It's interesting, but my experience in MTG tells me that double healing won't do much more than regular healing would do. I actually have a white lifegain deck as one of my main Magic decks, and there's not nearly enough room to include a double healing effect in it (and MTG even has more room for it, given that they don't have an upper health limit).
See now that would be a cool effect for this card: Remove your hero's health limit.
Doesn't look like legendary worthy at this point. Wickerflame Burnbristle reprint pretty much. Just another example of how Blizz is making money by just printing a boring effect card and sticking a legendary tag on it.
Why are you being so negative? Healing and divine shield is MAJOR Paladin flavor and it has been since the beginning of the game. Double healing is something we’ve only seen on Profet Velen. This card, while it looks similar to Wickerflame Burnbristle, is gonna be used more as a one turn effect with other cards like Archmage Arugal. While not very original it’s still a concept we haven’t seen in Paladin.
2 legendaries from a set have almost NEVER complimented eachother. A big reason (besides money) that they started printing two legendaries for each class was to push different archetypes. And while healing isn’t a problem it’s meant to open more possibilities for Paladin in the future.
Doesn't look like legendary worthy at this point. Wickerflame Burnbristle reprint pretty much. Just another example of how Blizz is making money by just printing a boring effect card and sticking a legendary tag on it.
Exactly. This could've easily been an epic minion at best, but Team 5 prefers to artificially increase the total dust cost and everything related to it by giving it legendary status. And yeah, Mid Range/Control have historically been expensive decks but this attempt is just so painfully obvious.
How is this guy a 2 mana 1/2?! Thought control paladin gets a nice 5+mana legendary vs combo/controldecks but again they try to support heal-adin which is a bad theme because overheal does nothing for spellstone/blackguard and many combo/control decks don't do much dmg unless they have their combo rdy and kill you in 1 turn.
This guy might help surviving vs aggro/tempo decks for 1 extra turn but many cards could achieve that if want to make my deck better vs aggro and auto-lose vs control.
I hope we see a good pala mech card which gets stronger if sometihng is healed to combine heal+mech theme in paladin but I doubt it.... I have the (bad) feeling that the next Paladin-Hero has something to do with healing and this card might shine within the next 2 years.
It's interesting, but my experience in MTG tells me that double healing won't do much more than regular healing would do. I actually have a white lifegain deck as one of my main Magic decks, and there's not nearly enough room to include a double healing effect in it (and MTG even has more room for it, given that they don't have an upper health limit).
See now that would be a cool effect for this card: Remove your hero's health limit.
Yeah, or at least a spell/minion that increase the limit. Without that, healing is very weak against other control/combo with clear winning conditions.
A Paladin legendary that isn't in the 4 or 5 spot. Finally. I feel like Paladin legendaries aren't run as much due to the over saturation in good paladin 4 and 5 cost cards (such as why The Glass Knight isn't run). I feel like this could be good enough to be run due to the double healing and cheap cost. But maybe not. I think this is one of those things where we'll have to see how the meta shapes up before we can ultimately decide.
The most successful Paladin builds didn't need any healing in the last few expansions. So this wouldn't have been a part of even Paladin with call to arms since it doesn't put any pressure on board. But it is cheap and can easily be comboed with other healing cards (like the presently unplayed Lay on Hands ) to make them more efficient. It has divine shield which is a good basis for buffs and it has lifesteal itself, so a buff will also heal you a lot in particular if the opponent has a minion based deck.
Generally I think it can be a useful card, but only if there emerges a controlish Paladin and if there is an efficient way to heal yourself. Like a Vicious Scalehide with more attack.
He could have been a mech which transforms any healing into armor....making some of the bad heal-theme cards viable for a mech-paladin.. feelsbadman
the heal-theme is bad because overhealing does nothing! it does not trigger Blackguard/Spellstones etc.... swinging Truesilver or Uther DKS weapon when you are at 30 life feels bad and combo/control decks deal 30+ dmg in a single turn. Control-pala doesn't need more healing-support they lack a win-condition vs combo/control decks. If this dude could give me armor instead of overheal he would have been a great card in any deck-type. I would play him in control pala to armor up vs combo decks in the late game where Lay on Hands would have been a waste of turn if I am at 30 health but my opponent is doing nothing because he is waiting for his combo-pieces....
Once control-paladin gets a viable win-condition (Mech-Cthun?!) I will look at this guy again.. atm I just feel disappointed.. his card art + backstory indicates a 5+ mana control paladin legendary.. now he is a 3-inch toy-golem
2 legendaries from a set have almost NEVER complimented eachother. A big reason (besides money) that they started printing two legendaries for each class was to push different archetypes. And while healing isn’t a problem it’s meant to open more possibilities for Paladin in the future.
You have a point. That being said I am not sure what this is pushing. I'll try it in exodia Paladin but again, the healing was never the issue, it's was always getting to my combo before theirs. But I'll give it a go. Maybe I'll slot in a bit more minion presence and hybridize it. A few of those Crystology as well as Bolvar perhaps.
Wow so even Paladin can get useless Legendaries.... I was expecting a Mech with tons of keywords to make the spell better instead we get this,I don't play Paladin anymore but I'm disappointed.... It's a such boring card especially for a Legendary....
Quest, Glass Night, Bolvar Fireblood, Prince Liam? Even Lynessa or Valanyr are not often played cards... I'd really like to see a new really good legendary for paladin, control or aggro I don't care.
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Absolute trash at this point in time, will probably be supported in next reveals or next expansions
The goal of all life is death.
See now that would be a cool effect for this card: Remove your hero's health limit.
Why are you being so negative? Healing and divine shield is MAJOR Paladin flavor and it has been since the beginning of the game. Double healing is something we’ve only seen on Profet Velen. This card, while it looks similar to Wickerflame Burnbristle, is gonna be used more as a one turn effect with other cards like Archmage Arugal. While not very original it’s still a concept we haven’t seen in Paladin.
Maybe useful in handbuff pally. Other than that I just think this is a poor card. But maybe handbuff will see some more support?
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2 legendaries from a set have almost NEVER complimented eachother. A big reason (besides money) that they started printing two legendaries for each class was to push different archetypes. And while healing isn’t a problem it’s meant to open more possibilities for Paladin in the future.
You're*
Exactly. This could've easily been an epic minion at best, but Team 5 prefers to artificially increase the total dust cost and everything related to it by giving it legendary status. And yeah, Mid Range/Control have historically been expensive decks but this attempt is just so painfully obvious.
When Ben Brode was still in charge, he asked for : A Legendary MECH pls!!
Someone just skipped the C....
Something nice would have been:
1/2 Mech, Rush , Divineshield, Lifesteal, + double heal( or something else)
Basically a slightly better Scalehide.
lol i thought this legendary will be some gigantic minion with super powers! but 2 mana 1/2 haha :)))) interesting card...
400 dust synergy
How is this guy a 2 mana 1/2?! Thought control paladin gets a nice 5+mana legendary vs combo/controldecks but again they try to support heal-adin which is a bad theme because overheal does nothing for spellstone/blackguard and many combo/control decks don't do much dmg unless they have their combo rdy and kill you in 1 turn.
This guy might help surviving vs aggro/tempo decks for 1 extra turn but many cards could achieve that if want to make my deck better vs aggro and auto-lose vs control.
I hope we see a good pala mech card which gets stronger if sometihng is healed to combine heal+mech theme in paladin but I doubt it.... I have the (bad) feeling that the next Paladin-Hero has something to do with healing and this card might shine within the next 2 years.
Yeah, or at least a spell/minion that increase the limit. Without that, healing is very weak against other control/combo with clear winning conditions.
A Paladin legendary that isn't in the 4 or 5 spot. Finally. I feel like Paladin legendaries aren't run as much due to the over saturation in good paladin 4 and 5 cost cards (such as why The Glass Knight isn't run). I feel like this could be good enough to be run due to the double healing and cheap cost. But maybe not. I think this is one of those things where we'll have to see how the meta shapes up before we can ultimately decide.
The most successful Paladin builds didn't need any healing in the last few expansions. So this wouldn't have been a part of even Paladin with call to arms since it doesn't put any pressure on board. But it is cheap and can easily be comboed with other healing cards (like the presently unplayed Lay on Hands ) to make them more efficient. It has divine shield which is a good basis for buffs and it has lifesteal itself, so a buff will also heal you a lot in particular if the opponent has a minion based deck.
Generally I think it can be a useful card, but only if there emerges a controlish Paladin and if there is an efficient way to heal yourself. Like a Vicious Scalehide with more attack.
I don't care what you are saying about that card. This is going into my Horsemen deck, no questions asked.
kinda bad. can see this with uther deck weapon though heal for 10 is pretty good
He could have been a mech which transforms any healing into armor....making some of the bad heal-theme cards viable for a mech-paladin.. feelsbadman
the heal-theme is bad because overhealing does nothing! it does not trigger Blackguard/Spellstones etc.... swinging Truesilver or Uther DKS weapon when you are at 30 life feels bad and combo/control decks deal 30+ dmg in a single turn. Control-pala doesn't need more healing-support they lack a win-condition vs combo/control decks. If this dude could give me armor instead of overheal he would have been a great card in any deck-type. I would play him in control pala to armor up vs combo decks in the late game where Lay on Hands would have been a waste of turn if I am at 30 health but my opponent is doing nothing because he is waiting for his combo-pieces....
Once control-paladin gets a viable win-condition (Mech-Cthun?!) I will look at this guy again.. atm I just feel disappointed.. his card art + backstory indicates a 5+ mana control paladin legendary.. now he is a 3-inch toy-golem
You have a point. That being said I am not sure what this is pushing. I'll try it in exodia Paladin but again, the healing was never the issue, it's was always getting to my combo before theirs. But I'll give it a go. Maybe I'll slot in a bit more minion presence and hybridize it. A few of those Crystology as well as Bolvar perhaps.
At first I thought it would be a mech.. Now it seems pretty mediocre
Quest, Glass Night, Bolvar Fireblood, Prince Liam? Even Lynessa or Valanyr are not often played cards... I'd really like to see a new really good legendary for paladin, control or aggro I don't care.