next turn, or your openent trades into it, which would slow the aggro deck down even more. Cards that gain life in addition to hurting the opponent can easily be undervalued.
I think the issue with this card is it's two effects fit opposite styles of deck, but neither are that great. The charge effect is more aggro, but 3 damage for 4 mana is pretty underwhelming. The healing effect fits more into control, but healing for 3 for 4 mana is also pretty weak. The only way I could see this being viable is if hand buff or regular buff decks get good. Buffing this card's attack gives you better returns on your buff since both the charge effect and the healing effect are improved. I don't expect this though, requiring other cards to make this card good is a recipe for inconsistency.
Agreed add that to a buff paladin deck and it will work wonders, you could actually even add the new legendary to synergize with it adding a lot of value to the meanstreet marshal
In a control deck, Wickerflame is almost always better. Taunt and divine shield is just so much better than charge against aggro. In a control deck, Hammer of Wrath is so much better, drawing a card AND ignoring taunt is much better than restoring 3hp. To people saying this card is good in control, you have never played Control Paladin. This card can't even compare to Truesilver Champion, this is so much worse. 4 damage, with 2 durability is exponentially better than this. This card will NEVER make the cut in a control deck, I could see it work in Handbuff, but that deck still needs a ton of support, one average card won't push the deck from Tier 5 to Tier 1.
Personally I hope Paladin doesn't get a ton of lifesteal/handbuff cards, Paladin already has enough heal, control Paladin needs strong removal and AoE, and some inevitability mechanic (hopefully our Deathknight is playable, because god knows our quest wasn't).
It's too early to say if this will be played, but it's certainly a promising (or even dangerous) card design.
1. It has charge. 2. It's a charge card in a buff class THE buff class. 3. Paladin core set has the potential to be aggressive.
Now imagine this hits the board in the mid-game buffed by +3 attack (1 mana card) and goes face. You've dealt 6 damage, healed for 6 and they need a card to remove it. If it's removed by a minion, you gain additional 6 health. If they decide to take it out with a weapon, they lose 12 health total and you gain total of 12 health - 2 cards by turn 5 can swing the game for you even by 24 health points. This card may be a great tool for swinging back games in mid-game.
It's too early to say if this will be played, but it's certainly a promising (or even dangerous) card design.
1. It has charge. 2. It's a charge card in a buff class THE buff class. 3. Paladin core set has the potential to be aggressive.
Now imagine this hits the board in the mid-game buffed by +3 attack (1 mana card) and goes face. You've dealt 6 damage, healed for 6 and they need a card to remove it. If it's removed by a minion, you gain additional 6 health. If they decide to take it out with a weapon, they lose 12 health total and you gain total of 12 health - 2 cards by turn 5 can swing the game for you even by 24 health points. This card may be a great tool for swinging back games in mid-game.
I think you hit some interesting points here. However I would like to point out that if they use some dd to remove it then they get a two for one, and likely with a card that costs way less than this guys initial mana cost. That being said, I think the damage plus a heal is compelling enough to seriously experiment with him.
Handbuff paladin has always been on the verge of being legit. Handbuff players understand how great Argent Horserider was for the deck. It was an understatted card with charge and divine shield with the potential to become a wrecking ball. It's become clear that Blizzard intends to finally make handbuff paladin a respectable archetype but we'll just need a little more support in the cards yet to be revealed. When buffed I see big immediate life gain + a big minion in play in the same turn. It's a fast card. That's not something you get with Wickerflame Burnbristle and that my friends is why I believe this will be a great card in the correct deck.
If it had divine shield it would be ok. A 4 mana dude that dies to Southsea Deckhand is trash. It doesn't even deal with a turn 3 Frothing Berserker and the 3 life is trivial. Because let's face it, you are not getting more than 1 attack from it.
I don't think I would play it in handbuff either. Handbuffers don miraculously make terrible cards good (except for maybe Doppelgangster, but that card always had some real potential). Argent Horserider is infinitely better, since it deals with two minions for a lower price. Divine shield is so much more important than a small life swing. Plus the reason handbuff pala never took off is because of its lack of comeback mechanics (can't afford to run too many spells) not because of lack of healing. Chillblade just doesn't have enough impact to turn the board around. You need more cards likeMind Control Tech and Argent Horserider, not cards that kill one small thing and then die on turn 4.
But once handbuff cards rotate out, this card really will be bad unless they can give cheap buffs out in another set. Basically it amounts to a 4 mana "Deal 3 damage, restore 3 Health" which is basically worth 2.5 mana. This is overpriced by 1.5 mana— it should likely be a 4/2 for 4, or a 3/1 for 3 (yes, I know, Wolfrider). That 2 health does provide some survivability, but barely any once you get to midgame (where this would be played).
If it had divine shield it would be ok. A 4 mana dude that dies to Southsea Deckhand is trash. It doesn't even deal with a turn 3 Frothing Berserker and the 3 life is trivial. Because let's face it, you are not getting more than 1 attack from it.
I don't think I would play it in handbuff either. Handbuffers don miraculously make terrible cards good (except for maybe Doppelgangster, but that card always had some real potential). Argent Horserider is infinitely better, since it deals with two minions for a lower price. Divine shield is so much more important than a small life swing. Plus the reason handbuff pala never took off is because of its lack of comeback mechanics (can't afford to run too many spells) not because of lack of healing. Chillblade just doesn't have enough impact to turn the board around. You need more cards likeMind Control Tech and Argent Horserider, not cards that kill one small thing and then die on turn 4.
Nail on the had here in my opinion. Just getting some life when you are out of gas or too far behind on the board isn't likely to turn the game around. Though I do see this guy being okay in a control set up. Throwing a spike ridge steed on him is not a bad 10 mana play in control. 5 health, 5 damage (10 point swing unless you are already topped off) taunt, a good deathrattle and a beefy 8 health is really pretty good for 10 mana and two cards. It's highly likely you'll get another 5 damage and 5 health out of him as well. I could also see him working as a midrange tool to help deal with aggro, you get to heal three and remove a some of aggro's damage next turn, ain't bad really. But in a straight hand buff deck, I am dubious this card is enough to bring it into the top tiers. Now if we see some sick buff spells then maybe.
You don't need to care about how many four drops or five drops or six drops you have in a handbuff deck. You're going to save as many cards as you can for the later turns, so often you'll either Truesliver or buff on turn 4. I run Stormwind Knight in my handbuff deck and it's fantastic. The Charge alone is enough to help handbuff come back.
lol i predict this card is gonna be busted somehow. it's got charge, goddamnit. it HAS to be broken and WILL be broken. just y'all wait. Stormwind Knight has seen play in OTK decks. this card will too.
You won't have the time to use this card properly because of it's mana cost...
I think the pout of this card is to face race aggro decks. You can either be an aggro deck and add this for going against the mirror, a midrange deck looking to outpace the aggro decks, or a control deck that wants a flexible healing/removal option.
This card really gets the most value from going face, because it's a 6 health swing that leaves a healing body behind. That body can then provide another 6 health swing next turn, or your openent trades into it, which would slow the aggro deck down even more. Cards that gain life in addition to hurting the opponent can easily be undervalued.
i think this will see a lot of play.
need take time to make new pic and signature using the new cards.
I think the issue with this card is it's two effects fit opposite styles of deck, but neither are that great. The charge effect is more aggro, but 3 damage for 4 mana is pretty underwhelming. The healing effect fits more into control, but healing for 3 for 4 mana is also pretty weak. The only way I could see this being viable is if hand buff or regular buff decks get good. Buffing this card's attack gives you better returns on your buff since both the charge effect and the healing effect are improved. I don't expect this though, requiring other cards to make this card good is a recipe for inconsistency.
Agreed add that to a buff paladin deck and it will work wonders, you could actually even add the new legendary to synergize with it adding a lot of value to the meanstreet marshal
In a control deck, Wickerflame is almost always better. Taunt and divine shield is just so much better than charge against aggro. In a control deck, Hammer of Wrath is so much better, drawing a card AND ignoring taunt is much better than restoring 3hp. To people saying this card is good in control, you have never played Control Paladin. This card can't even compare to Truesilver Champion, this is so much worse. 4 damage, with 2 durability is exponentially better than this. This card will NEVER make the cut in a control deck, I could see it work in Handbuff, but that deck still needs a ton of support, one average card won't push the deck from Tier 5 to Tier 1.
Personally I hope Paladin doesn't get a ton of lifesteal/handbuff cards, Paladin already has enough heal, control Paladin needs strong removal and AoE, and some inevitability mechanic (hopefully our Deathknight is playable, because god knows our quest wasn't).
It's bad, unless a low cost buff comes out for Lifesteal minions. Now that's a trait and all.
with a small or a big buff, seems very strong but we need to wait for more cards to be released and the meta ofcourse
AJAX AMSTERDAM
It's too early to say if this will be played, but it's certainly a promising (or even dangerous) card design.
1. It has charge.
2. It's a charge card in
a buff classTHE buff class.3. Paladin core set has the potential to be aggressive.
Now imagine this hits the board in the mid-game buffed by +3 attack (1 mana card) and goes face. You've dealt 6 damage, healed for 6 and they need a card to remove it. If it's removed by a minion, you gain additional 6 health. If they decide to take it out with a weapon, they lose 12 health total and you gain total of 12 health - 2 cards by turn 5 can swing the game for you even by 24 health points. This card may be a great tool for swinging back games in mid-game.
I think this card makes handbuff paladin playable. I voted meta defining. It may note define the meta per se, but making a deck is something.
If it had divine shield it would be ok. A 4 mana dude that dies to Southsea Deckhand is trash. It doesn't even deal with a turn 3 Frothing Berserker and the 3 life is trivial. Because let's face it, you are not getting more than 1 attack from it.
I don't think I would play it in handbuff either. Handbuffers don miraculously make terrible cards good (except for maybe Doppelgangster, but that card always had some real potential). Argent Horserider is infinitely better, since it deals with two minions for a lower price. Divine shield is so much more important than a small life swing. Plus the reason handbuff pala never took off is because of its lack of comeback mechanics (can't afford to run too many spells) not because of lack of healing. Chillblade just doesn't have enough impact to turn the board around. You need more cards likeMind Control Tech and Argent Horserider, not cards that kill one small thing and then die on turn 4.
But once handbuff cards rotate out, this card really will be bad unless they can give cheap buffs out in another set. Basically it amounts to a 4 mana "Deal 3 damage, restore 3 Health" which is basically worth 2.5 mana. This is overpriced by 1.5 mana— it should likely be a 4/2 for 4, or a 3/1 for 3 (yes, I know, Wolfrider). That 2 health does provide some survivability, but barely any once you get to midgame (where this would be played).
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• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
You don't need to care about how many four drops or five drops or six drops you have in a handbuff deck. You're going to save as many cards as you can for the later turns, so often you'll either Truesliver or buff on turn 4. I run Stormwind Knight in my handbuff deck and it's fantastic. The Charge alone is enough to help handbuff come back.
Seems expensive to be played on its own, the combo potential of this card is good though.
This will make hand buff pally MUCH better.
I think the lifesteal effect only works when attacking, so its not like Wickerflame or Mistress of Pain.