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If they make a paladin card that can give this lifesteal, this card will be really good. Until then it's just a slightly better Silvermoon Guardian
It says "restore health" not heal, does that mean it will also get divine shield when you buff a minion's health, like with Sound The Bells?
No. Restore health means the minion/hero has to be damaged for the effect to trigger. The same way Northshire Cleric doesn't draw a card when you use Power Word: Shield.
But Northshire Cleric specifically says "whenever a minion is healed" this card doesn't say "healed" it says "restore health". I don't think there as been a card that used "restore health" as a condition before.
That's just team 5's bad card text consistency. Trust me, it won't work by buffing.
"whenever a minion is restored, draw a card" sounds weird? :D
and no, i think every other healing card says "restore"
it's a worse Cobalt Guardian. You can't use the effect until your next turn unless paladin will be able give minions rush.
Why is this a legendary?
It's totally not worse cuz it starts with divine shield and Cobalt Guardian doesn't.
But why is it a legendary? you play it and at best your opponent loses two minions trying to kill it.
Woo! two for one!
This a rare card effect, epic at best. What a joke.
If your opponent is Mage, only 1 Minion to trade.
This "Legendary" (lul) is trash
It starts with Divine shield so it is better. It is legendary because it is fairly odd. Like the legendaries in line with Millhouse, Majordomo and Malorne.
All those cards that have never seen competitive play. Good comparison.
First glance and this card is giving me Cobalt Guardian vibes. Sure there are some differences like The Glass Knight starting with a divine shield, 2 less attack but then also costing 1 less, but overall it still has the same effect of play a card and give it divine shield. However, this card also suffers from a similar issue that Cobalt Guardian does, that being you need to actively play a card to get the effect to work, similar to what happened with Fjola Lightbane and Eydis Darkbane. If there happened to be a good card (Sorry Benevolent Djinn) that read something along the lines of "whenever _____ happens, gain life", then this card would be able to activate more easily and would be better, but as of now it just feels like a slightly overcosted yet bit stronger Scarlet Crusader.
Another issue with all of the paladin "whenever you gain life" cards is that life gain is overall one of the most useless things in most games, including Hearthstone for the most part. Health totals aren't important unless when your about to die or not. Gaining health is not proactive and if all you do is stall out and try to gain health, you are going to lose just from board control. Life gain cards that have seen play in the past, like Ragnaros, Lightlord, Lay on Hands, and Forbidden Healing were ran for doing additional stuff aside from just healing, with Ragnaros, Lightlord being a huge threat, Lay on Hands gives you card draw (something that paladin lacks badly) and Forbidden Healing being either a way to either survive for a while since it has a lot of burst healing or to go and use up the remaining mana on a turn. Two thirds of the cards don't work well with The Glass Knight, with the only good one being Ragnaros, Lightlord but if you are able to get multiple procs of him, chances are you have already won the game and don't need The Glass Knight.
I like the idea of the card, but there aren't enough supporting cards to make it good.
I agree to some extend but I also greatly disagree. with nothing to synergies with it, it is at a similar power level to korkron Elite. Being a 4 mana 4/3 with divine shield is comparable because it having divine shield will allow you to declare trades the next turn a lot of the time. If you can run any cards that are good and happen to have the upside of healing(like Truesilver) then this becomes a lot stronger than most 4 drops in the game.
Comparing Charge to Divine Shield isn't really comparable at all. Charge lets you have the initiative. Divine shield literally only protects the creature from 1 attack. If the opponent has any form of ping and 3 damage, this card isn't charge at all. Sorry if this sounds rude or anything, but comparing Charge and Divine Shield is like comparing Spell joust to actual joust, both are things that happen in similar fashion, but barely have anything else in common other than that.
At least its got 4 damage, so priest can't just pop it
Every card in this set needs a lot of love. This is either the worst set they've ever printed, or its a setup for the long game. I bet in a few months everyone's gonna be sick of seeing this in Spellstone Control Pally
This thing would have been a middling rare card in terms of effect but also of art. Without a doubt the most underwhelming Legendary in Hearthstone history.
I don't know, there are some pretty underwhelming legendaries. Despite it being a strong card, Bloodmage Thalnos is incredibly underwhelming, and there are plenty of bad legendaries that are also underwhelming, like Foe Reaper 4000, Malorne and Maexxna which now all have their same effects on cards of lower rarities.
Samus Aran: Wait, what? Why am I here?