Depends on the state of the board and cards in hand I guess. At worst, you can make a 1/1 (two 1/1s if you played justicar) and gain 16 life. So, if you are at say under 10 vs a mage who is trying to top deck a finisher... going back to 20+ seems game changing to me.
Or, if you are against a combo deck who is waiting for a combo piece to finish you, healing from say 5 to 25 should help at least give you a few more draws to get in the game.
It's already known in many other card games that pure healing cards are a huge loss of tempo and considered bad compared to cards that heal and do something else like Reno Jackson or Lay on Hands.
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Eh...*shrug* it's ok, but probably wont see much if any play. Tempo healing isnt really a thing, so the scalable effect is actually quite poor. If healing wave and touch dont see play, then I dont see anyone carving out a spot in their deck for this. However, the more cards with this design the better. The warrior and rogue forbidden cards are sure to be quite interesting.
Holy Light sees play in a lot of successful Anyfin Paladin decks and that deck tends to float large amounts of mana on a lot of its turns anyway so this card would be a welcome addition, especially with Antique Healbot out of Standard.
Don't think it will see play, like someone already said, just tempo loss and too expensive for its value. 20 heal is huge? Yeah, just that this takes your whole turn and you get slammed in the face for 20 next turn again.
Mage and especially Priest got better Forbidden cards.
Don't think it will see play, like someone already said, just tempo loss and too expensive for its value. 20 heal is huge? Yeah, just that this takes your whole turn and you get slammed in the face for 20 next turn again.
Mage and especially Priest got better Forbidden cards.
On ten mana you could play Tuskar Jouster, and essentially get a 10 mana 5/5 restore 17 health. Id say thats pretty good. Compared to a 7 mana 5/5 restore 5 health with Ancient of Lore. Same stats 3 mana for 12 extra health seems reasonable. The more i type though the worse this gets lol
The fact that it's for TWICE the amount is the key part here. It's not any better than Healing Wave or Healing Touch, but it's good for those turns where you just want to keep stalling and don't want to do anything besides hero power pass.
Could see as a 1-of in control Paladin.
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Tech card, one in a control deck if the meta runs a lot of face decks, but for me Lay on Hands is a better one, the heal is relevant and helps you to fight next.
This is a massive tempo loss in almost any situation especially if you heal for 20 it's a bad thing to do and the only thing you accomplish is delaying death for another round. It's much more practical and less bad if it's used for 4-5 mana to heal for 8-10 health coupled with a minion drop.
So I'm guessing that if this gets Counterspell you always lose only 0 mana? Also, no matter how much mana you spend afterwards, Summoning Stone will always give you 0 mana minion?
So save to say we get forbidden spells for all classes i love it.
This card is a solidify vs aggro, just plane burst heal. however this still can heal minions in the early game so its not completely useless. Realy depends how much aggro we ill see in standard for this card to see play but its not bad, just not overwhelmingly versatile and strong, ok card.
So I'm guessing that if this gets Counterspell you always lose only 0 mana? Also, no matter how much mana you spend afterwards, Summoning Stone will always give you 0 mana minion?
Unknown at the moment. I would assume that Counterspell causes you to lose 0 mana, since Counterspell prevents the spell from being played in the first place. I would guess that Summoning Stone would behave the same way, as the effect of the card is to consume all your mana and then do an effect based on the mana consumed.
So I'm guessing that if this gets Counterspell you always lose only 0 mana? Also, no matter how much mana you spend afterwards, Summoning Stone will always give you 0 mana minion?
That's how it would seem as the actual mana spent is seperate from the cost of the card.
This is serious ? i mean, Paladin has a lot of cards without any drawback, like Divine Favor, Holy Light and it will cost 0 mana if Equality still in standard the meta will be very strong for paladin, again.
Eh...*shrug* it's ok, but probably wont see much if any play. Tempo healing isnt really a thing, so the scalable effect is actually quite poor. If healing wave and touch dont see play, then I dont see anyone carving out a spot in their deck for this. However, the more cards with this design the better. The warrior and rogue forbidden cards are sure to be quite interesting.
Holy Light sees play in a lot of successful Anyfin Paladin decks and that deck tends to float large amounts of mana on a lot of its turns anyway so this card would be a welcome addition, especially with Antique Healbot out of Standard.
I guess, but Holy Light isn't all that common. It's only really included in a couple of the many anyfin lists and healbot has 2 for 1 value in that it gives you a body and health. I guess it's ok and it's certainly playable, but it's not game changing really.
I'm loving this! Nice design Blizz
That's insane. Huge recovery. I wonder if you can target minions?
Hmm. Hard to say, 20 heal is pretty big...
Depends on the state of the board and cards in hand I guess. At worst, you can make a 1/1 (two 1/1s if you played justicar) and gain 16 life. So, if you are at say under 10 vs a mage who is trying to top deck a finisher... going back to 20+ seems game changing to me.
Or, if you are against a combo deck who is waiting for a combo piece to finish you, healing from say 5 to 25 should help at least give you a few more draws to get in the game.
I wouldn't write this off so fast...
Nightblade Argent Lance Flame Imp
Argent Watchman Argent Squire Frost Giant
Aviana Hogger Snipe Sea Giant
It's already known in many other card games that pure healing cards are a huge loss of tempo and considered bad compared to cards that heal and do something else like Reno Jackson or Lay on Hands.
What's up, its Nez! On our channel, you'll find gaming editorials, let's plays, and a weirdo that's genuinely passionate about video games.
https://www.youtube.com/c/Nezeru
Don't think it will see play, like someone already said, just tempo loss and too expensive for its value. 20 heal is huge? Yeah, just that this takes your whole turn and you get slammed in the face for 20 next turn again.
Mage and especially Priest got better Forbidden cards.
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Wording on the card should use the word Restore to stay consistent.
On ten mana you could play Tuskar Jouster, and essentially get a 10 mana 5/5 restore 17 health. Id say thats pretty good. Compared to a 7 mana 5/5 restore 5 health with Ancient of Lore. Same stats 3 mana for 12 extra health seems reasonable. The more i type though the worse this gets lol
The fact that it's for TWICE the amount is the key part here. It's not any better than Healing Wave or Healing Touch, but it's good for those turns where you just want to keep stalling and don't want to do anything besides hero power pass.
Could see as a 1-of in control Paladin.
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The people complaining about tempo loss must not understand that there are decks out there that don't rely on tempo to win.
Tech card, one in a control deck if the meta runs a lot of face decks, but for me Lay on Hands is a better one, the heal is relevant and helps you to fight next.
This is a massive tempo loss in almost any situation especially if you heal for 20 it's a bad thing to do and the only thing you accomplish is delaying death for another round. It's much more practical and less bad if it's used for 4-5 mana to heal for 8-10 health coupled with a minion drop.
So I'm guessing that if this gets Counterspell you always lose only 0 mana? Also, no matter how much mana you spend afterwards, Summoning Stone will always give you 0 mana minion?
So save to say we get forbidden spells for all classes i love it.
This card is a solidify vs aggro, just plane burst heal. however this still can heal minions in the early game so its not completely useless. Realy depends how much aggro we ill see in standard for this card to see play but its not bad, just not overwhelmingly versatile and strong, ok card.
Wow I love this card.
Seriously, imma put a ring on it. Then in ten years imma cheat on this card with forbidden shaping and forbidden flame.
This is serious ? i mean, Paladin has a lot of cards without any drawback, like Divine Favor, Holy Light and it will cost 0 mana if Equality still in standard the meta will be very strong for paladin, again.