This card could allow the making of very interesting decks in Wild, based around the hero power with cards that interact with it, like the ones with the Inspire mechanic. Yeah, Inspire was a great fail in TGT, but I see a lot of potential here.
This card's effect is way too bad for it's drawback. Keleseth had a way better effect and all it did was prevent you from having 2-cost cards, which, although a big drawback, is nothing compared with this card, because you can't have 1-drops, 3-drops, 5-drops, 7-drops, 9-drops or even 11-drops (sorry snowfury giant). The only saving grace of this card is that you get the effect right off the bat and you don't have to worry about drawing it, but still, with such a huge drawback and such a weak effect, this card is garbage. I see more potential in Baku, although I still think neither of them will see play.
Sure, it's a bummer that you cannot use the 1 mana divine shield minions, but lets see what this expansion has to offer for even costed cards.
Baku works better with dude paladin. This card would be good to slot into priest with their DK.
Doesn't work with the DK. I'm not really sure that was necessary, though. Anduin is the only one that really especially benefits from the cost reduction and I don't think he's overpowered with it anyway. Everyone else just gets to float an extra mana while doing whatever. Which would have meant Rexxar can play 9 cost zombeasts I guess. But no one else benefits that much.
I'm not sure about whether this or Baku is better in dude Paladin. I guess it depends on what cards you want to run (Light-fused Stegadon and Tarim vs. Level-Up). But dropping a dude every turn is pretty strong.
However, it synchornizes a lot with hunter and pladin hero powers. Not to mention that "Play an odd card + hero power" efficiently uses yoru mana for a turn.
So I think it is actually Very good.
The counterpart (with even cards) has a MUCH bigger drawback, though a much better reward.
I'll admit I wrote this card off when I first looked at him. Then I realized with only even numbers, you can effectively use your hero power almost every turn on curve, which is arguably better than the upgraded hero power with the other guy.
I'm not sure what decks this guy will create, but I think there's serious potential now.
Kinda brings back the Prince Keleseth thoughts, where people thought all of the princes were just the worst possible cards, then Keleseth ended up dominating the meta for a period. This guy could be a sleeper in the expansion.
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Twitch name: Anatak15 NA Legend Season 48, 49, 52, 53, 54, 74
Voted Playable. I think this card is very comprable to nerfed Raza — same effect, decent body for the mana, also requires a deckbuilding restriction — but slightly better because it is from start of game and is Neutral so it only needs to fit in one deck to see play. I predict a Tier 3 archetype based on this card.
The 1-cost hero power is FAR better than the Justicar hero power. Any combination of even-cost cards to fill the turn + 1 Mana to hero power uses all Mana effectively on an odd-mana turn, it presumably works with Death Knight hero powers (for classes with access to even-cost heroes) and the body isn't bad for the cost. Meanwhile, with the Justicar power you need to play an even number of odd-mana cards to use all Mana on an even turn (except on turn 2), a Death Knight hero power overrides it, and not only is the body understated but it costs 9 so you can't hero power the same turn.
I think you wouldn't run either Genn or Baku in dude pally. Baku makes you lose CtA + Lightfused Stegodon and Genn forces you to remove Divine Favor and almost all of your dude summoning cards (Lost in the Jungle, Vinecleaver, Stand Against Darkness in wild). Then again, who knows what the new expansion might bring. Genn or Baku dude paladin might be tier 1!
If you're playing this card, you're really committing to hero powering on most odd-numbered turns, but especially turn 1. Thus, your hero power better not depend on the presence of a ping target, heal target, or the value of armor to be good. That immediately rules out Warrior, Priest, Rogue, Mage, and Druid. Of the four classes that remain, let's see what we have available:
Paladin: This might just work! Paladin has a number of cards that make Silver Hand Recruits scary, so a 1 mana 1/1 on turn 1 that doesn't cost a card sounds quite fine. A lot of good Paladin cards cost 4, and building around this card makes Call to Arms even more broken than it already is.
Shaman: This has potential but don't count on it. The idea here is that it's easy and cheap to amass totems early in the game so as to force your opponent to waste removal on your worthless tokens. Only problem here is that the totems need to be threatening for that to work, and all the totem synergy cards except Totemic Might are about to rotate out...
Warlock: Zoolock doesn't really tend to tap until turn 4 or 5 at the earliest. Warlock has few comeback mechanisms so losing tempo early is dangerous. The deck can't afford to waste even 1 mana hero powering if it doesn't have to. Control Warlock and Cubelock work just fine with a 2 mana tap, thank you.
Hunter: Maybe...? Hunter decks used to predominantly have a playstyle where every point of damage matters, so being able to cheat in an extra hero power or two is a bigger deal than you might think. Unfortunately, full-on Face Hunter can't afford to cut Eaglehorn Bow or Kill Command, and slower Hunter decks now rely on Beast snowballing rather than face damage to win.
this is so disruptive I doubt any slower deck would want this. What I fear the most is that some aggro deck with a shitload of 1-drops is going to abuse that card somehow. I was wrong before though
It's a really obvious statement but classes that love to use their hero power, or get benefits from using it as often as possible, will love this card. My first thought was Hunter but I'm not sure losing Bow, Kill Command and Animal Companion in the 3 slot alone would make up for the difference in power. Paladin getting a free Eager Cadet every turn is pretty disgusting, you lose Muster and Stand Against but you get cheaper dudes...
I'm half expecting someone to just break this very early and it starts being the metadeck to beat for a short while.
Generally a worse effect than the other guy's since this provides less value, though it's a bit more flexible early on. One big exception is Warlock, which with this can draw cards insanely fast. There might be some application there.
Other classes that might want it are those who would be okay with using their hero power on turn 3 along with a 2-drop. That would be Mage, Paladin, Priest and Warrior. I think Mage is out of the question simply because they lose access to way too many key cards. Paladin seems plausible. Priest probably can't play without Death (hero power on 3 implies a control deck). Warrior would have to cut Brawl and Shield Slam, which seems like a big price.
well, because you cant run 1 drops, you probably cannot create a stupid aggro deck. This card will probably be seen in a degenerate, MIDRANGE bullshit deck instead, but I truly find that massively preferable.
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Prince Keleseth Rogue is gonna be back?
Might enables a new kind of OTK paladin but there has to be a "new" Beardo for that as well.
This card could allow the making of very interesting decks in Wild, based around the hero power with cards that interact with it, like the ones with the Inspire mechanic. Yeah, Inspire was a great fail in TGT, but I see a lot of potential here.
This card's effect is way too bad for it's drawback. Keleseth had a way better effect and all it did was prevent you from having 2-cost cards, which, although a big drawback, is nothing compared with this card, because you can't have 1-drops, 3-drops, 5-drops, 7-drops, 9-drops or even 11-drops (sorry snowfury giant). The only saving grace of this card is that you get the effect right off the bat and you don't have to worry about drawing it, but still, with such a huge drawback and such a weak effect, this card is garbage. I see more potential in Baku, although I still think neither of them will see play.
I think I know what I'm talking about.
I'm not sure about whether this or Baku is better in dude Paladin. I guess it depends on what cards you want to run (Light-fused Stegadon and Tarim vs. Level-Up). But dropping a dude every turn is pretty strong.
Initially I voted "Dust it".
However, it synchornizes a lot with hunter and pladin hero powers. Not to mention that "Play an odd card + hero power" efficiently uses yoru mana for a turn.
So I think it is actually Very good.
The counterpart (with even cards) has a MUCH bigger drawback, though a much better reward.
Maybe at some point during development this used to make thr hero power free...and then they noticed razas brokenness.
Honestly this seems to be a huge restriction which costs a lot of tempo during odd turns...just to gain some hero power tempo upside. Seems dusty
Occasionally gives helpful advice.
I could very well see a wild N'zoth paladin running this
You have : Equality, Consecration, Wild Pyromancer, Truesilver Champion, Sunkeeper Tarim, N'Zoth, the Corruptor, Sylvanas Windrunner, Cairne Bloodhoof, Plated Beetle, Loot Hoarder, Tirion Fordring, Ragnaros, Lightlord, Keeper of Uldaman, Call to Arms and Spikeridged Steed all working with this card
I'll admit I wrote this card off when I first looked at him. Then I realized with only even numbers, you can effectively use your hero power almost every turn on curve, which is arguably better than the upgraded hero power with the other guy.
I'm not sure what decks this guy will create, but I think there's serious potential now.
Kinda brings back the Prince Keleseth thoughts, where people thought all of the princes were just the worst possible cards, then Keleseth ended up dominating the meta for a period. This guy could be a sleeper in the expansion.
Twitch name: Anatak15
NA Legend Season 48, 49, 52, 53, 54, 74
Voted Playable. I think this card is very comprable to nerfed Raza — same effect, decent body for the mana, also requires a deckbuilding restriction — but slightly better because it is from start of game and is Neutral so it only needs to fit in one deck to see play. I predict a Tier 3 archetype based on this card.
The 1-cost hero power is FAR better than the Justicar hero power. Any combination of even-cost cards to fill the turn + 1 Mana to hero power uses all Mana effectively on an odd-mana turn, it presumably works with Death Knight hero powers (for classes with access to even-cost heroes) and the body isn't bad for the cost. Meanwhile, with the Justicar power you need to play an even number of odd-mana cards to use all Mana on an even turn (except on turn 2), a Death Knight hero power overrides it, and not only is the body understated but it costs 9 so you can't hero power the same turn.
I think you wouldn't run either Genn or Baku in dude pally. Baku makes you lose CtA + Lightfused Stegodon and Genn forces you to remove Divine Favor and almost all of your dude summoning cards (Lost in the Jungle, Vinecleaver, Stand Against Darkness in wild). Then again, who knows what the new expansion might bring. Genn or Baku dude paladin might be tier 1!
If you're playing this card, you're really committing to hero powering on most odd-numbered turns, but especially turn 1. Thus, your hero power better not depend on the presence of a ping target, heal target, or the value of armor to be good. That immediately rules out Warrior, Priest, Rogue, Mage, and Druid. Of the four classes that remain, let's see what we have available:
Paladin: This might just work! Paladin has a number of cards that make Silver Hand Recruits scary, so a 1 mana 1/1 on turn 1 that doesn't cost a card sounds quite fine. A lot of good Paladin cards cost 4, and building around this card makes Call to Arms even more broken than it already is.
Shaman: This has potential but don't count on it. The idea here is that it's easy and cheap to amass totems early in the game so as to force your opponent to waste removal on your worthless tokens. Only problem here is that the totems need to be threatening for that to work, and all the totem synergy cards except Totemic Might are about to rotate out...
Warlock: Zoolock doesn't really tend to tap until turn 4 or 5 at the earliest. Warlock has few comeback mechanisms so losing tempo early is dangerous. The deck can't afford to waste even 1 mana hero powering if it doesn't have to. Control Warlock and Cubelock work just fine with a 2 mana tap, thank you.
Hunter: Maybe...? Hunter decks used to predominantly have a playstyle where every point of damage matters, so being able to cheat in an extra hero power or two is a bigger deal than you might think. Unfortunately, full-on Face Hunter can't afford to cut Eaglehorn Bow or Kill Command, and slower Hunter decks now rely on Beast snowballing rather than face damage to win.
For what it gives it sure asks a very big requirement. I don't see this working.
Why u hav to be mad? is only card gaem.
Disrupts your deck to much, i think maybe dude paladin can use this but idk
Coldarra Drake
Justicar Trueheart
It's a really obvious statement but classes that love to use their hero power, or get benefits from using it as often as possible, will love this card. My first thought was Hunter but I'm not sure losing Bow, Kill Command and Animal Companion in the 3 slot alone would make up for the difference in power. Paladin getting a free Eager Cadet every turn is pretty disgusting, you lose Muster and Stand Against but you get cheaper dudes...
I'm half expecting someone to just break this very early and it starts being the metadeck to beat for a short while.
Generally a worse effect than the other guy's since this provides less value, though it's a bit more flexible early on. One big exception is Warlock, which with this can draw cards insanely fast. There might be some application there.
Other classes that might want it are those who would be okay with using their hero power on turn 3 along with a 2-drop. That would be Mage, Paladin, Priest and Warrior. I think Mage is out of the question simply because they lose access to way too many key cards. Paladin seems plausible. Priest probably can't play without Death (hero power on 3 implies a control deck). Warrior would have to cut Brawl and Shield Slam, which seems like a big price.
well, because you cant run 1 drops, you probably cannot create a stupid aggro deck. This card will probably be seen in a degenerate, MIDRANGE bullshit deck instead, but I truly find that massively preferable.