Much worser. You can cast Ice Block on turn 3 and it will win you a game at turn 10. And this you can cast only for 1 turn. You lose a card and it deals nothing. It looks like Rebuke which was overhyped. And now you can spend 1 more mana for same effect - do nothing :)
From what I'm seeing, this card is basically Frost Nova without the board presence or Doomsayer synergy, and Ice Block without the "set it and forget it" value that lets you use your mana more efficiently on crucial turns (in addition to synergies like Mad Scientist and Arcanologist or random spell generation). So it's a worse version of different cards but mashed into one.
It could be okay. I don't think Paladin has the followup to support it. Stall is only as good as what you're stalling to, after all. Maybe DK OTK Paladin will make it, but I don't trust that too terribly much for consistency reasons. Survival never really felt like Paladin's problem to begin with, just a lack of consistent endgame value or combo potential compared to other classes. If I had to guess this card goes down with the Rebukes of the world and doesn't really make much of a splash.
Nah this is way worse then Ice Block for a load of reasons. Ice Block triggers when you need it most, with this you have to predict when your opponent can kill you. Plus you can play ice blocker in the early game or whenever you want and you can always generate more. This card is good and will see play but is nowhere near the power level of iceblock.
can people please stop comparing this card to ice block? you don't have to guess the right moment when your opponent will kill you.. you can also use it on turn 3+ to prevent dmg and set up board clears... especially vs aggro..
Nah this is way worse then Ice Block for a load of reasons. Ice Block triggers when you need it most, with this you have to predict when your opponent can kill you. Plus you can play ice blocker in the early game or whenever you want and you can always generate more. This card is good and will see play but is nowhere near the power level of iceblock.
What you fail to mention is you can use this simply to avoid damage, while delaying a turn. The fact that it can be used as a replacement heal is very relavent to the card's power level, omitting it shows your lack of understanding. Delaying a turn for control/combo is invaluable, being able to use it pro-actively only adds to that.
Rollback Post to RevisionRollBack
If you thought you knew what you think I know, then you'd know I knew you knew I know.
Only advantage of ice block i can come up with is that it can be played well in advance, what frees up mana later but in theory this increases the probability of your opponent drawing an anti secret card (even though there arent many of those around). All in all I think the new card is at least on par with ice block in what it does, the difference will probably lie within the ability of paladins to abuse this extra turn.
can people please stop comparing this card to ice block? you don't have to guess the right moment when your opponent will kill you.. you can also use it on turn 3+ to prevent dmg and set up board clears... especially vs aggro..
Yeah. this card is even better than Ice Block. It comes into effect when you actually need it - when you desperately need to last for another turn without dying. And it can't be countered (except for perhaps a Counterspell, which is easy to play around). So the effect can't be bypassed.
And you can pack two of them into your deck too. It is basically a poor man's Mage Quest reward. It guarantees you an extra turn to finish your opponent off.
Didn't think of preventing damage from attacking with your hero.
This card can be used in different scenarios.
Much worser. You can cast Ice Block on turn 3 and it will win you a game at turn 10. And this you can cast only for 1 turn. You lose a card and it deals nothing. It looks like Rebuke which was overhyped. And now you can spend 1 more mana for same effect - do nothing :)
It can be countered by press end of turn button. lol
Control Paladin hype!
From what I'm seeing, this card is basically Frost Nova without the board presence or Doomsayer synergy, and Ice Block without the "set it and forget it" value that lets you use your mana more efficiently on crucial turns (in addition to synergies like Mad Scientist and Arcanologist or random spell generation). So it's a worse version of different cards but mashed into one.
It could be okay. I don't think Paladin has the followup to support it. Stall is only as good as what you're stalling to, after all. Maybe DK OTK Paladin will make it, but I don't trust that too terribly much for consistency reasons. Survival never really felt like Paladin's problem to begin with, just a lack of consistent endgame value or combo potential compared to other classes. If I had to guess this card goes down with the Rebukes of the world and doesn't really make much of a splash.
Nah this is way worse then Ice Block for a load of reasons. Ice Block triggers when you need it most, with this you have to predict when your opponent can kill you. Plus you can play ice blocker in the early game or whenever you want and you can always generate more. This card is good and will see play but is nowhere near the power level of iceblock.
can people please stop comparing this card to ice block? you don't have to guess the right moment when your opponent will kill you.. you can also use it on turn 3+ to prevent dmg and set up board clears... especially vs aggro..
What you fail to mention is you can use this simply to avoid damage, while delaying a turn. The fact that it can be used as a replacement heal is very relavent to the card's power level, omitting it shows your lack of understanding. Delaying a turn for control/combo is invaluable, being able to use it pro-actively only adds to that.
If you thought you knew what you think I know, then you'd know I knew you knew I know.
Only advantage of ice block i can come up with is that it can be played well in advance, what frees up mana later but in theory this increases the probability of your opponent drawing an anti secret card (even though there arent many of those around). All in all I think the new card is at least on par with ice block in what it does, the difference will probably lie within the ability of paladins to abuse this extra turn.
_____________________________________________________________________________________________________________________________________________
#JeSuisFieryWarAxe!
Yeah. this card is even better than Ice Block. It comes into effect when you actually need it - when you desperately need to last for another turn without dying. And it can't be countered (except for perhaps a Counterspell, which is easy to play around). So the effect can't be bypassed.
And you can pack two of them into your deck too. It is basically a poor man's Mage Quest reward. It guarantees you an extra turn to finish your opponent off.
This card has the chance to define and create new paladin decks the same way Ice Block did for mages. In no way should this card be underestimated.