Tournament Medic
Card Text
Inspire: Restore 2 Health to your hero.
Flavor Text
The medic tournament is less entertaining than the Grand Tournament.
Card Sounds
Inspire: Restore 2 Health to your hero.
The medic tournament is less entertaining than the Grand Tournament.
Click on the buttons to change the PopCard background.
Click on the button to hide or unhide popcard elements.
Priest synergies!
think of new decks, doing just shoe horn it into current decks.
I can see a healing offensive deck with shadow boxer and some other things.
Wait where do you find these cards?
*i mean the medic*
tgt packs
Hmm I like it. The healing from it is a nice deterrent and gives frankly all classes the ability to heal up the damage you take from Hunter's hero power. With Priest, they get the most profit out of it as they could get 6 healing for just activating their hero power.
You know something? I actually think this is a cycle. First Silver Hand Regent and now Tournament Medic? This can't be a coincidence. There has got to be one that gives a dagger (rogue) or a totem (shaman) when inspired.
If my theory is correct, then yes. There should be one just like that or similar.
This card generally just stalls the game, like a lot of other cards that heal only your hero (light well). Other than that this is generally a worse snapjaw.
I can see this being used with a lock life tap and Frost Giant
The tempo lost is just too great, especially when you consider you can only heal 2 a turn unless you have other cards that also lose you tempo.
Meh - it's a common. There aren't too many commons that take my breath away anyways.
Insane soft taunt. You don't even need to include a inner fire in your deck. Simply drop this on the board and your opponent will try to remove it ASAP
Actually the high health is key for the inspire mechanic. The cards are slow, but they are likely to survive their turn, although you might want to assist them with tempo cards to keep them alive (such as Backstab, Circle of Healing, Frost Nova, Innervate, etc).
If your opponent's board isnt too frightening by turn 4 (you can expect them to have one minion alive if you didn't pass on turn 2 and 3) you can play the medic on curve, and he will probably survive, with 8 health on 4 mana. On turn 5 you then play Maiden of the Lake and hero power. Then on turn 6, you can expect your opponent to have killed one of them but not both due to their high health and proceed to Garrison Commander with double hero power either discounted or with heal.
With such gameplans, there are several things we aren't used to. The multiple turns and the high amount of actions required to achieve some value. Both tend to tell us that it is unreliable : Multiple turns get countered with board clear and the high amount of actions tends to require a high number of cards to achieve and so is unreliable on draws. The high health minions and position on curve (you don't want to Hex/Polymorph a low attack 4 drop) tend to make the multiple turns on board a bit more reliable, and the high amount of actions doesn't require so much cards since a considerable part of those are the hero power, and you will draw at the start of your turn in between.
The more I look and Theorycraft around the inspire mechanic, the more I think it is well designed and strong even though counter-intuitive regarding what we have been used to since Naxxramas.
I don't think Tournament Medic is weaker than Antique Healbot. It can be a very decent tech against aggro. Yes it takes one turn to start doing some work, but it also land one turn before the Healbot. You put it down on turn 4, on turn 5 you hero power to help it kill a 3/2 or two 2/1 (assuming you are a class that can do so), you healed 2, removed 3-4 damage threat and your minion is still alive. Either your opponent will spend its turn killing it right away (probably needing a fireball, a truesilver hit or a power overwhelming), and it saved you at least 8 health by being a sudo taunt on turn 4-5 (depending on coin), either it stayed alive for one more turn and can make the health benefit higher than a healbot by taking care of more early threats while healing.
Long story short : its stats and mana cost make it better than Healbot against aggro swarms of little guys, I think. Though it shouldn't find a lot of use against control or midrange.
Maybe it could find a more consistent place in a combo, draw-dependent warlock, such as the Malygos version...
Lightwarden Warlocks incoming *kappa*
but he's a troll..
Hobgoblin
I love seeing these new cards that bring up thoughts of Hobgoblin decks.....
<.<
ugh, my head
Priest Hero Power for all classes and free? Ty Blizz??
Now Everybody can Heal up! I imagine if everyone will Armor Up too ^-^
Terrible idea man,im really hating this exp,Blizz is proving yourself so crazy
I know, right! Not to mention that pesky Elven Archer, ripping off Mage; or Nightblade giving Hunters a run for their money; or Violet Teacher who makes Paladins tremble
To be fair the tone you used in detailing the aggro problem is very condescending and you significantly reduced the challenge of playing decks optimally. Firebat (the guy who won blizzcon) was quoted as saying that of any deck he played he felt that zoolock always had the most divergent lines of play of any deck. He stated that he would finish games playing zoo warlock and be wholly unsure as to whether he followed the right line of play. The problem isn't that we don't have tools to beat aggro decks the problem is that the tools to beat aggro decks are very one note: they tend to only be good against aggro decks.
Zombie chow is the best one drop in the game bar none and it benefits from being an "only anti-aggro" one drop as well which means aggro decks can't abuse it's overly efficient statline. The problem with chow is how it lines up against other popular non-aggro decks. Do you really want that chow against druids, patron warriors, oil rogues, control warriors, freeze mage or handlock? In most cases you don't so you end up running one (and never drawing it when you actually want it). Antique healbot falls under a similar umbrella in that it isn't effective until you have board control against midrange decks because they can easily deal 8 damage again and you're back where you started.
This new card exhibits the same problem as the others except perhaps worse. Not only is it a healing card (so it is often not something you want against all matchups) but it is a gradual healing effect and its statline doesn't fight with a large number of minions in face hunter let alone in a deck like zoo or mech mage. Picture this card as a 3/6 and you might actually have something. Like as a priest you could play it on turn 4 trade into a minion on turn 5 heal it (and yourself as a result) and play a cultist to snowball your recovery out of control.
Seems like an okay card in warlock