This is the first card out of the Paladin cards that I really like. Even if the buffed minion dies, unless it's a Hex/Poly/Devolve, the buff still gets value. The problem with it, though, is that you would like to play this on curve instead of on t8 with Hero Power, and Paladin has issues getting stuff to stick right now.
Paladins whine about current buffs being low value --> Blizz gives strong buffs --> Paladins whine about new buff being too expensive. Seriously what did you expect? A 7/7 buff for 4 mana? This buff is really good as you can throw it on a token (which aggro will ignore) and get 12 health worth of taunt.
There is 0 play around to it. The only thing that justifys a card like flame strike or twisting nether being considered a healthy non interactive card is that they are 7mana + meaning you can't tempo out of it. a card like this is basically an auto answer and you can still use 8 mana after you play. We also have 0 control over what we get. This being 2 mana will prove unhealthy as the year goes on.There is no reason to not run 2 copies of this and 2 copies of hex in heavier shaman decks.
By this logic every spell in the game is non-interactive (Counterspell and Spellbender probably don't exist in this universe either) as you can't stop it; every weapon in the game is non-interactive as you can't stop the first swing of the weapon and so is any minion with charge. Quests are non-interactive as well since you can't stop them. So the only things left in the game are minions without charge and secrets although you will probably claim those are non-interactive as well.
Actually, what you said is the reason why not many charge minions are being shown
Blizzard has said charge minions are really uninteractive because there is no play around to them and they can easily go face
they also said most weapons are counteractive to the way the game is played but its difficult to nerf them, therefore they aren't adding more 5/2 weapons but are giving us piranah launchers and molten weapons which are a bit more interactive in the sense that you don't just get free face damage and your opponent can play around them more effectively.
quests are interactive because you can see how long your opponent has until finishing it and you know what they will be getting and then you can decide if you can play around it or not.
secrets are interactive because you can test for said secrets. coining a counterspell to play your big spell, playing a bad minion then playing your better minions.
Board wipes however are on the cusp of interactive and non interactive. You have to force yourself to play around a twisting nether by playing 2 or 3 minions only. and only 5 or 6 health minions to dodge flame strike.
Devolve however, is valued at the strength of a high end board clear, but is only 2 mana. raising it to 4 mana would police it since its 100% better than hex in the sense that it can hit a board full of buffed minions or remove a threat like ysera(even if it into another 8 mana minion at least its not ysera)
so, as you see, the thing that makes devolve uninteractive is that it removes your opponents tempo completely for 2 mana and allows you still 8 mana to gain tempo. And that's a bit insane right now. The only reason it wasn't being played as much last set was because aggro and jade shaman were about and even then people ran at least 1 copy in jade shaman if not both. And it felt like shit when your murloc package got devolved.
Calling it now; this card is nuts. Like, playable in slow-ish Paladin lists regardless of Quest nuts without being Mysterious Challenger levels of nuts. Maybe I'm wrong and it ends up being too clunky to see play, but this is a card I'm very excited to play in Paladin.
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Easy pick in arena, thing with constructed and buffs is that if they get popular then so does silence and hard removal which can make you just lose the game because you played this 6 mana buff....if you somehow could get that Hunter card that adapts a friendly beast and you could make it immune to spells and hero powers....
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The outright fail case is 8 mana for a 3/7 taunt that spawns a 2/6 taunt on death, and it gets a lot better if you can get the jump on something on turn 6. If the other deck has to resort to running dorks or weapons into it, that's a whole lot of taunt
Nah, this is Hearthstone. A minion with a deathrattle isn't necessarily a deathrattle minion. It's like Unearthed Raptor not being resummoned in N'Zoth Rogue.
This card is pretty good against aggressive decks.
While it is true that Pirate Warrior can kill you before turn 6, Paladin typically has enough healing to live a bit longer. So if they don't remove your minion you or minions you played on Turn 5 you can really damper their lead with this buff.
Terrible card. Does the paladin community not remember what it's like to play buffs? Play kings in any deck right now and see how well it does.
2/6 for 6 is very understatted and poorly distributed. Control priest threatens to steal this on either the buffed minion or the deathrattle. Slap this on a charge minion and it kills a trash minion, when what it needs to do is win the game. Put this on a recruit and it's 3/7 taunt for 8... gratz.
Trash card, that tempts new players into thinking it's good enough to play cuz of the deathrattle.
??? Only way control priest steals the buffed minion is if it has 0 or 1 attack, or use Mind Control, and if they use 10 mana and their whole turn to steal it instead of my Tirion I say go for it
Everyone is saying the token is weak. Go back and look at Sludge Belcher that everyone played. 5 mana 3/5 taunt that summoned a 1/2 with taunt. This spell generates the same total damage and gives more hp for 1 more mana. Am I missing something?
Tough to evaluate. One one hand, it seems slow and buffs are obviously difficult to get off if you're behind. On the other hand, it's 6 mana, 4/10 of stats with a double taunt-Sludge Belcher effect. It /seems/ like a better Ancient of War in value, although Silence is a killer for it.
Obviously the card is good value, but is only going to see play if the meta allows for it to exist. My guess is that it won't and Pallies will be bad in the X-Pac. Really impossible to tell right now, though.
There is 0 play around to it. The only thing that justifys a card like flame strike or twisting nether being considered a healthy non interactive card is that they are 7mana + meaning you can't tempo out of it. a card like this is basically an auto answer and you can still use 8 mana after you play. We also have 0 control over what we get. This being 2 mana will prove unhealthy as the year goes on.There is no reason to not run 2 copies of this and 2 copies of hex in heavier shaman decks.
By this logic every spell in the game is non-interactive (Counterspell and Spellbender probably don't exist in this universe either) as you can't stop it; every weapon in the game is non-interactive as you can't stop the first swing of the weapon and so is any minion with charge. Quests are non-interactive as well since you can't stop them. So the only things left in the game are minions without charge and secrets although you will probably claim those are non-interactive as well.
Actually, what you said is the reason why not many charge minions are being shown
Blizzard has said charge minions are really uninteractive because there is no play around to them and they can easily go face
they also said most weapons are counteractive to the way the game is played but its difficult to nerf them, therefore they aren't adding more 5/2 weapons but are giving us piranah launchers and molten weapons which are a bit more interactive in the sense that you don't just get free face damage and your opponent can play around them more effectively.
quests are interactive because you can see how long your opponent has until finishing it and you know what they will be getting and then you can decide if you can play around it or not.
secrets are interactive because you can test for said secrets. coining a counterspell to play your big spell, playing a bad minion then playing your better minions.
Board wipes however are on the cusp of interactive and non interactive. You have to force yourself to play around a twisting nether by playing 2 or 3 minions only. and only 5 or 6 health minions to dodge flame strike.
Devolve however, is valued at the strength of a high end board clear, but is only 2 mana. raising it to 4 mana would police it since its 100% better than hex in the sense that it can hit a board full of buffed minions or remove a threat like ysera(even if it into another 8 mana minion at least its not ysera)
so, as you see, the thing that makes devolve uninteractive is that it removes your opponents tempo completely for 2 mana and allows you still 8 mana to gain tempo. And that's a bit insane right now. The only reason it wasn't being played as much last set was because aggro and jade shaman were about and even then people ran at least 1 copy in jade shaman if not both. And it felt like shit when your murloc package got devolved.
Devolve is no where near better than hex. Hexing a Ysera into a 8/8 isn't good, nor is Devolve good against Jades as a 7 mana 7/7 has a good chance of getting better from a Devolve. Not sure how you can call having to play around secrets and testing for them interactive and then in the next claim how non interactive board wipes are. Devolve is one of the few ways to counter buffed minions and add some interactivity back into the game, otherwise this becomes Arena and is all about playing the biggest minions and we lose interactivity.
This is the first card out of the Paladin cards that I really like. Even if the buffed minion dies, unless it's a Hex/Poly/Devolve, the buff still gets value. The problem with it, though, is that you would like to play this on curve instead of on t8 with Hero Power, and Paladin has issues getting stuff to stick right now.
jades no care about your puny taunt
Paladins whine about current buffs being low value --> Blizz gives strong buffs --> Paladins whine about new buff being too expensive. Seriously what did you expect? A 7/7 buff for 4 mana? This buff is really good as you can throw it on a token (which aggro will ignore) and get 12 health worth of taunt.
playable can give it a try
Already thought that Blizzard wouldn't make an unplayable quest. Nice Card. Paladin will probably see some play when the card quality keeps going.
Random rusty Trashcan
Compare to Power Word: Tentacles.
+1 mana, +2/6 Taunt. WHAT THE FUCK, BRODE?
Calling it now; this card is nuts. Like, playable in slow-ish Paladin lists regardless of Quest nuts without being Mysterious Challenger levels of nuts. Maybe I'm wrong and it ends up being too clunky to see play, but this is a card I'm very excited to play in Paladin.
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thats quite some value coming in here - we will need the whole set to evaluate completely - but this is already a good step for paladin direction
and remember we still haee all the Memestreets of Gadgezan buff cards to get protected behind this
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Current Standard Deck: Kolento's Big Shaman:
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Okay....the token is actually a 2/6 taunt????
Easy pick in arena, thing with constructed and buffs is that if they get popular then so does silence and hard removal which can make you just lose the game because you played this 6 mana buff....if you somehow could get that Hunter card that adapts a friendly beast and you could make it immune to spells and hero powers....
What is Hearthstone to you?
A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
The outright fail case is 8 mana for a 3/7 taunt that spawns a 2/6 taunt on death, and it gets a lot better if you can get the jump on something on turn 6. If the other deck has to resort to running dorks or weapons into it, that's a whole lot of taunt
Nah, this is Hearthstone. A minion with a deathrattle isn't necessarily a deathrattle minion. It's like Unearthed Raptor not being resummoned in N'Zoth Rogue.
This card is pretty good against aggressive decks.
While it is true that Pirate Warrior can kill you before turn 6, Paladin typically has enough healing to live a bit longer. So if they don't remove your minion you or minions you played on Turn 5 you can really damper their lead with this buff.
Now control Paladin is the thing forget about useless hand buffing
Seems ok against midrange, but aggro kills 2 turns before. only good for maybe the quest, and thats pretty high mana cost.
Everyone is saying the token is weak. Go back and look at Sludge Belcher that everyone played. 5 mana 3/5 taunt that summoned a 1/2 with taunt. This spell generates the same total damage and gives more hp for 1 more mana. Am I missing something?
Tough to evaluate. One one hand, it seems slow and buffs are obviously difficult to get off if you're behind. On the other hand, it's 6 mana, 4/10 of stats with a double taunt-Sludge Belcher effect. It /seems/ like a better Ancient of War in value, although Silence is a killer for it.
Obviously the card is good value, but is only going to see play if the meta allows for it to exist. My guess is that it won't and Pallies will be bad in the X-Pac. Really impossible to tell right now, though.
way better sludge belcher that requires a minion or HP, will see play in constructed