The battlecry is great, equip a 5/3 wepon + 5 life from lifesteal + 5 armor.
The hero power is bad, if you summon 4 2/2 minions and opponent cannot do anything you win anyway.
I could care less about the horsemen's effects, just upgrading the dudes to 2/2 is already nasty. In a way it's a pseudo Taunt, and in extreme late it could end the game vs heavy removal. Sooner or later there will be no answer.
It also would be a rather... interesting thing for a Priest to steal.
My point is, if you accumulated minions 2/2 without an answer for you opponent in that stage of the game you probably win already don't need the "I win" effect, except maybe vs freeze mage who answer to your board is freeze your minions.
Valeera free duplicates for the rest of the game is much more scary and hard to deal with.
in wild, this is a turn 8/9/10 combo for win. turn 1-8(likely 8) Fencing Coach - turn 9 hero card - turn 10 Maiden of the Lake and hero power 4 times. That's only a 3 card combo with also the multi turn set up, but it ain't that bad.
Turn 9 you get the major sustain from both the life steal weapon and the armor from the hero. Turn 8 is the most difficult as it forces you to have a poor play, but with a good old steed you can probably keep them off you to 9 and 10
Alternate win condition is really cool but I'm very concerned how OP this is. It should have been do 30 damage to the enemy hero this turn to at least be avoidable as opposed to just straight up losing with the 4 2/2s on the board and constantly having to kill them to avoid the OTK. You still would have to but in some niche situations like ice block or having more armor or priest quest reward. Wouldn't be an instant kill that turn and would give some more interactivity.
Actually maybe have the card text on the Horsemen be "If all 4 different horsemen are present, do 8 damage to the enemy hero at the end of the turn"
Depending on how the token summoning works (is it random which horseman you get? do they come in a certain order?)
It might actually be possible to achieve the four horsemen as a win condition by bouncing them back to your hand with Brewmasters in a deck thats loaded with healing to stall.
Alternate win condition is really cool but I'm very concerned how OP this is. It should have been do 30 damage to the enemy hero this turn to at least be avoidable as opposed to just straight up losing with the 4 2/2s on the board and constantly having to kill them to avoid the OTK. You still would have to but in some niche situations like ice block or having more armor or priest quest reward. Wouldn't be an instant kill that turn and would give some more interactivity.
Actually maybe have the card text on the Horsemen be "If all 4 different horsemen are present, do 8 damage to the enemy hero at the end of the turn"
Why are you suggesting a nerf to a 4 turn kill that revolves around 2/2s?
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I'm here to kick ass and play cards, and I'm all out of ass.
Man, too many people are getting caught up on the OTK, it's a 7 mana for the weapon, 1 mana for the Armor and a Justicar Trueheart on your hero power that has sort of a soft taunt effect. Just by those points alone, the card is fucking insane.
I really like the battle cry... awesome weapon AND health gain- really good. Also upgrade hero power that will divert attention away from game strategy to the 4 horseman. This hero power isn't a win condition... its opponent pressure... its distraction and also a consistent 2 mana 2/2... really good card.
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9 mana tirion weapon without the body. *yawn* move along
Occasionally gives helpful advice.
The Hero Power is basically an upgrade to "summon a 2/2 minion with Taunt".
Ice Block triggers on lethal damage. This effect isn't damage.
Im just hyped for Hearthstones first ever alt-win condition. In MtG alt-wins are my favorite thing and I hope to see more in HS.
"Hello. Would you like to destroy some evil today?"
:o
Hyped for this, and Druid's DK :'D
You can't stop the signal.
That HP... dafuq!?
Alternate win condition is really cool but I'm very concerned how OP this is. It should have been do 30 damage to the enemy hero this turn to at least be avoidable as opposed to just straight up losing with the 4 2/2s on the board and constantly having to kill them to avoid the OTK. You still would have to but in some niche situations like ice block or having more armor or priest quest reward. Wouldn't be an instant kill that turn and would give some more interactivity.
Actually maybe have the card text on the Horsemen be "If all 4 different horsemen are present, do 8 damage to the enemy hero at the end of the turn"
the forgotten epics
Junkbot Frost Giant Luckydo Buccaneer Sea Reaver Darkspeaker Mini-Mage Blubber Baron Captain's Parrot Magnataur Alpha
I don't care if it ends up tier3, I'm playing this.
Almost strictly better hero power than the normal one and great battlecry. Only thing that bothers me is:
>of the Ebon Blade
>gives you a fucking HAMMER
I'm here to kick ass and play cards, and I'm all out of ass.
I'm here to kick ass and play cards, and I'm all out of ass.
Man, too many people are getting caught up on the OTK, it's a 7 mana for the weapon, 1 mana for the Armor and a Justicar Trueheart on your hero power that has sort of a soft taunt effect. Just by those points alone, the card is fucking insane.
Scariest 2/2s in the game.
I'm expecting a lot of Fencing Coaches and Auctionmaster Beardos on launch day.
I really like the battle cry... awesome weapon AND health gain- really good. Also upgrade hero power that will divert attention away from game strategy to the 4 horseman. This hero power isn't a win condition... its opponent pressure... its distraction and also a consistent 2 mana 2/2... really good card.