Saviors of Uldum Guide
Whenever you summon a Mech, gain Divine Shield.
Guardians used to be built out of Adamantium, but production got moved to Gadgetzan and Cobalt was cheap.
ATTENTION PLZ : if anyone see this card in ladder call 911
I have, from unstable portal
This guy gets frowned upon because he demands some set-up. When he gets going he is quite beastly, and 5 mana for a 6/3 is still not the worst ever. Of course, in a mech deck this guy can come down with just 4 mana. At that point he is a bargain. You can drop him with a shield on turn five if you have a 2-cost mech, and there are definitely a couple of those that are pretty good on their own as well for the paladin. This guy is pretty much a card with a high ceiling and a somewhat low floor. He will never be as solid as an azure drake which is always fine, but he can definitely outperform it.
I will try to make a deck with him, I got crushed by this crad some time ago, time to pay back :)
I like this card and the art is awesome, but yeah... kind of hard to keep him alive if the board isn't cleared or if you don't have board control.Maybe one additional health would make him less shitty. Or maybe just make him have more health and low attack instead.
Death quote/sound: "Error... 37".Glad to see them makes some jokes on them selves, Blizzard.
The art is too good for a card like this. Makes me think the card is better than it first appears, but the card is rather weak most of the time for this mana cost. I think if it was a 6/4, it would have been fine. I mean, it's a class card.
Too expensive to summon, very cheap and easy to dispose of. It only has value if it survives the turn, and it will not survive 90% of times. Maybe giving it 4 attack and more health, then it would be usefull against priest.
Good because 6 attack for 5 mana but the health sucks. The effect balances it out though. I think it's a good card for Paladin.
Give it taunt with one of the many give taunt cards coming up, pretty cool
A 3 health taunt?
My guess is you will see this used the turn after a Doomsayer. Board clear and then start your turn after turn mech assault.
If the field is clear then this card can be great. On the offensive, being able to add divine shield is just awesome. But you probably can't catch up with this guy.
You can use it on Turn 10 with Cobalt Guardian + Mechwarper + Blood Knight I guess. Would be good with Taunts but overall, it's average. Gets a 6.5/10 from me.
Too many things that can deal 1 damage for this to be very reliable. Also easily drops to 2 1-2 drops as well, with the dream of course taking out a multitude of big minions while continually refreshing divine shield. You wouldn't ever want to drop this on turn 5 alone, which kinda goes without saying. Just too situational.
Cobalt Guardian I'm not impressed, a 5 cost 6/3 low health no charge
If played on turn 5, it dies to any 3-4 cost minion or any damage spell.
If opponent cannot kill it, that means you are already winning, win harder card.
Some possibilities in constructed when running a Paladin Mech deck - constantly restoring divine shield on a 6 attack minion is nothing to sneeze at. On the flip side 5 mana for a 6/3 isn't great and if you can't milk the effect it'll be weak. If you can milk it though the card advantage possible could be insane.
Totally hopeless in arena though... can't rely on mech decks there.
I see some cheap ways to exploit the Divine Shield. The most obvious is with Blood Knight. That card behind a taunt = Argent Commander on steroids.
I could see this card being good with redemption otherwise it's pretty bad though
There is so many ways to remove a Divine Shield, most times it won't live to get value. This is basically a expensive Magma Rager that can get shields.