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Ikr. I LOVE this card. This is the type of card, a card game needs to have more of.
In early game this card is just suicide! Never play it on turn 2. For late game, it has a good trap potential with Brawl. It can be quite good against rogues and mages as well.
Although for control warrior it is a good cheap way to gain health. I don't think it would see much play. Warrior has already tons of healings, taunts and board clears. He doesn't require additional health to give your opponent a big advantage.
Fun concept though.
Poor Wild Freeze Mage lol.
2 mana win the game if you and your foe are out of cards.... seems good :D
I can see this is being a decent bait for Shield Slam. "Here, let me help you get some of those slightly bigger minions out... oops, sorry..." Either that or it will turn into another Millhouse Manastorm.
This is the card most likely to cause your opponent to rope...
I'm waiting for the sequel "Bring it on again!"
This is a nerf to Yogg-Saron, Hope's End.
Edit: Didn't mean to double post; didn't think I was signed into my phone when i shot off my hot, hot take.
It's probably for late game fatigue, you stock up on removals and play it when both decks ran out,i'll prolly run this as a one-of in my fatwarrior
Oh wait 10 armor , and reduce the minions in your opponent's hand by (2) ...
Don't know , as a warrior you gotta be ready for the swarm of Op minions/combos coming out by just playing this card
You use this gainst aggro when they start to run their hand dry. Can also potentially be used in control warrior VS another Control deck in a combo with brawl and shield slam if necessary to temove a big minion
Finally no more wARRRRRior and more Fat Fatigue games
W o w h o l y fu ck i n g s h i t
this has so much potential
Is this a yogg Nerf?
Emperor out of standard? No problem, got your back.
This is kinda bad. This is purely an anti-aggro card, but remember that CW/quest warrior are already very favored against aggro and I don't really see that changing as long as war axe, brawl, shield block, execute, ghoul/fishes and all the good taunts are in warrior's arsenal. The decks warrior struggles against are those who can outvalue it like midrange paladin, jade druid, greedy control priest, spirit echo shaman etc. and this card doesn't help much against those decks except for shield slam synergy for which you already do have shield block.
No skilled player will suddenly play hard into brawl just because you discounted his minions, don't expect any extra brawl value because of this, it will only make it easier for your opponent to refill board after second brawl.
This is only purely better against freeze mage but otherwise I'd just play shield block and the new 4-3 minion that gives you 6 armor.
This is a great card, the discount can enable combos we can't even imane and create new archetypes! Even if cw or quest Warrior won't use it, it does not mean it has the potential of creating a completely new archetype!edit: ops, opponent's hand!
Bring it ön!
This is actually genius. The extra minions and potential charge damage is negated by the 10 armor and your Brawl generates massive amounts of value. I might try this, dayum!
Except smart players will likely just play something as close to curve as possible only risking the potential to be ahead due to the curve. So if it makes a 7 mana cost 5 mana with 5 mana available, that is what should be played. Also the cost reduction is permanent for cards affected in the hand. So expect the possibility of the enemy curve getting out of control if not played correctly.
I feel like the gaping bullet hole in that theory is that your opponent is playing 7 drops. If you are using this card against a deck that HAS 7 drops you are most likely using it at a different time (Their top deck mode comes to mind). If the meta has evolved so much that a control warrior is concerned with late game minions using this tempo boost then... ya we don't need this card. fingers crossed that we somehow get there!