Sadly nothing more than a possible arena card. Any situation where you get a good heal, than a 4/4 is probably not going to help you get back any control.
I think this is honestly pretty trash. Now hear me out here instead of just bashing me because I don't conform to your way of thinking:
This healing for 2 for every minion the opponent has means that the opponent gets to choose how much they want to commit to the board, and in that effect also how much this guy can heal.
If the opponent has somehow managed to get a full board and you are playing a midrange/control-style deck, you've probably already lost. Even if you heal for 14. Against aggro you always want to try to stay on par with their drops and remove and trade as often as possible, which is why you run early game cards like zombie chow and the like. They allow for good, EARLY trades so that you don't fall behind that much.
You don't want to sit there against aggro and wait for them to have 4 or 5 or 6 or 7 minions just so you can get that marginably bigger heal, you want to remove those damn minions as early and fast as possible so that they don't get to hit you again and again. Most aggro decks right now play minions that they either fully expect to hit once and then die, or maybe the rare case of one that hits twice. For them they are essentially a burn spell that threatens to recur itself for free if something is not done. If you allow their guys to hit you multiple times because you want your bigger heal, you lose.
To me, this guy is almost the epitome of a trap card. On the surface it can look good, and you can think "Oh man I am gonna get such a big heal!" and then you realize that the one fully in control of this guy's effect is your opponent.
Against aggro people seem to think that they always have a big board, so this will be insane. They don't. Face hunter plays 1/2 minions a turn that usually charge your face. The only exception to this would be unleash the hounds to face, which is not common enough to play this card. Against midrange/control decks, not good either. The ONLY time this card would see play would be if aggro paladin still had muster and became the most powerful, common to face deck in the meta. Even then it's not amazing. Damn it, I want my sludge belcher/antique healbot back!
I think it's ok, but it contradicts what you want to be doing. When my opponent has a big board, I want to blizzard or flamestrike it and heal after, not before the board clear.
Most aggro decks are losing their key cards, a sub-par healbot replacement is to be expected.
Do they?
Face Shaman only lose Crackle (And get probably a new direct damage Spell with Whispers) and Hunter lose Mad Scientist.
Face Shaman will remain problematic as Crackle hurts but isn't absolutely necessary but losing Mad Scientist as a hunter is huge, screws with their tempo a bit. Mad Scientist openings were brutal because you're practically behind from turn 2.
People are complaining that the card is under Antique Healbot's level. So what? Many cards are under their equivalent from Naxxramas/GvG in this expansion, that's a fact, and that's imho a good thing. Indeed, the games are going to be slower so what's the point of having a +8hp on turn 5 with a 3/3 body? I'd rather have to face weaker early games minions and only heal for 4 or 6 on turn 5 with a 4/4 body.
But: What makes this card paradoxically strange/bad for the coming metagame while it seems really good according to what i stated? It does not counter face shaman. Shamy's strategy is to flood on early game (and if you, as a control player, do not clear, you'll be dead before Doomhammer…) and then switch to direct spells. So you'll not be able to heal with Cult Apothecary…
Sadly nothing more than a possible arena card. Any situation where you get a good heal, than a 4/4 is probably not going to help you get back any control.
seems like a worse healbot to me
Most aggro decks are losing their key cards, a sub-par healbot replacement is to be expected.
Muahaha, now I have a perfect replacement for healbot in freeze Mage, and my opponents can't even play it against me!
Against 5 enemy minions, does this card heal 1 x 10 HP or 5 x 2 HP?
My Lightwardens and Holy Champions want to know!
What I'm Currently Playing: Purify Priest
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Check it out!
I think this is honestly pretty trash. Now hear me out here instead of just bashing me because I don't conform to your way of thinking:
This healing for 2 for every minion the opponent has means that the opponent gets to choose how much they want to commit to the board, and in that effect also how much this guy can heal.
If the opponent has somehow managed to get a full board and you are playing a midrange/control-style deck, you've probably already lost. Even if you heal for 14. Against aggro you always want to try to stay on par with their drops and remove and trade as often as possible, which is why you run early game cards like zombie chow and the like. They allow for good, EARLY trades so that you don't fall behind that much.
You don't want to sit there against aggro and wait for them to have 4 or 5 or 6 or 7 minions just so you can get that marginably bigger heal, you want to remove those damn minions as early and fast as possible so that they don't get to hit you again and again. Most aggro decks right now play minions that they either fully expect to hit once and then die, or maybe the rare case of one that hits twice. For them they are essentially a burn spell that threatens to recur itself for free if something is not done. If you allow their guys to hit you multiple times because you want your bigger heal, you lose.
To me, this guy is almost the epitome of a trap card. On the surface it can look good, and you can think "Oh man I am gonna get such a big heal!" and then you realize that the one fully in control of this guy's effect is your opponent.
But that's just my 2 cents.
Against aggro people seem to think that they always have a big board, so this will be insane. They don't. Face hunter plays 1/2 minions a turn that usually charge your face. The only exception to this would be unleash the hounds to face, which is not common enough to play this card. Against midrange/control decks, not good either. The ONLY time this card would see play would be if aggro paladin still had muster and became the most powerful, common to face deck in the meta. Even then it's not amazing. Damn it, I want my sludge belcher/antique healbot back!
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I think it's ok, but it contradicts what you want to be doing. When my opponent has a big board, I want to blizzard or flamestrike it and heal after, not before the board clear.
Hunter loses Glaivezooka and Haunted Creeper too.
Freeze mage: Brann+Cult Apothecary+Frost nova (need Thauri before), could heal 20/28, hard combo but could win a match. I like it.
Great for control decks against aggro decks
This is an awesome balanced card! It treats healing as tech, which is a great approach for neutral heal cards.
Handlock thanks you.
The amount of healing that will be going on come standard.
People are complaining that the card is under Antique Healbot's level.
So what?
Many cards are under their equivalent from Naxxramas/GvG in this expansion, that's a fact, and that's imho a good thing.
Indeed, the games are going to be slower so what's the point of having a +8hp on turn 5 with a 3/3 body?
I'd rather have to face weaker early games minions and only heal for 4 or 6 on turn 5 with a 4/4 body.
But: What makes this card paradoxically strange/bad for the coming metagame while it seems really good according to what i stated?
It does not counter face shaman. Shamy's strategy is to flood on early game (and if you, as a control player, do not clear, you'll be dead before Doomhammer…) and then switch to direct spells. So you'll not be able to heal with Cult Apothecary…
so this new expansion it's all about the healing....how much a game is going to last?