Let's see if people remember their Hearthstone lessons?
Healing is one of the least valuable mechanics in the game. Therefore, healing only sees play when: (1) It's in priest because...priest has a number of ways to leverage heal (2) It's handlock, and deck mechanics basically require it (3) It does something else, and that something else usually has to be on or above curve or otherwise useful (Jinyu, Moonglade, Shield Block, Priest of the Feast) (4) It heals for an amount far above the healing curve (Forbidden Healing, Reno, Earthen Scales).
At the moment, it doesn't look like this card doesn't do any of those things. In fact (at the moment), it looks to be ridiculously over costed.
This card is maybe playable at 0 mana. Rogue has to be a completely different deck (and have a borderline broken weapon) for this to see any play.
If DK Valeera has a Blood Fury type weapon, maybe this changes.
Assuming this doesn't work with Blade Flurry as Envenom Weapon did not. That basically makes this pretty much a useless card. This should have been 1 mana or even 0 mana to see play at all.
Depends on the setup and the rest of the cards shown in the expansion, but spell cost was never much of a problem for rogue. I don't think 2 mana is too much if you can heal yourself for more by buffing weapon with minions.
Why doesn't this have any attack buff like the winner of the last fan creation competition (that's a bit OP with 2 mana though). Make it 3 or even 4 mana +2 attack and lifesteal and it would be a great card. As it is, it needs too many cards to be decent.
Edit: Lol even the name is the same with the fan card, I hoped the effect would be the same too.
everyone knew this card was coming (read the bingo board), but i somehow thought it was goig to be good, like a weapon card that you play and it already has lifesteal and has a decent amount of attack and durability, something like that, this looks just bad, maybe proves to be playable when we can test it later like other cards did, but i am not very hopeful.
and for those asking, of course this dont work with bladeflurry the same way Envenom Weapon don't work.
This card seems like it should cost one mana. That being said, this card could be pretty sweet with a weapon that aoes like deaths bite or the new warrior weapon. Also I wouldnt be suprised to see this have crazy synergy with the Rogue DK. Its probably just an arena nerf, though, which is fair considering rogue already got a crazy arena common
I'm glad Rogue is getting good weapons and good weapon buffs to take advantage of all the design space freed up by the Blade Flurry nerf. At 2 mana, Deadly Poison + this + Blade Flurry is a 7 (9 if you need to weapon up) AoE that heals anywhere from 0 to 21.
Oh right, except that doesn't work. Because of course it doesn't. So the most this card can be is 2 mana "Probably become immune for two weapon swings if you also use Deadly Poison"
I'm not saying Rogue gets nothing but bad cards like some people, but after that BS about the design space Blade Flurry limited, I'd really like to see what it is they wanted to do that they couldn't (especially since Envenom Weapon and this don't even work with it!)
I don't understand everyone whining about this card. What did you expect from a rogue healing card? I personally never thought we would get anything that healed us so I'm happy with this. Clearly this card isn't meant for every archetype but more of a midrange weaponbuff deck where you're already getting huge weapons, making this a bonus on top of this. With Obsidian Shard, you'll get 9 healing for 2 mana in the very least (you could buff it even further). You could use Greenskin to get extra value out of your weapons for heals. Of course if you're adding weapons into your deck to use this, it's going to have very low value, but this card is meant for those decks already using weapons. Sure there are no current T1 or T2 decks using weapons but I've had huge success (went to rank 1) with a Luckydo deck back in MSoG. This card would be a good addition to that deck.
Now i was waiting for a heal rogue card since naxx and finaly we get....total crap.
This is sooo bad this effect maybe on a 2/2 minion or something. This efekt is never worth a card especially not with hero power dagger, with weapon+card omg bad. everybody is teching ooze.
2 mana and a card for this bad of an effect??? This is rediculous.
As this card isn't worth dusting, its just bad. We've already established that to make it worth spending a card, your first point of mana should gain 5 health. This is a 2 mana spell that most of the time will heal 2 health over two turns. Yes it's okay on the Assassin's Blade (12 health over 4 turns) but having a 2 mana spell that isn't worth playing until turn 6 and doesn't help kill your opponent is garbage. This is just lazy card design.
I could see this being playable if there was some heavy heavy weapon synergy in rogue in the upcoming expansion. As is, I'd have to say bad card... And also the ooze will stop any sorta weapon rogue from getting too far out of hand.
Guys making a big deal at how the card is overcoasted and all. Rogue isn't supposed to get efficient healing, thats why. Geez.
There are only a limited number of slots in every expansion. Either make a card that's worth playing somewhere, in some format, or print something else. This is an unplayable common so its going to be seen all the time in packs and Arena. If they wanted to make this effect, why not make it an Epic spell that says "Weapons created by your hero power have Lifesteal until end of game". Then its still inefficient, but you can get value out of it if the game goes long. Far too many cards in Hearthstone are obvious, paint-by-numbers designs that clearly weren't given a lot of thought. We should expect better.
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"Weapon Rogue" sounds fun. The whole Squidface, poisony, lifesteal concept and all. Needs a couple other cards to be playable though.
CCGing since '98.
Let's see if people remember their Hearthstone lessons?
Healing is one of the least valuable mechanics in the game. Therefore, healing only sees play when:
(1) It's in priest because...priest has a number of ways to leverage heal
(2) It's handlock, and deck mechanics basically require it
(3) It does something else, and that something else usually has to be on or above curve or otherwise useful (Jinyu, Moonglade, Shield Block, Priest of the Feast)
(4) It heals for an amount far above the healing curve (Forbidden Healing, Reno, Earthen Scales).
At the moment, it doesn't look like this card doesn't do any of those things. In fact (at the moment), it looks to be ridiculously over costed.
This card is maybe playable at 0 mana. Rogue has to be a completely different deck (and have a borderline broken weapon) for this to see any play.
If DK Valeera has a Blood Fury type weapon, maybe this changes.
That's not much of an issue with prep.
Assuming this doesn't work with Blade Flurry as Envenom Weapon did not. That basically makes this pretty much a useless card. This should have been 1 mana or even 0 mana to see play at all.
Depends on the setup and the rest of the cards shown in the expansion, but spell cost was never much of a problem for rogue. I don't think 2 mana is too much if you can heal yourself for more by buffing weapon with minions.
Why doesn't this have any attack buff like the winner of the last fan creation competition (that's a bit OP with 2 mana though). Make it 3 or even 4 mana +2 attack and lifesteal and it would be a great card. As it is, it needs too many cards to be decent.
Edit: Lol even the name is the same with the fan card, I hoped the effect would be the same too.
One day this'll be OP in Wild, but for now it's borderline unplayable. Hopefully we get some good weapons/buffs in this set.
"That belongs in a museum!"
everyone knew this card was coming (read the bingo board), but i somehow thought it was goig to be good, like a weapon card that you play and it already has lifesteal and has a decent amount of attack and durability, something like that, this looks just bad, maybe proves to be playable when we can test it later like other cards did, but i am not very hopeful.
and for those asking, of course this dont work with bladeflurry the same way Envenom Weapon don't work.
need take time to make new pic and signature using the new cards.
This card seems like it should cost one mana. That being said, this card could be pretty sweet with a weapon that aoes like deaths bite or the new warrior weapon. Also I wouldnt be suprised to see this have crazy synergy with the Rogue DK. Its probably just an arena nerf, though, which is fair considering rogue already got a crazy arena common
I'm glad Rogue is getting good weapons and good weapon buffs to take advantage of all the design space freed up by the Blade Flurry nerf. At 2 mana, Deadly Poison + this + Blade Flurry is a 7 (9 if you need to weapon up) AoE that heals anywhere from 0 to 21.
Oh right, except that doesn't work. Because of course it doesn't. So the most this card can be is 2 mana "Probably become immune for two weapon swings if you also use Deadly Poison"
I'm not saying Rogue gets nothing but bad cards like some people, but after that BS about the design space Blade Flurry limited, I'd really like to see what it is they wanted to do that they couldn't (especially since Envenom Weapon and this don't even work with it!)
I don't understand everyone whining about this card. What did you expect from a rogue healing card? I personally never thought we would get anything that healed us so I'm happy with this. Clearly this card isn't meant for every archetype but more of a midrange weaponbuff deck where you're already getting huge weapons, making this a bonus on top of this. With Obsidian Shard, you'll get 9 healing for 2 mana in the very least (you could buff it even further). You could use Greenskin to get extra value out of your weapons for heals. Of course if you're adding weapons into your deck to use this, it's going to have very low value, but this card is meant for those decks already using weapons. Sure there are no current T1 or T2 decks using weapons but I've had huge success (went to rank 1) with a Luckydo deck back in MSoG. This card would be a good addition to that deck.
Now i was waiting for a heal rogue card since naxx and finaly we get....total crap.
This is sooo bad this effect maybe on a 2/2 minion or something. This efekt is never worth a card especially not with hero power dagger, with weapon+card omg bad. everybody is teching ooze.
2 mana and a card for this bad of an effect??? This is rediculous.
Also making rogue arena wayway worse.
sad card 0/10
Blizzard always afraid of making playable cards, this card could be good at 1 mana (but prob not).
As this card isn't worth dusting, its just bad. We've already established that to make it worth spending a card, your first point of mana should gain 5 health. This is a 2 mana spell that most of the time will heal 2 health over two turns. Yes it's okay on the Assassin's Blade (12 health over 4 turns) but having a 2 mana spell that isn't worth playing until turn 6 and doesn't help kill your opponent is garbage. This is just lazy card design.
I could see this being playable if there was some heavy heavy weapon synergy in rogue in the upcoming expansion. As is, I'd have to say bad card... And also the ooze will stop any sorta weapon rogue from getting too far out of hand.
Guys making a big deal at how the card is overcoasted and all. Rogue isn't supposed to get efficient healing, thats why. Geez.
There are only a limited number of slots in every expansion. Either make a card that's worth playing somewhere, in some format, or print something else. This is an unplayable common so its going to be seen all the time in packs and Arena. If they wanted to make this effect, why not make it an Epic spell that says "Weapons created by your hero power have Lifesteal until end of game". Then its still inefficient, but you can get value out of it if the game goes long. Far too many cards in Hearthstone are obvious, paint-by-numbers designs that clearly weren't given a lot of thought. We should expect better.