I don't really see being able to hit 3+ recruits with this consistently in standard. Any less and it's very unimpressive. This is also assuming these recruits can attack the turn they are buffed. Going to need more and powerful SHR generation support for this card to see the light of day.
Ahhh, the good old Silver Hand Paladin decks. Always fun and occasionally powerful, I'm glad Blizzard is stacking on a bit more for them after the good releases of Lightfused Stegodon and Vinecleaver in Un'Goro. That aside though, this card is pretty dang powerful because it can give you a defensive Taunt wall in a pinch when you need it - as long as you have enough Recruits on board, of course. It might even give some power to Stand Against Darkness, who knows? And when it comes to Arena, I remember how powerful Quartermaster was, but because you can't get Muster for Battle anymore I'm a little confused about how powerful this thing might actually be in Arena. It will be fun to see though...
I think this is bad. In wild it is not worth to cut another card for this. This has 2/5 stats less than quartermaster but costs the same and has taunt as a replacement for the missing stats. That is ridiculous. As bad as the jailor.
Worse than Quartermaster in wild, as the taunt doesn´t really matter in Silver hand deck and you don´t want to play this when you already have two 5 mana buffs, which are better
I just don't see Sliver Hand Recruit decks working in standard. For 5 mana its too susceptible to AOE and with needing 3 Recruits to really get the impact your opponent is going to see it coming... bad card.
Just compare it to mark of the lotus or any AOE board buff..
The closest comparison is definitely Quartermaster which saw a lot of play back in the days before Standard, although a large part of that was due to the fact that it existed at the same time as Muster for Battle which made it a crazy combo card. Level up isn't STRICTLY worse since the mass Taunt can be very valuable at times but the combination reveals of Level Up and Drygulch Jailor definitely suggests that there will be a lot more dude spawning cards this set.
I'm really looking forward to this card honestly. I'm missing a good Taunt card that synergies well with the dudes, and even though Sunkeeper Tarim is awesome at his job, he can't do all the work himself. People are saying that this is a worse version of Quartermaster, but both cards rely on the same thing: having a field full of dudes. Furthermore, Quartermaster doesn't protect you against face hunters, but Level Up! does. And the most important thing here, is that both of these cards can stack. There's plenty of dude generation in Wild so using it there is not an issue, but if there's more reliable dude generation in this new expansion for Standard, then people will start thinking twice about dismissing this card.
In general, you will play this on 1/1 dudes. So, you turn a wisp, into let's say about 2 mana worth of card, so a bit of finagling, we'll say that's about 2 mana worth of value for each dude you hit, which checks out when you compare this with mark of the wild, a 2-mana card. So, logically, your goal is to hit at least 3 dudes for this to be worth it. That's not easy, which would make this card bad.
However, this card makes interesting parallels with Bloodlust, which does (Did? I don't know) see play in some decks, or even savage roar. And of course, this is effectively a recurrence of quartermaster, sans body, plus taunt. Quartermaster had solid value both as an attack tool (A la savage roar), or as a way to help your recruits survive better, and it was quite excellent.
So, obvious got some similarities to good cards, and some features that suggest not so good. -- Synergies:
Wild: all over the place, with muster being the obvious one.
Standard: combine it with (for instance) drygulch jailer, 2 lost in the jungles, and you've got a 10 mana, 4 card board of 3/3's with taunt. This is, of course, a very expensive, and easily cleared board fill. Not the best there, then. Combine it with 3-4 on board, and you've got 5 mana burst for 6-8, which, considering mage has fireball, and is supposed to be the best spell-class, is not that bad.
--
In short, this card seems mostly good if you start a turn with a board, and its value will likely be dependent on how well your opponent can clear the board, so unless you're up against a druid, you're probably in a bad spot with this one.
Rollback Post to RevisionRollBack
So, when a warrior uses Dead Man's Hand, what does that actually mean in terms of flavor? Is he the dead man? Does he cut off his own hand? Is that why he has Tentacles for Arms? Does he think that tentacles are actually as good as arms?
These reasons and more are why I think warriors are more mysterious than people give them credit for.
Yes, the 5 times you actually get to “level up” a board of 1/1 silver hand recruits, the cards going to completely destroy. Let’s get real, it’s gonna turn out to be a pain in the a*s when you draw this in a vital situation or you are forced to have a board of at least 3 recruits to get value and it turns out to be completely useless. In wild it’s gonna be interesting to see how it alters recruit decks but I don’t think it will see any play in standard.
Looks like it could be good in certain situations but they might be too rare to make it a major pick. Depends on what cards it can be paired with I guess.
I don't really see being able to hit 3+ recruits with this consistently in standard. Any less and it's very unimpressive. This is also assuming these recruits can attack the turn they are buffed. Going to need more and powerful SHR generation support for this card to see the light of day.
The dude paladin.
its the new version of Quartermaster without a body but with taunt added.
Need more dude cards added probably to get use of this though.
Ahhh, the good old Silver Hand Paladin decks. Always fun and occasionally powerful, I'm glad Blizzard is stacking on a bit more for them after the good releases of Lightfused Stegodon and Vinecleaver in Un'Goro. That aside though, this card is pretty dang powerful because it can give you a defensive Taunt wall in a pinch when you need it - as long as you have enough Recruits on board, of course. It might even give some power to Stand Against Darkness, who knows? And when it comes to Arena, I remember how powerful Quartermaster was, but because you can't get Muster for Battle anymore I'm a little confused about how powerful this thing might actually be in Arena. It will be fun to see though...
GZ!
I think this is bad. In wild it is not worth to cut another card for this. This has 2/5 stats less than quartermaster but costs the same and has taunt as a replacement for the missing stats. That is ridiculous. As bad as the jailor.
This is sick in wild!
Bad in standard
Worse than Quartermaster in wild, as the taunt doesn´t really matter in Silver hand deck and you don´t want to play this when you already have two 5 mana buffs, which are better
I just don't see Sliver Hand Recruit decks working in standard. For 5 mana its too susceptible to AOE and with needing 3 Recruits to really get the impact your opponent is going to see it coming... bad card.
I know everyone was dismissive of Drygulch Jailor, but it's a little surprising that no one has mentioned him here.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Warning: Incoming sausage party
This space intentionally left blank.
I'm really looking forward to this card honestly. I'm missing a good Taunt card that synergies well with the dudes, and even though Sunkeeper Tarim is awesome at his job, he can't do all the work himself. People are saying that this is a worse version of Quartermaster, but both cards rely on the same thing: having a field full of dudes. Furthermore, Quartermaster doesn't protect you against face hunters, but Level Up! does. And the most important thing here, is that both of these cards can stack. There's plenty of dude generation in Wild so using it there is not an issue, but if there's more reliable dude generation in this new expansion for Standard, then people will start thinking twice about dismissing this card.
Damn. To think that for a second it seemed Paladin would have a viable archetype in Standard other than Murlocs. Oh, well. Murlocs it is.
A mighty interesting addition to the game.
Let's think about this for a second.
In general, you will play this on 1/1 dudes. So, you turn a wisp, into let's say about 2 mana worth of card, so a bit of finagling, we'll say that's about 2 mana worth of value for each dude you hit, which checks out when you compare this with mark of the wild, a 2-mana card. So, logically, your goal is to hit at least 3 dudes for this to be worth it. That's not easy, which would make this card bad.
However, this card makes interesting parallels with Bloodlust, which does (Did? I don't know) see play in some decks, or even savage roar. And of course, this is effectively a recurrence of quartermaster, sans body, plus taunt. Quartermaster had solid value both as an attack tool (A la savage roar), or as a way to help your recruits survive better, and it was quite excellent.
So, obvious got some similarities to good cards, and some features that suggest not so good.
--
Synergies:
Wild: all over the place, with muster being the obvious one.
Standard: combine it with (for instance) drygulch jailer, 2 lost in the jungles, and you've got a 10 mana, 4 card board of 3/3's with taunt. This is, of course, a very expensive, and easily cleared board fill. Not the best there, then. Combine it with 3-4 on board, and you've got 5 mana burst for 6-8, which, considering mage has fireball, and is supposed to be the best spell-class, is not that bad.
--
In short, this card seems mostly good if you start a turn with a board, and its value will likely be dependent on how well your opponent can clear the board, so unless you're up against a druid, you're probably in a bad spot with this one.
So, when a warrior uses Dead Man's Hand, what does that actually mean in terms of flavor? Is he the dead man? Does he cut off his own hand? Is that why he has Tentacles for Arms? Does he think that tentacles are actually as good as arms?
These reasons and more are why I think warriors are more mysterious than people give them credit for.
Yes, the 5 times you actually get to “level up” a board of 1/1 silver hand recruits, the cards going to completely destroy. Let’s get real, it’s gonna turn out to be a pain in the a*s when you draw this in a vital situation or you are forced to have a board of at least 3 recruits to get value and it turns out to be completely useless. In wild it’s gonna be interesting to see how it alters recruit decks but I don’t think it will see any play in standard.
Looks like it could be good in certain situations but they might be too rare to make it a major pick. Depends on what cards it can be paired with I guess.
"In the beginning the Universe was created.
This has made a lot of people very angry and has been widely regarded as a bad move." ~Douglas Adams
Anti-synergy with Uther of the Ebon Blade. Bad:/
Can be played as a 1-off in wild. No standard applications unless we got more support.