My initial impression of this card is that it flat out sucks. But I've been wrong about cards like this in the past and they end up being meta defining.
If I compare it to Alexstrasza's Champion (which was not too difficult to Trigger), Chillblade Champion is just bad. 4 mana minion with stats of a 2 drop and a small heal (in a class that already has better healing Options)? it trades like a two drop and as a finisher the health doesn't matter and you could just use Wolfrider (which is cheaper).
With divine shield, yeah, this Card could work. But a 4 mana 3/2 Charge plus gain 3 or 6 life? I don't think this will be played at all.
Everyone in this thread is kind of missing the point.
It's made for Buffadin. Particularly handbuff. A 3/2 charger isn't great, but a 6/5 one is pretty good, and with passive heal that doesn't cost an extra card.
Think of it this way. Holy Light is heal 6 2 mana. This is a 3/2 with charge, which is already better than Wolfrider at 3 mana, + 1 mana worth of heal. Even by itself it's pretty well on budget. And with say Adapt> windfury or like I said, handbuff or anything, it means you get aggro and you get a small heal or two without wasting an extra card.
I think it'll perform better than it looks right now.
Everyone in this thread is kind of missing the point.
It's made for Buffadin. Particularly handbuff. A 3/2 charger isn't great, but a 6/5 one is pretty good, and with passive heal that doesn't cost an extra card.
Think of it this way. Holy Light is heal 6 2 mana. This is a 3/2 with charge, which is already better than Wolfrider at 3 mana, + 1 mana worth of heal. Even by itself it's pretty well on budget. And with say Adapt> windfury or like I said, handbuff or anything, it means you get aggro and you get a small heal or two without wasting an extra card.
I think it'll perform better than it looks right now.
While your argument is true, Holy Light is terrible for its cost and should cost 1 mana and even then would be bad (Flash Heal and Binding Heal see no play despite being in a class with healing-synergy).
Also I can't really imagine this card outside of Handbuff-paly, which is not a good sign for its playability.
Well, you have to admit that Blizz has been pushing buffadin real hard for two expansions now.
I don't think it's a great card, but I do think it is playable.
Also (this isn't really related but wanted to point it out), Flash Heal may not have seen much play (remember that it's in Wild now so obviously can't be played in standard) but Binding actually does, two of the six top rated decks on the frontpage here use it. It's run a decent amount in Lyra decks.
This card seems play in arena and wild. The lifesteal has a good synergy with handbuffs. Also it's good in late game where you need healing. But without the buffs 4 3/2 charge seems pretty unplayable. I'm giving it 3/10
Why not using Wolfrider then? It is 1 mana cheaper which means you have more mana for Combos.
Assuming the goal of divine shield here is getting (a good chance of) survival and then 2nd attack, with DS'ed Wolfrider you would get double damage only. With DS'ed Chillblade Champion you would get 2x damage & 2x heal, or:
DS+Wr = 2 * 3 = 6, an increase of 3 stat points across the board, compared to the base minion
DS+CC = 2 * (3+3) = 12, an increase of 6 stat points across the board, compared to the base minion
Wolfrider is cheaper but benefits less from the buff. Or, am I missing something?
I like the anti-aggro implications of such cards with Lifesteal. They force aggro to deal with them or bust. They synergise with hand buffs and buffs of any kind. And a mechanic gets better with abundance (see how poisonous benefitted from Un'goro).
I believe lifesteal can work with paladin due to the buffs the class has access to and I think charge is a cool keyword for a lifesteal minion to have.
I think this card is playable, not great, but lifesteal is definitely a good mechanic based on my experience from other card games.
I don't know if someone else mentioned this already, and I'm pretty sure I won't get my wish... but... if lifesteal could, or would just be added to adapt as one of the possible keywords, then that would truly be a game changer in my opinion.
Why not using Wolfrider then? It is 1 mana cheaper which means you have more mana for Combos.
Assuming the goal of divine shield here is getting (a good chance of) survival and then 2nd attack, with DS'ed Wolfrider you would get double damage only. With DS'ed Chillblade Champion you would get 2x damage & 2x heal, or:
DS+Wr = 2 * 3 = 6, an increase of 3 stat points across the board, compared to the base minion
DS+CC = 2 * (3+3) = 12, an increase of 6 stat points across the board, compared to the base minion
Wolfrider is cheaper but benefits less from the buff. Or, am I missing something?
It is true that the healing of Chillblade Champion has some advantages over Wolfrider in the lategame or against aggro decks. Although the higher mana cost will make it more difficult to effectively influence the board (it can't even trade with Frothing Berserker but it is a 4 mana minion). But I don't think you can Count the healing of chillwind Champion as statpoints, since they do not contribute to the board. You also do not say that Flash Heal has 5 statpoints.
In Terms of minion trading, Divine shield is only 1 statpoint in health (or unlimited if you want to), but it counts equal for Wolfrider and Chillblade Champion. Both can't die to any minion trade regardless of the attacked minion's attack. And afterwards the difference of 1 or 2 health on wolfrider and chillwind Champion respectively is not a real difference if it Comes to minion trading. Okay, against ping classes it might be, because mage has to trade a minion or use a spell, but I think on average, both minions trade equally good.
When it Comes to the use as a finisher, e.g. with Blessed Champion, wolfrider is the better Card due to the lower cost, because he can be combined one turn earlier or can be combined with 1 Card more (But we both know how often wolfrider is used in decks, so this discussion is likely a merely theoretical one).
Altogether it seems that it boils down to the question: Does a 3 health-heal per damage from chillwind Champion justify a 2 drop stats on a 4 mana minion? I am of the opinion it doesn't.
Edit: Somehow It seems I can't edit the Card names properly...
Bad stats for a 4 mana minion. Besides, paladin has a lot of good cards for the 4 mana slot. Even if it was a 3/4 4 mana minion, it still would not see much play. Maybe if costed 3 mana (for 2 mana it would be OP, which is what you're looking for when playing constructed these days). But right now , it seems unplayable.
I thought this was bad, everyone thinks it's bad, we might be right, but this is exactly what we need in handbuff paladin. It's a removal+Heal together. But on the other hand, why this and not Truesilver Champion?
Maybe this would see play in a midrange pally, but there is already super strong midrange pally decks that have way better synergy cards already. This is a weak 4 mana card that provides 3 heal unless buffed. Truesilver Champion is just stronger IMO.
My initial impression of this card is that it flat out sucks. But I've been wrong about cards like this in the past and they end up being meta defining.
If I compare it to Alexstrasza's Champion (which was not too difficult to Trigger), Chillblade Champion is just bad. 4 mana minion with stats of a 2 drop and a small heal (in a class that already has better healing Options)? it trades like a two drop and as a finisher the health doesn't matter and you could just use Wolfrider (which is cheaper).
With divine shield, yeah, this Card could work. But a 4 mana 3/2 Charge plus gain 3 or 6 life? I don't think this will be played at all.
Fuck you flappy bird.
Everyone in this thread is kind of missing the point.
It's made for Buffadin. Particularly handbuff. A 3/2 charger isn't great, but a 6/5 one is pretty good, and with passive heal that doesn't cost an extra card.
Think of it this way. Holy Light is heal 6 2 mana. This is a 3/2 with charge, which is already better than Wolfrider at 3 mana, + 1 mana worth of heal. Even by itself it's pretty well on budget. And with say Adapt> windfury or like I said, handbuff or anything, it means you get aggro and you get a small heal or two without wasting an extra card.
I think it'll perform better than it looks right now.
Hmm... I'm no expert on Paladin, so what I'm going to say might be worthless, please be tolerant ;)
What would you think of combos of this with divine shield - granting cards, like Hand of Protection, Argent Protector or (in Wild, ofc) even Seal of Champions?
I don't think it's a great card, but I do think it is playable.
This card seems play in arena and wild. The lifesteal has a good synergy with handbuffs. Also it's good in late game where you need healing. But without the buffs 4 3/2 charge seems pretty unplayable. I'm giving it 3/10
It is common but the price of the "Lifesteal" tag seems kinda steep. Also this being in 4 slot is really awkward.
worse then truesilver in mostly all paladin decks.
I think you can use it in place of truesilver in handbuff decks, since minions are better then weapons in this archetype.
charge and taunt minions are pretty good with buffs.
Wolfrider is cheaper but benefits less from the buff. Or, am I missing something?
I like the anti-aggro implications of such cards with Lifesteal. They force aggro to deal with them or bust. They synergise with hand buffs and buffs of any kind. And a mechanic gets better with abundance (see how poisonous benefitted from Un'goro).
I believe lifesteal can work with paladin due to the buffs the class has access to and I think charge is a cool keyword for a lifesteal minion to have.
This card will see play.
I think this card is playable, not great, but lifesteal is definitely a good mechanic based on my experience from other card games.
I don't know if someone else mentioned this already, and I'm pretty sure I won't get my wish... but... if lifesteal could, or would just be added to adapt as one of the possible keywords, then that would truly be a game changer in my opinion.
Bad stats for a 4 mana minion. Besides, paladin has a lot of good cards for the 4 mana slot. Even if it was a 3/4 4 mana minion, it still would not see much play. Maybe if costed 3 mana (for 2 mana it would be OP, which is what you're looking for when playing constructed these days). But right now , it seems unplayable.
I thought this was bad, everyone thinks it's bad, we might be right, but this is exactly what we need in handbuff paladin. It's a removal+Heal together. But on the other hand, why this and not Truesilver Champion?
FOR THE HORDE!
Bad stats, won't see play.
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Maybe this would see play in a midrange pally, but there is already super strong midrange pally decks that have way better synergy cards already. This is a weak 4 mana card that provides 3 heal unless buffed. Truesilver Champion is just stronger IMO.
@Fakerino, oh I totally agree, this card is bad. I would be REALLY surprised if this sees play.
Purely a Handbuff card. But I think it's way too mana inefficient to ever see play, sadly.