so the hero power is more of wishful thinking than a genuine win condition in standard, in wild that hero power can be used multiple times in a turn meaning off some effects if you are able to hero power 2 or 3 times in a turn, you might be able to get the win from that. The real power here is that you have better silver hand knights that are threats in a way, and you have a weapon that helps you survive, do burst, or clear minions. I think it is good in a control paladin.
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Just fill your deck with one drops, that is creative deck design, right?
Doubt horseman insta kill will be anything more than a gimmick for highlight videos. The weapon is the big one here, but tough to say if it is good enough. Ooze counters it pretty easily. This strikes me as a card that won't dominate the meta as if it gets too popular it can be countered, and people will tech for it
Tech for weapon is a must in the current meta...
But paladin can bait the techs with TrueSilver and Tirion.
Lifesteal really trumps here, if opponent cannot destroy the weapon is almost impossible to win a "face race" here, is 15 damage + 15 heal.
For reference on how the auctionmaster beardo exodia play would work in standard; you have to play beardo and have him survive a turn, then next turn have 2 one mana spells and both forbidden healings to be able to summon all 4 horseman in one turn to kill your opponent instantly.
might work every 1/100 games.
Better off just playing exodia mage.
It wont work, after using the first forbidden healing you will have 0 mana.
For reference on how the auctionmaster beardo exodia play would work in standard; you have to play beardo and have him survive a turn, then next turn have 2 one mana spells and both forbidden healings to be able to summon all 4 horseman in one turn to kill your opponent instantly.
might work every 1/100 games.
Better off just playing exodia mage.
But Forbidden Healing consumes all your mana so it won´t really work.
Not sure how much it matters but coincidentally, DK priest's hero power lines up with this one directly countering it (if it's not able to pull off some type of OTK).
Did they have this in mind? To turn those of "the light" against each other after becoming Death Knights?
I'll play it just because of the art. The weapon is good, getting five armor is fine of course, and the hero power is a strict upgrade to the basic one. The win condition that comes with it is more of a bonus, but I doubt it'll ever go off.
However, it's a much bigger threat than just being a 2/2. And in wild, it's extra dangerous to leave even a single horseman alive, due to cards like Garrison Commander and Maiden of the Lake. Wasting removal and board clears on 2/2s feels bad against a control deck that will have big threats like Tirion Fordring.
so the hero power is more of wishful thinking than a genuine win condition in standard, in wild that hero power can be used multiple times in a turn meaning off some effects if you are able to hero power 2 or 3 times in a turn, you might be able to get the win from that. The real power here is that you have better silver hand knights that are threats in a way, and you have a weapon that helps you survive, do burst, or clear minions. I think it is good in a control paladin.
Just fill your deck with one drops, that is creative deck design, right?
They literally printed a card that reads destroy the enemy hero.
Check out my entry for this week's Card Design Competition. Vote for it if you like it.
I can already feel it... This is goint to be the new The Caverns Below and will get all the hate later on... Probably.
uther is unplayable blah blah blah,
would u rather a 2 mana 1/1 or 2/2 ?
2/2 ofc, if u summon 4 2/2 u win the game, better than 1/1,
Paladin DK has no actual drawback, which makes him absolutely playable, 100% will see play
beside the 5/3 lifesteal weapon + 5 armor, that's 20 HP Restored
To everyone saying the Hero Power is Bad, if nothing else it summons a Silver Hand Recruit with 1/1 so it isnt a net loss.
Beardo-Bully Control Paladin is going to be really freaking annoying.
I'll craft it just for the sake of new win conditions. Love that stuff.
2 words: Auctionmaster Beardo
well do we kill ash bringer or DK ash bringer with our little ozz thinking emoji..
I'm a realist!
In Standard mayve it won't work, but in Wild I see lots more possibilities for it.
For what profit is it to a man, if he gains the world and loses his own soul?
Wild OTK Combo: Emperor Thaurissan tick on 3 secrets and Auctionmaster Beardo. Btw I love how it triggers instantly when you have all 4.
Seems like each Horsemen will probably have some kind of added ability just like the totems as the Hero power to "ALL four", not just four copies.
Good lord, just that weapon is worth at least 7 mana so the card is more or less worth 9 mana before we even see what the tokens are ... damn
Not sure how much it matters but coincidentally, DK priest's hero power lines up with this one directly countering it (if it's not able to pull off some type of OTK).
Did they have this in mind? To turn those of "the light" against each other after becoming Death Knights?
I'll play it just because of the art. The weapon is good, getting five armor is fine of course, and the hero power is a strict upgrade to the basic one. The win condition that comes with it is more of a bonus, but I doubt it'll ever go off.
However, it's a much bigger threat than just being a 2/2. And in wild, it's extra dangerous to leave even a single horseman alive, due to cards like Garrison Commander and Maiden of the Lake. Wasting removal and board clears on 2/2s feels bad against a control deck that will have big threats like Tirion Fordring.
Maybe it'll work. I'm curious.
Play Uther of the Ebon Blade, next turn, The Four Horsemen + Youthful Brewmaster, next turn The Four Horsemen + Youthful Brewmaster, and next turn The Four Horsemen + Garrison Commander
I wonder if these is a way to make it work in standard aswell, without needing to use 5 turns and 4 brewmasters.