Uther of the Ebon Blade is probably my favorite death knight revealed so far, just the threat that his hero power presents can make your opponent play is if your 2/2 horsemen have taunt. One question I have is from the reveal video, it looked like each of the four horsemen had different art, so does that mean you need one of each of the four horsemen with different art, or just four horsemen cards in play, for the enemy hero to be destroyed? Because if the first is true then it may not be possible to use Faceless Manipulator and effects of the like to win the game.
My guess is that it summons them sequentially - A, B, C, and then D, such that if D is summoned you win the game and D is never summoned until A, B, and C are summoned. You shouldn't be able to use Faceless to combo a win.
Yeah that's what I was thinking as I was watching the video and yeah that really does get rid of any kind of minion copy effect combo's to get all four. Thanks for the clarification!!!
I don't care if you can attack multiple times in the same turn, this card just isn't as good as you all think. Weapon removal will be saved, the 2/2s will go ignored, and as someone who's played a lot of Priest, I can tell you in this day and age, simply healing to full is not a good win condition.
If they save their weapon removal for a hypothetical Death Knight Uther that they don't know that you have, then they aren't using it on your other weapons, meaning you'll pretty much have free reign of the board most of the game. Ashbringer alone is an incredibly useful weapon, and you can have two of those with Stonehill defender or N'zoth or something.
So you basically can get three Ashbringer stated-weapons across the span of a game in theory. Not an uncommon situation.
I don't agree the win condition that the hero provides is bad. I agree that it's a pipedream to just play 4 and win (unless you build your deck around beardo or something) -- obviously It's not always going to win you the game on its own unless your opponent lets you, but the threat of it is real, and being forced to deal with a 2/2 every turn (or 3 2/2s every 3 turns) will eat resources that would be going to all the other powerful end-game cards that Paladin has. It's pressure, and it's a lot better than 2 1/1s.
I don't care if you can attack multiple times in the same turn, this card just isn't as good as you all think. Weapon removal will be saved, the 2/2s will go ignored, and as someone who's played a lot of Priest, I can tell you in this day and age, simply healing to full is not a good win condition.
If they save their weapon removal for a hypothetical Death Knight Uther that they don't know that you have, then they aren't using it on your other weapons, meaning you'll pretty much have free reign of the board most of the game. Ashbringer alone is an incredibly useful weapon, and you can have two of those with Stonehill defender or N'zoth or something.
So you basically can get three Ashbringer stated-weapons across the span of a game in theory. Not an uncommon situation.
I don't agree the win condition that the hero provides is bad. I agree that it's a pipedream to just play 4 and win (unless you build your deck around beardo or something) -- obviously It's not always going to win you the game on its own unless your opponent lets you, but the threat of it is real, and being forced to deal with a 2/2 every turn (or 3 2/2s every 3 turns) will eat resources that would be going to all the other powerful end-game cards that Paladin has. It's pressure, and it's a lot better than 2 1/1s.
How many strong weapons is Paladin running that aren't Truesilver? One, right?
IMO this will turn out to be a worse Medivh. It will see fringe play but it's just not that good. I truly do not understand the hype.
Rollback Post to RevisionRollBack
Life before death. Strength before weakness. Journey before destination.
Judging the hero power is all in how you look at it. As a win condition it's unlikely you'll ever get all four horseman out. But as a distraction that you're opponent is forced to deal with they're great. They're almost taunts without being taunts.
Judging the hero power is all in how you look at it. As a win condition it's unlikely you'll ever get all four horseman out. But as a distraction that you're opponent is forced to deal with they're great. They're almost taunts without being taunts.
They're 2/2s that you can ignore until the turn before the 4th one is summoned. Literally just a 2/2 token. The only reason I'd have for killing them is the same reason to kill any other minion a Paladin has, and that's to play around Spikeridged Steed and Sunkeeper Tarim. Other than that, I don't care about 2/2s in the late game.
stealth for a turn can equate to 20 healing. Roogue passive can equate to finding lethal with leeroy. Pally battle cry takes 3 turns to heal the full 20 and hero power is very bland.
Judging the hero power is all in how you look at it. As a win condition it's unlikely you'll ever get all four horseman out. But as a distraction that you're opponent is forced to deal with they're great. They're almost taunts without being taunts.
Except that they only have pseudo taunt when your opponent has 3. Until your opponent has 3, they don't really matter.
Maybe we will live in a world where they get 2, and somehow play a beardo combo for the last 2.
Looks cool but not that good imo. The weapon is the most exciting part but it will just get oozed often, similar to Medivh drawing the ooze hate. It's also too expensive to be a stabilizing card against aggro. The HP is comparable to Justicar hp. You wont "put your opponent on the clock" since in a game where you get to summon 4 2/2 dudes without them getting killed you won anyway. Even against freeze mage, you should get killed before 4 turns or it was gg anyway. Overhyped.
Why do you this card is bad? first off, your hero power will be changed from summon a 1/1 to summon a 2/2 also you will gain a 5/3 weapon with life steal and 5 armor plus if you get all horsemen you will instantly win the game. Just saying. I might be wrong but let's see.
There is counterplay, like Dirty Rat, but in the right deck, I think this could be viable! Is it better than Anyfin Can Happen, though?
That one is interesting.
I was thinking about Thaurissan hitting Auctionmaster Beardo plus 3 Secrets. Then you can do it all in one turn as soon as you switch heroes. Beardo + 4x Hero Power = 10 Mana, 3 Secrets costing 0 to refresh. Running Secrets also helps with surviving long enough to pull it off. Question is, would you combine both Auctionmaster Beardo and Garrison Commander in one deck? Or should one better decide on one of those combos?
Thaurissan hitting 4 cards at once is probably a tall order in wild, you can not play Mysterious Challenger, for example. Running secrets does not really increase your survivability, especially if you have to keep them in hand until turn 10. I believe you should run Garrison Commander as well, to only need 2 spells to refresh Auctionmaster Beardo, as he apparently does not refresh a doubletap:-( Getaway Kodo is a decent alternative to Youthful Brewmasters.
The rest of the deck would be like anyfindin without the murlocs, I guess. It might not be viable, but I am sure it feels great if you manage to pull off the exodia in one turn somehow!
Note that Justicar Trueheart only upgrades "starting" hero powers. Meaning only the basic hero powers of the 9 normal heroes can be affected by her. Once you play a hero card, she's just a 6 mana 6/3 unless you change your hero power back to a starting hero power for some reason.
The stress when playing against this will be real. I know playing against Exodia mage that if he has 8-9 cards in hand around turn 10, i am dead.
Same with this. You will be so scared to kill Burgly Bully with spells, that you will kill your board removing it, and that will be the tempo loss that kills you
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Damm, now this is a must craft, also, made me consider craft a second Sabotage.
need take time to make new pic and signature using the new cards.
Ice block says when your hero takes fatal damage so it would probably just pass through.
If they save their weapon removal for a hypothetical Death Knight Uther that they don't know that you have, then they aren't using it on your other weapons, meaning you'll pretty much have free reign of the board most of the game. Ashbringer alone is an incredibly useful weapon, and you can have two of those with Stonehill defender or N'zoth or something.
So you basically can get three Ashbringer stated-weapons across the span of a game in theory. Not an uncommon situation.
I don't agree the win condition that the hero provides is bad. I agree that it's a pipedream to just play 4 and win (unless you build your deck around beardo or something) -- obviously It's not always going to win you the game on its own unless your opponent lets you, but the threat of it is real, and being forced to deal with a 2/2 every turn (or 3 2/2s every 3 turns) will eat resources that would be going to all the other powerful end-game cards that Paladin has. It's pressure, and it's a lot better than 2 1/1s.
New Uther is like this:
Someone should make a 10 hour version of this xD
https://player.twitch.tv/?video=v165139705
WaifuJanna- Main Jaina, Jaina is love, Jaina is life! Solarian Prime best Waifu!
Kaladin's RoS Set Review
Join me at Out of Cards!
Judging the hero power is all in how you look at it. As a win condition it's unlikely you'll ever get all four horseman out. But as a distraction that you're opponent is forced to deal with they're great. They're almost taunts without being taunts.
Coldarra Drake BlessRNG
Kaladin's RoS Set Review
Join me at Out of Cards!
stealth for a turn can equate to 20 healing. Roogue passive can equate to finding lethal with leeroy. Pally battle cry takes 3 turns to heal the full 20 and hero power is very bland.
Carpe Diem - Seize the day
Looks cool but not that good imo. The weapon is the most exciting part but it will just get oozed often, similar to Medivh drawing the ooze hate. It's also too expensive to be a stabilizing card against aggro. The HP is comparable to Justicar hp. You wont "put your opponent on the clock" since in a game where you get to summon 4 2/2 dudes without them getting killed you won anyway. Even against freeze mage, you should get killed before 4 turns or it was gg anyway. Overhyped.
Control Paladin just got even more annoying!
Why do you this card is bad? first off, your hero power will be changed from summon a 1/1 to summon a 2/2 also you will gain a 5/3 weapon with life steal and 5 armor plus if you get all horsemen you will instantly win the game. Just saying. I might be wrong but let's see.
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
Does it upgrade or can you get 2 with Justicar Trueheart?
YOU CAN SAY THAT AGAIN!!! WOW DING DONG THE WITCH IS DEAD!!
Note that Justicar Trueheart only upgrades "starting" hero powers. Meaning only the basic hero powers of the 9 normal heroes can be affected by her. Once you play a hero card, she's just a 6 mana 6/3 unless you change your hero power back to a starting hero power for some reason.
The stress when playing against this will be real. I know playing against Exodia mage that if he has 8-9 cards in hand around turn 10, i am dead.
Same with this. You will be so scared to kill Burgly Bully with spells, that you will kill your board removing it, and that will be the tempo loss that kills you