Seems like freeze mage got their Healbot. Unfortunately it's not the case the other way around. Still no way to recover after they Alexstrasza you. It should be good against a board with man small minions that don't kill you the next turn regardless of the heal.
Stupid card. The idea against aggro is that first you go with Board Clear and then Heal Back plan to recoup your lost health, except with this card you can only heal if your opponent has board control, meaning next turn he's just gonna deal back the same amount (or more) of damage you just healed.
It's the same reason why Reno is useless when droppen on a board heavily controlled by your enemy, you're supposed to heal back big AFTER you got control, not during. Healing for 8-10 does nothing if the opponent has 10-15 worth of damage ready to go.
Seeing as Healbot is rotating out, this is going to be the best we have. Freeze Mage really likes it, sure, but seeing how Zoolock might be one of the few unchanged decks in the meta as of right now, this is going to be a really good card to combat them in standard. At the very least, it's the best we have.
If your opponent doesn't control a lot of minions, this can help stabilize the board. If they do, it might save you from lethal for a turn.
If you are saying "bad compared to Healbot," you are still confused about what's going on here.
Antique Healbot was part of GvG. Most GvG cards are overpowered. Even with his pitiful body, Healbot provides too much unconditional healing, especially in conjunction with Brann Bronzebeard.
Cult Apothecary is actually a very well-designed card. It has a much better body and punishes the opponent for overextending. I like it a lot.
Furthermore, Healbot is not being taken away from you or removed from the game or any of that nonsense. If you choose to play in Standard format, you are the one choosing to play without Healbot. If you can't live without Healbot, you are welcome to play in Wild. I'm not even being sarcastic: If you are disappointed by every new card, PLAY F-ING WILD.
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"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
If you are saying "bad compared to Healbot," you are still confused about what's going on here.
Antique Healbot was part of GvG. Most GvG cards are overpowered. Even with his pitiful body, Healbot provides too much unconditional healing, especially in conjunction with Brann Bronzebeard.
Cult Apothecary is actually a very well-designed card. It has a much better body and punishes the opponent for overextending. I like it a lot.
Furthermore, Healbot is not being taken away from you or removed from the game or any of that nonsense. If you choose to play in Standard format, you are the one choosing to play without Healbot. If you can't live without Healbot, you are welcome to play in Wild. I'm not even being sarcastic: If you are disappointed by every new card, PLAY F-ING WILD.
I agree. People here too spoiled by overpowered cards, this card is fine.
The call echoing through the caverns of HS has been "We need a new heal against aggro! How will we stop aggro from dominating without a good heal!"
This card is catered specifically to aggro, giving time to survive until the swing turn against board flood decks. It doesn't clear the board, but neither did Healbot. This gives comparable healing with a better body as a tool against the decks the community called for.
This doesn't do much against slow decks that only drop 1-2 minions at a time. But there are other tools and deck design decisions to deal with those. We don't need another ubiquitous card getting thrown into 80% of decks. That's part of the point of this whole format shift.
This is a well designed card that fits a need. The only downside I agree with is that it doesn't cover Shaman aggro. But massive burst damage is a whole different mechanic and I don't expect a single card to deal with it all.
Much worse than Antique Healbot, but seems like it's the only (maybe) viable replacement. =/
I wouldn't say much worse. In all non-aggro matchups it's most likely better. Against most aggro matchups it'll be worse on average. The part where this card suffers is against the OTK decks that don't necessarily have a strong board. I'd say overall worse than Healbot but not significantly worse.
Everyone is comparing this to healbot saying you need 4 enemies to make it worthwhile. I disagree. 3 are all you need to play it effectively. Five mana 4/4 heal 6 is a LOT put into one card, and dodges most typical removal spells that only cost 2 mana.
If zoo remains this prevalent, will see play.
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Seems like freeze mage got their Healbot. Unfortunately it's not the case the other way around. Still no way to recover after they Alexstrasza you. It should be good against a board with man small minions that don't kill you the next turn regardless of the heal.
would be nice 1 mana 1/1 to combo with flamestrike, shadowflame, blade flurry etc
Stupid card. The idea against aggro is that first you go with Board Clear and then Heal Back plan to recoup your lost health, except with this card you can only heal if your opponent has board control, meaning next turn he's just gonna deal back the same amount (or more) of damage you just healed.
It's the same reason why Reno is useless when droppen on a board heavily controlled by your enemy, you're supposed to heal back big AFTER you got control, not during. Healing for 8-10 does nothing if the opponent has 10-15 worth of damage ready to go.
This will be better than healbot most of the time.
Mediocre, but it might be a 1 of in Renolock.
Great in renolock and freeze mage I guess. it might work in Murlocadin, too.
Shadowflame + This.
such value with Brawl
great for arena, I really like it!
If this is viable it will be in Freeze Mage or Renolock. Not on par with healbot.
Zoo/Secret Paladin nerf. Fuck yes.
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Seeing as Healbot is rotating out, this is going to be the best we have. Freeze Mage really likes it, sure, but seeing how Zoolock might be one of the few unchanged decks in the meta as of right now, this is going to be a really good card to combat them in standard. At the very least, it's the best we have.
If your opponent doesn't control a lot of minions, this can help stabilize the board. If they do, it might save you from lethal for a turn.
Looks like new expansion will b pushingbhardvtowards a control meta.
Hungry Dragon synergy Kappa
If you are saying "bad compared to Healbot," you are still confused about what's going on here.
Antique Healbot was part of GvG. Most GvG cards are overpowered. Even with his pitiful body, Healbot provides too much unconditional healing, especially in conjunction with Brann Bronzebeard.
Cult Apothecary is actually a very well-designed card. It has a much better body and punishes the opponent for overextending. I like it a lot.
Furthermore, Healbot is not being taken away from you or removed from the game or any of that nonsense. If you choose to play in Standard format, you are the one choosing to play without Healbot. If you can't live without Healbot, you are welcome to play in Wild. I'm not even being sarcastic: If you are disappointed by every new card, PLAY F-ING WILD.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
I like it. Healbot made it too easy for handlock / other warlock to heal in any situation. This one is situational against aggro only.
The call echoing through the caverns of HS has been "We need a new heal against aggro! How will we stop aggro from dominating without a good heal!"
This card is catered specifically to aggro, giving time to survive until the swing turn against board flood decks. It doesn't clear the board, but neither did Healbot. This gives comparable healing with a better body as a tool against the decks the community called for.
This doesn't do much against slow decks that only drop 1-2 minions at a time. But there are other tools and deck design decisions to deal with those. We don't need another ubiquitous card getting thrown into 80% of decks. That's part of the point of this whole format shift.
This is a well designed card that fits a need. The only downside I agree with is that it doesn't cover Shaman aggro. But massive burst damage is a whole different mechanic and I don't expect a single card to deal with it all.
Everyone is comparing this to healbot saying you need 4 enemies to make it worthwhile. I disagree. 3 are all you need to play it effectively. Five mana 4/4 heal 6 is a LOT put into one card, and dodges most typical removal spells that only cost 2 mana.
If zoo remains this prevalent, will see play.
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