Does this card cost 6 mana twice? If so, I'd say it's trash. Idk why anyone is saying 6 mana 15 armor, when it looks like it's 6 mana, and then another 6 mana for the identified shield.
U got it wrong. In your collection/deck it is "unidentified version" but in game it transforms into one with ability (no idea it transforms at the start of game or when u draw it and how it works with Yogglike effects)
Does this card cost 6 mana twice? If so, I'd say it's trash. Idk why anyone is saying 6 mana 15 armor, when it looks like it's 6 mana, and then another 6 mana for the identified shield.
No... It "gets identified" when it enters your hand.
The problem, is this really only fits in a CW. Which is one of if not the weakest control deck in the game currently. They still haven't got any good early game to help them survive.
Ppl dont understand that armor for warrior is not healing because you can slam with it. So the holy fire version you can kill two midrange minion and gain 5 armor for 7 mana, the arcane reaper version obviously the best, the golem is basicalky a shield maiden which is always stable for CW. And ppl forgot this is a spell so it cah also combo with Mediv. And ppl forget if you equip a 5/2 you level up the mirthirl stone which may summon you 3 5/5 on the next turn and then you can play the legendary in turn 8 for perfect curve which is absolutely insane for most deck to handle unless it is a priest. This card will rock, mark my word.
It can't be random AND fairly costed, in the current state i think it's unplayable.
Fair cards are no longer constructed viable, if you want to make a card playable it has to be strong or flexible, this one is neither.
They had to make it 5 mana with the same text (to make it stronger than "fair" cards to balance the random component), or keep it 6 mana with the option to choose the desired upgrade (than all the options are "fair", but the card itself is flexible).
Reasonable control tool. I wonder how these cards work with DMH. Does it go back to your deck as an unidentified shield, or as the one that it transformed into? (ie, is it different each time you draw it) Also, do both copies (if you run 2) become the same, or can you have 2 different shields in your deck? If 2 different shields, how does this work for Reno?
Meta defining! This card gives control warrior what he really misses now, even with a smell of randomness. If legendary weapon will support control archetype or at least warrior will get some spell like Bash it will be competitive on the ladder again
IF control warrior will be a thing this (or next) expansion, I think it has a place. I'm thinking about what control warrior needs: Good weapons for early and mid game, removals, reliable armor gain throughout the whole game, some big minions for lategame (+ dead man's hand). Any version of the 4 you get, It is reliable armor gain any time you play it + either removal or body which you can use when you need. The 15 armor one is the weekest because it does nothing with the board, but maybe you can combo it with the new legendary and anyways it's half your total life and you still have 4 mana (Shield Slam?).
We'll need to see what weapons warrior gets before saying it's bad.
While it's not insane, it's actually pretty good card non aggro warriors need since nothing good come out for a while now except Blood Razor and DMH (compared to Jade and Kazakus). And since this is a spell it might work in some BIG EZ Warrior (I can already make one in mind with the revealed cards and recruit mechanic) or Yogg shenanigan.
5 mana and I'd be excited, as it is it's overcosted. Two of the options are pretty good, some are pretty terrible. Control Warrior is clearly on their mind though between this and the new Legendary, hopefully we get a solid early game minion/weapon that pushes it over into viable.
And then factor in that it's random. Imagine getting the arcanite reaper option against aggro, or the 15 armor against exodia.
The difference in Warrior though is that there is a way to use armor to influence the board via Shield Slam. So gaining armor in Warrior is more relevant than healing yourself in Priest. Control Warrior doesn't want to run Arcanite Reaper (previously) because War Axe used to cost 2 mana, and you didn't want to take up too many slots with weapons that weren't Gorehowl and War Axe.
One of us will be right. And at least one of us will try to make Control Warrior a thing either way. (me)
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Why is everybody comparing the card to Iron Hide? Iron Hide is bad because it has no board impact or help with card Advantage, not because 5 armor for 1 is inefficient. This card has board impact for 3 of its 4 options, and meanwhile 15 armor is an absurd amount for 1 card.
I really like the card, besides if it's good or not. I think for 5 mana it'd be a staple, but CW never cared for a little inefficiency (hero power, pass). Maybe when rotation comes, you'll see how good this card can be.
Reasonable control tool. I wonder how these cards work with DMH. Does it go back to your deck as an unidentified shield, or as the one that it transformed into? (ie, is it different each time you draw it) Also, do both copies (if you run 2) become the same, or can you have 2 different shields in your deck? If 2 different shields, how does this work for Reno?
With DMH, the identified version should be copied to your deck. If you have 2 copies, each one gets identified when you draw it, you could still get the same one twice; as for Reno, even when they may have different effects, they still are the same card. (Source: own interpretation of mechanics)
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Fuck cubelock
Shieldmaiden and reaper+5armor is not bad
Other effects is not 6mana value
The problem, is this really only fits in a CW. Which is one of if not the weakest control deck in the game currently. They still haven't got any good early game to help them survive.
Ppl dont understand that armor for warrior is not healing because you can slam with it. So the holy fire version you can kill two midrange minion and gain 5 armor for 7 mana, the arcane reaper version obviously the best, the golem is basicalky a shield maiden which is always stable for CW. And ppl forgot this is a spell so it cah also combo with Mediv. And ppl forget if you equip a 5/2 you level up the mirthirl stone which may summon you 3 5/5 on the next turn and then you can play the legendary in turn 8 for perfect curve which is absolutely insane for most deck to handle unless it is a priest. This card will rock, mark my word.
It can't be random AND fairly costed, in the current state i think it's unplayable.
Fair cards are no longer constructed viable, if you want to make a card playable it has to be strong or flexible, this one is neither.
They had to make it 5 mana with the same text (to make it stronger than "fair" cards to balance the random component), or keep it 6 mana with the option to choose the desired upgrade (than all the options are "fair", but the card itself is flexible).
Reasonable control tool. I wonder how these cards work with DMH. Does it go back to your deck as an unidentified shield, or as the one that it transformed into? (ie, is it different each time you draw it) Also, do both copies (if you run 2) become the same, or can you have 2 different shields in your deck? If 2 different shields, how does this work for Reno?
To everyone saying this card is good - I'm looking forward to meeting you on the ladder.
The only way this card ever gets good is if a few more armor synergy cards are released. The new legendary minion isn't enough.
I'm shocked that over two-thirds of the people rated this as playable or better.
This card is bad, people. Should have been 5 mana and then we could have talked.
I dont like it, the range of the variance (compared to the paladin one) is too wide.
Each one fits a specific situation, and if you get the wrong one at the wrong time, its over.
Meta defining! This card gives control warrior what he really misses now, even with a smell of randomness. If legendary weapon will support control archetype or at least warrior will get some spell like Bash it will be competitive on the ladder again
IF control warrior will be a thing this (or next) expansion, I think it has a place.
I'm thinking about what control warrior needs: Good weapons for early and mid game, removals, reliable armor gain throughout the whole game, some big minions for lategame (+ dead man's hand).
Any version of the 4 you get, It is reliable armor gain any time you play it + either removal or body which you can use when you need. The 15 armor one is the weekest because it does nothing with the board, but maybe you can combo it with the new legendary and anyways it's half your total life and you still have 4 mana (Shield Slam?).
We'll need to see what weapons warrior gets before saying it's bad.
While it's not insane, it's actually pretty good card non aggro warriors need since nothing good come out for a while now except Blood Razor and DMH (compared to Jade and Kazakus). And since this is a spell it might work in some BIG EZ Warrior (I can already make one in mind with the revealed cards and recruit mechanic) or Yogg shenanigan.
5 mana and I'd be excited, as it is it's overcosted. Two of the options are pretty good, some are pretty terrible. Control Warrior is clearly on their mind though between this and the new Legendary, hopefully we get a solid early game minion/weapon that pushes it over into viable.
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Why is everybody comparing the card to Iron Hide? Iron Hide is bad because it has no board impact or help with card Advantage, not because 5 armor for 1 is inefficient. This card has board impact for 3 of its 4 options, and meanwhile 15 armor is an absurd amount for 1 card.
Perhaps the greatest old school RPG flavoured card in the game. Just tasty.
In terms of play it’s seems ok but I agree with others that say that it probably could cost 5.
I really like the card, besides if it's good or not. I think for 5 mana it'd be a staple, but CW never cared for a little inefficiency (hero power, pass). Maybe when rotation comes, you'll see how good this card can be.