Coliseum Manager
Card Text
Inspire: Return this minion to your hand.
Flavor Text
Meets monthly with the gladiators to discuss career goals.
Card Sounds
Additional Information
Name | Type | Class | Cost | Attack | Health |
---|---|---|---|---|---|
Earth Elemental | Minion | Shaman | 5 | 7 | 8 |
Frost Elemental | Minion | 6 | 5 | 5 | |
Priestess of Elune | Minion | 6 | 5 | 4 | |
Captain Greenskin | Minion | 5 | 5 | 4 | |
Lava Burst | Ability | Shaman | 3 | 0 | 0 |
Murloc Raider | Minion | 1 | 2 | 1 | |
Aviator Bob | Hero | Paladin | 0 | 0 | 40 |
Reincarnate | Ability | Shaman | 1 | 0 | 0 |
Shadowboxer | Minion | Priest | 2 | 2 | 3 |
Piloted Shredder | Minion | 4 | 4 | 3 | |
Clockwork Giant | Minion | 12 | 8 | 8 | |
Ancestor's Call | Ability | Shaman | 4 | 0 | 0 |
Dalaran Aspirant | Minion | Mage | 4 | 3 | 5 |
Coliseum Manager | Minion | 3 | 2 | 5 | |
Evil Heckler | Minion | 4 | 5 | 4 | |
Mulch | Ability | Druid | 3 | 0 | 0 |
Disciple of C'Thun | Minion | 3 | 2 | 2 | |
Eater of Secrets | Minion | 4 | 2 | 4 | |
Master of Evolution | Minion | Shaman | 4 | 4 | 5 |
Renounce Darkness | Ability | Warlock | 2 | 0 | 0 |
Arcane Giant | Minion | 12 | 8 | 8 | |
Shadow Volley | Ability | 6 | 0 | 0 | |
Gallery Protection | Hero Power | 0 | 0 | 0 | |
Burgly Bully | Minion | 5 | 4 | 6 | |
Hidden Cache | Ability | Hunter | 2 | 0 | 0 |
Fire Plume Phoenix | Minion | 4 | 3 | 3 | |
Lightfused Stegodon | Minion | Paladin | 3 | 3 | 3 |
Fatespinner | Minion | Druid | 5 | 5 | 3 |
Obliterate | Ability | Death Knight | 2 | 0 | 0 |
Death and Decay | Ability | Death Knight | 3 | 0 | 0 |
Bink the Burglar | Hero | Rogue | 0 | 0 | 10 |
Unidentified Elixir | Ability | Priest | 3 | 0 | 0 |
Unidentified Shield | Ability | Warrior | 6 | 0 | 0 |
Bag of Stuffing | Ability | 1 | 0 | 0 | |
Glyph of Warding | Ability | 0 | 0 | 0 | |
Unidentified Maul | Weapon | Paladin | 3 | 2 | 2 |
Gattling Gunner | Minion | 4 | 5 | 3 | |
Dark Possession | Ability | Warlock | 1 | 0 | 0 |
Blazing Invocation | Ability | Shaman | 1 | 0 | 0 |
Entrenchment | Ability | 0 | 0 | 0 |
Spikes didn't compare it to magma rager, he gave an example of how the opponent could abuse your card, which you don't want to give them the opportunity to do. However, I would counter that this is only true for classes that are good in arena. In some classes (warrior), being locked out of your hero power is inconsequential, and in such classes (warrior), having a 3 mana 2/5 is pretty good because it allows you to deal with little granular threats that would otherwise overwhelm you. The farseer in the realistic example could be taken down by a residual win axe or a turn 4 death's bite, or it could be cleaned up with an arathi weaponsmith. As somebody who plays all classes equally in arena, I like that this card will suck in mage because the hero power is too damn good.
If this had better stats, it would be seen in aggressive decks and would go directly against what blizzard is trying to push with the expansion.
@JosarHearth Arena isn't constructed, they won't always(in fact kind of rare) for them to have a sick aggressive start. Even in the case that they do, this is EXACTLY the card you'd want to stave off that aggression. if they go 2/1 into 3/2 then this thing is a huge threat.
It's not as good as spider tank or the 4/4 ogre, but more than playable in arena
Ummm.... What? Return him to your hand??? Why should I? I mean , there are some circumstances when I have extra mana and I want to heal him after attack, but they are sooooo situational.... The only possible deck I see this card in the rogues, but.... You know, they have more effective cards for combo, so... Yeah, this card badly designed.
SMOrc GIVE IT CHARGE SMOrc
Yeah warrior could use it if they wanted to like with Warsong Commander.
Playability is based on your ability to use it in a deck
If this is an attempt to slow down the meta, it's a terrible one. Without taunt aggro decks with most likely ignore this card and go right to face. If you put this down on turn three you cant even cast it again till turn 5 (unless you have coin). They keep revealing these slow cards for a slow meta, but are revealing no cards to actually make the meta slower. You want to slow down the meta? Well you need more efficient board clears, and removal spells. At the very least you need more hard to removal taunters (annoy o tron/ sludge belcher.
We are in dire need of silence-immune mechanics.
I have always thought they should change silence to affect only buffs (or nerfs), but not applying to what is actually written on the card. It would make taunts better, and make many effect-driven (slow) minions viable. But maybe it would make some cards/decks OP, although it is not obvious to me exactly what.
Inspire: Return this minion to your hand. Replaying him the same turn give him charge.
That would be balanced, as it is he is not even that good vs aggro.
They made this card to buff rogue, how you may ask?. well now rogue won't need to sap your card because you are going to do it yourself lol.
you get punished for using your hero power.
in all seriousness though you could maybe combine this with Questing Adventurer. can't wait to see warlock cards getting burned because of this card lol
If it was a card with charge, the inspire would be fair... but block your hero power (no1 will ever use hero power if this minion is full health and alone in board) isn't nice
That is why you hero power before playing him, derp.
Derp, try to do it on the second turn it's on board........
Why would you put a 2/5 on the board w/o intending to trade with it? And if your opponent doesn't play a minion, the play was well worth it. If you are planning to play your hero power the next turn...don't play him.
A pro explanation about this card: "This is a very strange card. The entire idea behind Inspire is to make using your Hero Power something you feel good about. Then they release a card that essentially punishes you for using your Hero Power. A better -- and more interesting version -- of this card would be if it said that it makes your next Hero Power free but that that will return this card to your hand. Currently the only way that this card could be interesting is if Blizzard announces a really compelling reason for why you would want to take a card back you’re your hand." (from liquidhearth) (notes: Current Rating: 1 Possible Rating: 4)
ppl could vote for the good cards at least once...
That's because you always say every single card has potential every single set release. It's the same thing with you. This card is down right depressing.
Another 'bold' prediction from Elmo1191 when every card he looks at he thinks will change the meta and be amazing. It's not hard to guess correctly when you say all 132 cards in the set are good. You'll get 1 or 2 right at least. Lol.
Hmm I like it.
Its not overpowered, sure. Its not terrible either. What if Coliseum Manager becomes a 2/1 or 2/2 after taking damage? If possible you could swing at face, activate hero power and then replay the Manager making a 2/5 again. Its obviously more of a midrange or control tool. As normally your opponent tries to weaken your minions so they can use removal at a latter point in the match so using its inspire trigger can be a nice trick to save it.
Ahem, it's good in anti-aggro decks.