Everyone's been talking about how good Justicar Trueheart's going to be, how it's one of the (if not THE) best neutral legendaries to come out of the expansion, and continually placing it on top of crafting and rating lists. But I just... don't see it.
It's stats are horrendous, and the fact it can be easily cleared by a 2-drop means playing it is practically the equivalent of doing nothing on turn 6 (or not much of else on later turns). The upgrades are nice, but to make it worth it you'll have to use them several times before the end of the match, which for many decks just isn't a common occurrence. I mean...
Shaman - Shaman... just sort of got the worst end of it here. I actually think a Shaman specific card costed less and valued better with a similar effect would be quite good, though.
Rogue - Can be nice, but using a weapon to attack enemies late game can spell a quick death for you. Works with flurry, but unlikely it'd be more than once, making the Justicar a worse Goblin Auto-Barber or Buccaneer.
Hunter - You'd have to use your hero power 7 times for it to be better than Leeroy Jenkins.
Warlock - It's relatively rare you're too low on health to tap but still need to, but it does happen. But Antique Healbot practically generates just as much board presence (though it doesn't trade with Sludge Belcher or similar, granted) and heals more if you use your hero power less than 4 times. Healbot'll heal less if you use it more, true, but Healbot also provides all the healing upfront which you need against aggro.
Druid - It's hard to see the extra damage you gain making a difference when trading more than once or twice, or really dealing much additional damage versus face. And some of this could easily be made up by playing a sturdy 6-drop like Piloted Sky Golem. Druid matches in general also can't go very long since they lack hard destruction, though Mulch may change that.
Mage - While less damage to face, similar problems to Druid. Also keep in mind Shadowform is rarely run, and while Mages are more aggressive it's hard to be aggressive when the upgrade doesn't come until turn 7 (or 6 with coin). There might be some miracle inspire decks with Colderra Drake, but I don't think they'll be consistent enough to be meta. Grinder Mage could run it, but I don't know enough about Grinder Mage to know how good it is overall.
Priest - I don't know with Priest. Priests are more about out controlling when it comes to control decks and really only out heal when it comes to aggro decks (in which case like Warlocks Antique Healbot is just better) or midrange decks. The extra healing will help you outlast freeze mages and control warriors, but the fact it doesn't change board state makes me wonder if you'll just get overrun (and if you do have control of the board the extra healing probably isn't necessary). With minions the healing will be overkill most of the time but can put bigger minions out of range of destruction and what not, so it's hard to say.
Warrior - Similarly to Priest, can easily be overkill. But Warriors are more about outlasting, and do consistently hero power throughout long games, so I can see it being good for control variations. I can also see a sort of "Grinder Warrior" arising out from it. EDIT: Also, for a quick comparison, you only have to use your hero power 3 times to gain more armor than from Shieldmaiden though Shieldmaiden does trade better.
Paladin - Paladin will... actually it'll be quite good for Paladin. I forgot about them when I started writing this thread. Though I haven't seen much control paladins around as of late so the meta will have to change a bit.
In the end I just don't know. People have mentioned at least it is dependent on the meta shifting to be more control, but it still applies only to the heaviest control decks and is very match-up dependent. I just can't see it being as ubiquitous as people have made it out to be.
It will be fine in some decks. This community just tends to have no idea what they are talking about and parrots the first thing they see, don't ever listen to these guys when it comes to new cards, 99% of the time they are hilariously and frustratingly wrong.
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I returned to this game much like how a recovering alcoholic can relapse.
Everyone's been talking about how good Justicar Trueheart's going to be, how it's one of the (if not THE) best neutral legendaries to come out of the expansion, and continually placing it on top of crafting and rating lists. But I just... don't see it.
It's stats are horrendous, and the fact it can be easily cleared by a 2-drop means playing it is practically the equivalent of doing nothing on turn 6 (or not much of else on later turns). The upgrades are nice, but to make it worth it you'll have to use them several times before the end of the match, which for many decks just isn't a common occurrence.
i agree, weak body for slow effect that messes curve too if you wanna weave in hero powers and doesnt rely help if you are behind. It might find a place in deck that rely on hero power alot, cheap removals and isnt aggro. Priest warrior come to mind and even healadin
you play her only for her power who gives on few classes an INSANE value. A MUST in any control warrior/priest decks...a MUST
2 mana for 4 armor/heal (especially on minions) is just ridiculous . The meta will be slower (I can't think otherwise) and the heavy control warrior will be a thing
Like the previous poster, I expect it to be very good in control warrior and control priest. I have trouble seeing it anywhere else effectively. However, having said that, this and nexus-champion saraad are going to be my first two legendary crafts if I don't open them in my packs, primarly because they are 1) neutral and 2) incredibly fun looking.
Like the majority of cards, you need the right deck to make it work. Justicar is more of an alexstraza than a boom and that is ok. In warrior, priest and even mage, the hero power upgrade can make new and powerful things happen, but you are right, justicar is certainly no boom and a lot of people seem to want it to be (since there dont appear to be any must craft cards in this expansion).
She definitely looks like one of the better cards to play in a slow meta. Guaranteed effect, and her body exerts pressure, since if you don't have removal on hand then she will easily trade up. Completely useless in Midrange or Aggro metas, and only Warrior works in a combo meta.
I don't play Shaman, but Totemic Slam sounds strong. Always summon the taunt totem if you want to be annoying, or get the spellpower totem when you really need it. You can also summon more than one of the basic totems, so an army of taunt totems if you have mana lying around, as opposed to the healing totem or the 1/1. Removing that element of RNG and being able to have multiple taunt or spellpower totems seems worth the cost to me.
I don't play Shaman, but Totemic Slam sounds strong. Always summon the taunt totem if you want to be annoying, or get the spellpower totem when you really need it. You can also summon more than one of the basic totems, so an army of taunt totems if you have mana lying around, as opposed to the healing totem or the 1/1. Removing that element of RNG and being able to have multiple taunt or spellpower totems seems worth the cost to me.
Was it confirmed that you can spawn more than one of the same totem?
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12 wins in ArenA with: Mage and Paladin, first time legend with Rogue
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Everyone's been talking about how good Justicar Trueheart's going to be, how it's one of the (if not THE) best neutral legendaries to come out of the expansion, and continually placing it on top of crafting and rating lists. But I just... don't see it.
It's stats are horrendous, and the fact it can be easily cleared by a 2-drop means playing it is practically the equivalent of doing nothing on turn 6 (or not much of else on later turns). The upgrades are nice, but to make it worth it you'll have to use them several times before the end of the match, which for many decks just isn't a common occurrence. I mean...
Shaman - Shaman... just sort of got the worst end of it here. I actually think a Shaman specific card costed less and valued better with a similar effect would be quite good, though.
Rogue - Can be nice, but using a weapon to attack enemies late game can spell a quick death for you. Works with flurry, but unlikely it'd be more than once, making the Justicar a worse Goblin Auto-Barber or Buccaneer.
Hunter - You'd have to use your hero power 7 times for it to be better than Leeroy Jenkins.
Warlock - It's relatively rare you're too low on health to tap but still need to, but it does happen. But Antique Healbot practically generates just as much board presence (though it doesn't trade with Sludge Belcher or similar, granted) and heals more if you use your hero power less than 4 times. Healbot'll heal less if you use it more, true, but Healbot also provides all the healing upfront which you need against aggro.
Druid - It's hard to see the extra damage you gain making a difference when trading more than once or twice, or really dealing much additional damage versus face. And some of this could easily be made up by playing a sturdy 6-drop like Piloted Sky Golem. Druid matches in general also can't go very long since they lack hard destruction, though Mulch may change that.
Mage - While less damage to face, similar problems to Druid. Also keep in mind Shadowform is rarely run, and while Mages are more aggressive it's hard to be aggressive when the upgrade doesn't come until turn 7 (or 6 with coin). There might be some miracle inspire decks with Colderra Drake, but I don't think they'll be consistent enough to be meta. Grinder Mage could run it, but I don't know enough about Grinder Mage to know how good it is overall.
Priest - I don't know with Priest. Priests are more about out controlling when it comes to control decks and really only out heal when it comes to aggro decks (in which case like Warlocks Antique Healbot is just better) or midrange decks. The extra healing will help you outlast freeze mages and control warriors, but the fact it doesn't change board state makes me wonder if you'll just get overrun (and if you do have control of the board the extra healing probably isn't necessary). With minions the healing will be overkill most of the time but can put bigger minions out of range of destruction and what not, so it's hard to say.
Warrior - Similarly to Priest, can easily be overkill. But Warriors are more about outlasting, and do consistently hero power throughout long games, so I can see it being good for control variations. I can also see a sort of "Grinder Warrior" arising out from it.
EDIT: Also, for a quick comparison, you only have to use your hero power 3 times to gain more armor than from Shieldmaiden though Shieldmaiden does trade better.
Paladin - Paladin will... actually it'll be quite good for Paladin. I forgot about them when I started writing this thread. Though I haven't seen much control paladins around as of late so the meta will have to change a bit.
In the end I just don't know. People have mentioned at least it is dependent on the meta shifting to be more control, but it still applies only to the heaviest control decks and is very match-up dependent. I just can't see it being as ubiquitous as people have made it out to be.
It will be fine in some decks. This community just tends to have no idea what they are talking about and parrots the first thing they see, don't ever listen to these guys when it comes to new cards, 99% of the time they are hilariously and frustratingly wrong.
I returned to this game much like how a recovering alcoholic can relapse.
i agree, weak body for slow effect that messes curve too if you wanna weave in hero powers and doesnt rely help if you are behind. It might find a place in deck that rely on hero power alot, cheap removals and isnt aggro. Priest warrior come to mind and even healadin
I think people evaluated it pretty well... it wont be good in shaman mage hunter rogue.. might be good in warrior and priest
Fast meta: BAD
Slow meta: Good
hi
It just depends on how slow the meta gets. I can only see Justicar Trueheart being good in very niche decks.
you play her only for her power who gives on few classes an INSANE value. A MUST in any control warrior/priest decks...a MUST
2 mana for 4 armor/heal (especially on minions) is just ridiculous . The meta will be slower (I can't think otherwise) and the heavy control warrior will be a thing
vi veri veniversum vivus vici
Like the previous poster, I expect it to be very good in control warrior and control priest. I have trouble seeing it anywhere else effectively. However, having said that, this and nexus-champion saraad are going to be my first two legendary crafts if I don't open them in my packs, primarly because they are 1) neutral and 2) incredibly fun looking.
Like the majority of cards, you need the right deck to make it work. Justicar is more of an alexstraza than a boom and that is ok. In warrior, priest and even mage, the hero power upgrade can make new and powerful things happen, but you are right, justicar is certainly no boom and a lot of people seem to want it to be (since there dont appear to be any must craft cards in this expansion).
If the game really slows down, she'll be pretty good. So will Troggzor, incidentally. The meta's been too fast for him, but he still has potential.
Bonus: Trueheart is a greatRecombobulator target!
I think she will be fine but I really don't get why Bliz gave her awful stats. I don't think making her a 5/5 would have been OP.
I think Troggzor will be better than Trueheart. Trueheart's stats are dreadful for 6 mana
She definitely looks like one of the better cards to play in a slow meta. Guaranteed effect, and her body exerts pressure, since if you don't have removal on hand then she will easily trade up. Completely useless in Midrange or Aggro metas, and only Warrior works in a combo meta.
I don't play Shaman, but Totemic Slam sounds strong. Always summon the taunt totem if you want to be annoying, or get the spellpower totem when you really need it. You can also summon more than one of the basic totems, so an army of taunt totems if you have mana lying around, as opposed to the healing totem or the 1/1. Removing that element of RNG and being able to have multiple taunt or spellpower totems seems worth the cost to me.
Was it confirmed that you can spawn more than one of the same totem?
12 wins in ArenA with: Mage and Paladin, first time legend with Rogue