I like the jouster a lot because it's 5 damage for 5 mana, so you can control a lot more cards by having it in your deck as opposed to the antique healbot.
The other thing to think about is that 5 damage removes a lot more cards than 3 damage, plus 5 health minions are harder to remove than 3 health ones. So, if you have a 5/5 minion on the board, you're more likely to clear higher valued cards than if you had a 3/3, so you might actually save more than health in the long game by simply being able to clear your opponent's cards and develop your board.
The question of Antique vs Jouster is actually a lot more complex than simply winning a joust or getting 8 health.
I personally don't think trying to ever win the joust is smart. I think that if you're going to put a joust card in your deck, it should have fair value based on the mana cost anyway. That way if you lose the joust, you still have a fair value card, but if you win the joust you have a fair value card and gravy. The trick is to make sure you don't run those cruddy joust cards that NEED to win joust in order to be effective... Tusk is "fair" as a 5 mana 5/5, so I would include it.
If you need healing, by which I mean you need instant health restoration to stay alive one more turn, do not rely on Tuskarr Jouster. That's Antique Healbot's job. You made the right decision by sticking with Healbot.
Tuskarr Jouster is a power card like Goblin Blastmage and Kill Command, a support card that has is too powerful to make an archetype viable. They give you a boost for using certain cards, like Mechs or Beasts.
Tuskarr Jouster's archetype is high curve control Paladin. A fat 5/5 body for board control in the lategame, and sustain for above average mana curves. You don't want to run Tuskarr Jouster in the same deck as Shielded Minibot for example. He won't always heal midrange when facing aggro, and stalling with a heal won't help midrange when facing control.
TL;DR After playing a good number of games with the card, I'm convinced this guy is a staple in control Paladin. A direct buff to control vs midrange matchups, where you take large chunks of damage over a much longer period of time. I can't remember losing a game to a lost joust since I can always rely on Guardian of Kings and Holy Light when facing lethal.
You cant be serious.
GoK is the worst out of Healbot and Tuskarr. Healbot is a tech heal. Tuskarr is a strong body that heals vs aggro and sometimes heals vs control. GoK is a joke.
Late game is when paladin needs to swing for fence and take momentum all the way to finish. 7 mana 5/6 is a huge joke. If you play GoK and opponent plays Dr. Balanced you are way way waaaay behind.
HS is much about tempo right now that I prefer the Jouster. The garunteed heal from healbot is often no good unless you can follow with a taunt or board clear In my experience. I'd sooner take the gamble and the 5/5.
What should orient your decision between them is not their direct comparison, but your DECK SPACE!
Due to the chance of failed jousts, tuskarr should only be used if you can run 2 of it, NEVER as a 1-off. If you cant find space for a 2nd tuskarr, you're better off playing 1 healbot, since reliable healing becomes more important then.
I play 2 tuskarr in my midrange pally and it works wonders, since my chances of healing are higher and the 5/5 body is great.
Tuskarr Jouster is stronger, but he isn't as reliable as healbot. It depends on your preference. If you want stronger minion with some RNG in it go for Tuskarr Jouster. If you want weaker minion with guaranteed heal pick healbot.
What should orient your decision between them is not their direct comparison, but your DECK SPACE!
Due to the chance of failed jousts, tuskarr should only be used if you can run 2 of it, NEVER as a 1-off. If you cant find space for a 2nd tuskarr, you're better off playing 1 healbot, since reliable healing becomes more important then.
I play 2 tuskarr in my midrange pally and it works wonders, since my chances of healing are higher and the 5/5 body is great.
GoK too late to matter against aggro, too weak to fight against control. You either play healbot against aggro or Tuskarr against control. No middle ground.
If you play GoK you give yourself a huge handicap.
The Tuskarr Jouster love on this thread is completely asinine. It's far worse at its main purpose (to heal) than Antique Healbot in the vast MAJORITY of cases. Most Paladin decks run an early curve with low costed cards such as Zombie Chow, Knife Juggler, Shielded Minibot, and Aldor Peacekeeper. Even against aggro decks you are still only hitting the Joust under 50% of the time. And against Control this card is even worse. What happens if you are playing against a Freeze Mage or Warrior and you lose the Joust? Well your probably going to lose the game to a Grommash Hellscream + Death's Bite combo or an Alexastraza into burn. This card is far to inconsistent to be considered as a 2x of in the standard Paladin list. People on here are too overly optimistic and are blinded to the facts.
The +2/+2 against aggro decks is not going to make or break the game either. The +2/+2 is only crucial in the control/midrange matchup in which you will lose the Joust even more frequently as it is. Meaning you have a shitty 5/5 in your deck that does nothing.
Lastly, due to the inconsistency of this card. It sees no place in Midrange Paladin. I'm Skepitcal on its role in Control Paladin as well. However, it could make it into a list with lots of huge minions. But not the Standard Paladin lists people have been trying to fit this card into.
The Tuskarr Jouster love on this thread is completely asinine. It's far worse at its main purpose (to heal) than Antique Healbot in the vast MAJORITY of cases. Most Paladin decks run an early curve with low costed cards such as Zombie Chow, Knife Juggler, Shielded Minibot, and Aldor Peacekeeper. Even against aggro decks you are still only hitting the Joust under 50% of the time. And against Control this card is even worse. What happens if you are playing against a Freeze Mage or Warrior and you lose the Joust? Well your probably going to lose the game to a Grommash Hellscream + Death's Bite combo or an Alexastraza into burn. This card is far to inconsistent to be considered as a 2x of in the standard Paladin list. People on here are too overly optimistic and are blinded to the facts.
The +2/+2 against aggro decks is not going to make or break the game either. The +2/+2 is only crucial in the control/midrange matchup in which you will lose the Joust even more frequently as it is. Meaning you have a shitty 5/5 in your deck that does nothing.
Lastly, due to the inconsistency of this card. It sees no place in Midrange Paladin. I'm Skepitcal on its role in Control Paladin as well. However, it could make it into a list with lots of huge minions. But not the Standard Paladin lists people have been trying to fit this card into.
I run 2 Tuskarr Jouster because sometimes you will get to Turn 5 with 30 heal nothing to do but play Tuskarr. In this scenario (which in my experience comes up fairly often) Tuskarr Jouster is 1000 times better than Antique Healbot. Yes you will lose the guaranteed heal but against aggro decks you should win most of the jousts anyways, and thats where you will really need the heal.
The Tuskarr Jouster love on this thread is completely asinine. It's far worse at its main purpose (to heal) than Antique Healbot in the vast MAJORITY of cases. Most Paladin decks run an early curve with low costed cards such as Zombie Chow, Knife Juggler, Shielded Minibot, and Aldor Peacekeeper. Even against aggro decks you are still only hitting the Joust under 50% of the time. And against Control this card is even worse. What happens if you are playing against a Freeze Mage or Warrior and you lose the Joust? Well your probably going to lose the game to a Grommash Hellscream + Death's Bite combo or an Alexastraza into burn. This card is far to inconsistent to be considered as a 2x of in the standard Paladin list. People on here are too overly optimistic and are blinded to the facts.
The +2/+2 against aggro decks is not going to make or break the game either. The +2/+2 is only crucial in the control/midrange matchup in which you will lose the Joust even more frequently as it is. Meaning you have a shitty 5/5 in your deck that does nothing.
Lastly, due to the inconsistency of this card. It sees no place in Midrange Paladin. I'm Skepitcal on its role in Control Paladin as well. However, it could make it into a list with lots of huge minions. But not the Standard Paladin lists people have been trying to fit this card into.
The only matchups where 1 Healbot can actually decide the game are against face hunter and aggro paladin, and thats only cuz these decks can run out of steam very fast. Most of the time healbot just delays the inevitable, cuz u just gave up tempo to an opponent whos been holding cards in hand.
2x Tuskarr has been turning aggro matchups into a cake walk for me, since i always get at least 1 heal and theres twice the chance of drawing that heal (since i run 2, duh). You're supposed to be on the offensive in control/midrange matchups anyway, so in those cases Tuskarr heal should be considered a bonus, cuz what you really need is the 5/5 minion. if you end up needing his heal to stay in the game and you dont get it, chances are you got outplayed earlier or Healbot would not have saved you either.
As i said in a another post though, you have to look at your deck space b4 deciding which one is better. If you cant find space for 2 Tuskarr w/o compromising your deck strategy then 1 healbot is definetly better, but if you can run 2 Tuskarr you absolutely should.
The Tuskarr Jouster love on this thread is completely asinine. It's far worse at its main purpose (to heal)
This is where you're wrong. The purpose of the Tuskarr Jouster is to provide a substantial body and a strong tempo play. Any healing you get off of the card is gravy. Instead of getting confused by the math, think of it this way: battlecry: heal 4 damage to your hero.
Tuskarr Jouster or Healbot have slightly different purpose. If I really want healing Healbot is the way to go. Tuskarr Jouster is more of a tempo play. Almost all of the time, I don't drop Jouster for the heal but I would definetly snowball if it did. Can't really drop Healbot it for its body. Tuskar is a bit versatile because he is a good minion to play on curve.
Problem is : I run lots of early game minions to deal with aggro. Zombie Chow, Shielded Minibot, Acolyte of Pain, Aldor Peacekeeper. Those 8 make me lose the joust. And I have no room for 2 Tuskarr Jouster + 1 Antique Healbot + 1 Lay on Hands.
I think I'll stick with Antique Healbot.
I like the jouster a lot because it's 5 damage for 5 mana, so you can control a lot more cards by having it in your deck as opposed to the antique healbot.
The other thing to think about is that 5 damage removes a lot more cards than 3 damage, plus 5 health minions are harder to remove than 3 health ones. So, if you have a 5/5 minion on the board, you're more likely to clear higher valued cards than if you had a 3/3, so you might actually save more than health in the long game by simply being able to clear your opponent's cards and develop your board.
The question of Antique vs Jouster is actually a lot more complex than simply winning a joust or getting 8 health.
I personally don't think trying to ever win the joust is smart. I think that if you're going to put a joust card in your deck, it should have fair value based on the mana cost anyway. That way if you lose the joust, you still have a fair value card, but if you win the joust you have a fair value card and gravy. The trick is to make sure you don't run those cruddy joust cards that NEED to win joust in order to be effective... Tusk is "fair" as a 5 mana 5/5, so I would include it.
I'm a professional casino player and I can recommend Tuskar 100%.
Also tuskar kills belcher, healbot dies to belcher.
Piloted Shredder, Knife Juggler, Mad Scientist, Dr. Boom
Need to be removed from this game
You cant be serious.
GoK is the worst out of Healbot and Tuskarr. Healbot is a tech heal. Tuskarr is a strong body that heals vs aggro and sometimes heals vs control. GoK is a joke.
Late game is when paladin needs to swing for fence and take momentum all the way to finish. 7 mana 5/6 is a huge joke.
If you play GoK and opponent plays Dr. Balanced you are way way waaaay behind.
HS is much about tempo right now that I prefer the Jouster. The garunteed heal from healbot is often no good unless you can follow with a taunt or board clear In my experience. I'd sooner take the gamble and the 5/5.
But guys, if you want a 5/5 so much and don't need the heal, why don't you play Loatheb or Pit Fighter instead ?
What should orient your decision between them is not their direct comparison, but your DECK SPACE!
Due to the chance of failed jousts, tuskarr should only be used if you can run 2 of it, NEVER as a 1-off. If you cant find space for a 2nd tuskarr, you're better off playing 1 healbot, since reliable healing becomes more important then.
I play 2 tuskarr in my midrange pally and it works wonders, since my chances of healing are higher and the 5/5 body is great.
Tuskarr Jouster is stronger, but he isn't as reliable as healbot. It depends on your preference. If you want stronger minion with some RNG in it go for Tuskarr Jouster. If you want weaker minion with guaranteed heal pick healbot.
I think you're right. I JUST pulled a second Tuskarr Jouster (and golden !) some I'm gonna test the two instead of Antique Healbot and Harrison Jones.
GoK too late to matter against aggro, too weak to fight against control. You either play healbot against aggro or Tuskarr against control. No middle ground.
If you play GoK you give yourself a huge handicap.
The Tuskarr Jouster love on this thread is completely asinine. It's far worse at its main purpose (to heal) than Antique Healbot in the vast MAJORITY of cases. Most Paladin decks run an early curve with low costed cards such as Zombie Chow, Knife Juggler, Shielded Minibot, and Aldor Peacekeeper. Even against aggro decks you are still only hitting the Joust under 50% of the time. And against Control this card is even worse. What happens if you are playing against a Freeze Mage or Warrior and you lose the Joust? Well your probably going to lose the game to a Grommash Hellscream + Death's Bite combo or an Alexastraza into burn. This card is far to inconsistent to be considered as a 2x of in the standard Paladin list. People on here are too overly optimistic and are blinded to the facts.
The +2/+2 against aggro decks is not going to make or break the game either. The +2/+2 is only crucial in the control/midrange matchup in which you will lose the Joust even more frequently as it is. Meaning you have a shitty 5/5 in your deck that does nothing.
Lastly, due to the inconsistency of this card. It sees no place in Midrange Paladin. I'm Skepitcal on its role in Control Paladin as well. However, it could make it into a list with lots of huge minions. But not the Standard Paladin lists people have been trying to fit this card into.
100% Correct. Honestly, what I've learned is:
Always > Sometimes
End of story.
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I run 2 Tuskarr Jouster because sometimes you will get to Turn 5 with 30 heal nothing to do but play Tuskarr. In this scenario (which in my experience comes up fairly often) Tuskarr Jouster is 1000 times better than Antique Healbot. Yes you will lose the guaranteed heal but against aggro decks you should win most of the jousts anyways, and thats where you will really need the heal.
The only matchups where 1 Healbot can actually decide the game are against face hunter and aggro paladin, and thats only cuz these decks can run out of steam very fast. Most of the time healbot just delays the inevitable, cuz u just gave up tempo to an opponent whos been holding cards in hand.
2x Tuskarr has been turning aggro matchups into a cake walk for me, since i always get at least 1 heal and theres twice the chance of drawing that heal (since i run 2, duh). You're supposed to be on the offensive in control/midrange matchups anyway, so in those cases Tuskarr heal should be considered a bonus, cuz what you really need is the 5/5 minion. if you end up needing his heal to stay in the game and you dont get it, chances are you got outplayed earlier or Healbot would not have saved you either.
As i said in a another post though, you have to look at your deck space b4 deciding which one is better. If you cant find space for 2 Tuskarr w/o compromising your deck strategy then 1 healbot is definetly better, but if you can run 2 Tuskarr you absolutely should.
This is where you're wrong. The purpose of the Tuskarr Jouster is to provide a substantial body and a strong tempo play. Any healing you get off of the card is gravy. Instead of getting confused by the math, think of it this way: battlecry: heal 4 damage to your hero.
Keep calm and use your hero power
Tuskarr Jouster or Healbot have slightly different purpose. If I really want healing Healbot is the way to go. Tuskarr Jouster is more of a tempo play. Almost all of the time, I don't drop Jouster for the heal but I would definetly snowball if it did. Can't really drop Healbot it for its body. Tuskar is a bit versatile because he is a good minion to play on curve.