Bolf Ramshield
Card Text
Whenever your hero takes damage, this minion takes it instead.
Flavor Text
Bolf keeps coming in 2nd at the Grand Tournament. It might be his year this year, if Lebron doesn't enter.
Card Sounds
Whenever your hero takes damage, this minion takes it instead.
Bolf keeps coming in 2nd at the Grand Tournament. It might be his year this year, if Lebron doesn't enter.
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can be a lifesaver in handlock against mages
Very Interesting:)
just got a golden bolf thank you blizzard for the 1600 dust lol
I just found out an interesting interaction with multiple copies of Bolf.
If your hero would take damage, the first Bolf summoned takes the damage instead.
I got lucky with a Kel'Thuzad setup and wound up with 4 Bolf's on the field. Mage Fireballed my face, only the left Bolf took damage.
Yes, even more, Bolf has horns and two shields instead of spears and other weapons. One old joke of the past, "Go get two shields and tank em", came alive.
From the art, you'd think it'd at least have charge or something.
While Taunt would make this card insane, I think Charge is an interesting Idea though, leading up to Priest OTK decks.
Taunt would make this 3/9 rather then 3/0 on empty board. Taunt with this ability would make this much better. If they just hit face this die for no Value, which is main reason why it isn't played, the ability should be great with Buff and work as a tech card against OTK. Maybe there wasn't a need, but this is too hard to play on curve when fighting for board control without Taunt.
However, 3/9 is too powerful for a tech card, and the stat distribution is interesting enough to put this into a lot of deck. Not to mention Taunt is worth 1 mana alone, so 5 mana worth of stat would be put onto Taunt minion (Atleast before).
But 3/9 with Charge, actually that's 1 mana too, and probally make OTK priest much more viable.
Why are you arguing that it shouldn't have Taunt just because it have a ability similar! Taunt is just Taunt, which have Interaction with cards in-game already, and you don't establish board control JUST to play an Anti-OTK tech minion like Bolf instead of Antique Healbot which is much more useful in most situation ! This card have an interesting effect with a wide range of possibility. It just have 0 Tempo in most situation due to Lack of Taunt, where enemy can just hit face and kill this without losing any minions! Handlock already have low Tempo and tend to have a hard time recovering ,sometimes turn 4 Mountain Giant and Board Clear isn't even enough, I doubt this would work on Handlock. But Crusher Shaman on the otherhand ... Anyway, I think you are just new, so I am not trying to be offensive or anything.
Handlock doesn't run 3+ AOE because they want to, it's just because they'll get overwhelmed if they don't have that much board recovery. Some don't even run Antique Healbot due to the loss of tempo, which this is just a worse version of without comboing with card like Ancestral Healing or buff.
This would be better in a Control Deck that secure tempo turn 1-5 that play steadily on curve, while having cards that will interact with this.
"Why isn't the enemy face taking damage? What sorcery doth prevent my SMOrc skill??? Oh no! Save me, Ironbeak Owl!!!" ~Hunters everywhere
Solution for Mill Decks against OTK, where heal doesn't prevent them dying against a full hand of OTK.
Also useful for Shaman, where they can play Ram Bolfshield if no minion is out, trade with it, then use their 0 mana heal + taunt ability, effectively gaining HP and making Ram a stronger target.
Does it take damage from fatigue too?
Yes, he would take fatigue damage too.
So you could put 2 of them on each side, put a lorewalker cho and divine spirit blof for an infitite lenght game?
I don't see how it could be infinite. You'd still be forced to draw a card each turn, and the amount of fatigue damage would increase each time. They would eventually die, but I guess you could draw it out even longer that way.
Maximum action and turn required is turn 7, so by then 11-12 cards on both players hand. So 18 cards left, 18 turns of no damage + doubling Hp for Bolf, where HP gain is multiplied which would definitely be faster than stacking damage 1 by 1 per turn. However, the game would crash before that happen.
There are exactly two limitations to Divine Spirit Cho wackiness.
(1) If the health of a minion exceeds I think about two billion, it rolls over to zero and the minion dies.
(2) The game automatically ends in a draw after about 20 turns into fatigue (measured in turns, not cards drawn). The most straightforward way to see this is to spam end turn when you and a friend you're playing against both have Mal'Ganis.
We could stop buffing blof at 10k hp and add tree of life to one's hand, plus Malorne to reset the fatigue damage
would that work?
Using Malorne does not actually reset fatigue. If you are at 127 damage, and add Malorne to your deck, the next time you fatigue you will take 128 damage.
However, resetting fatigue should not become an issue because the automatic draw will come into effect long before Bolf breaks a sweat.
Ah, I see now. I wasn't able to visualize how Lorewalker Cho, Divine Spirit, and Bolf would interact with each other to result in the game of "infinite length". I guess maybe I'm still a bit of a noob... Thank you all for carrying on long enough with this topic for me to get it.