How does this work when your hero has taunt? There was a way to give your hero taunt, (Fandral Staghelm + Dark Wispers onto your hero) but i'm not sure if it's still in the game. I know that a minion with immune loses taunt, but i wonder how does it work with a hero.
it's "worse" because there's no support for it, Mage had many ways of cheating secrets into the hand and into play and on top of that mage's spell generation could grant you iceblock meaning you had a surefire way to get iceblock down every game, not drawing this card on time is akin to the same feeling of dirty rat being the bottom card of your deck in wild, or back when it was in standard, and even then you can sort of use witchwood piper to cheat dirty rat into your hand while there's no particular consistent way to get this card into your hand since asides from the very iffy Prismatic Lens, paladin has no spell tutors and not much draw power, so yeha you'll either face the problem of never drawing it when you need it or drawing it when you need it the least and making it a dead draw for the turn, that's the reason it's considered "worse" it just doesn't have any support.
I really do not understand Team 5's design philosophy anymore. If they are going to go down the road of giving every class temporary immunity (Ice Block, Mal'Ganis and Evasion) then shouldn't class identity be a primary focus when creating the card. I would have liked to see Time Out! read "Your hero can only take 1 damage at a time until your next turn." This is more akin to class cards like Aldor Peacekeeper, Eadric the Pure, and Shrink Ray and while weaker would probably achieve the same effect more often than not. Paladin has good healing options to compliment this effect anyway. I guess team 5 doesn't really care about class Identity anymore.
Animated Armor shows us you don't need to put the word 'Immune' on the card to get a similar temporary effect. I know this particular card sucks, but the effect can be implemented in a way that allows for counter play outside of just cards like Counterspell. Just giving straight immunity reduces the chance of meaningful interactions and counters with cards that naturally do 1 damage at a time such as Arcane Missiles or Avenging Wrath . I will just say about the actual card that Mecha'thun will make good use of this card or abuse it eventually.
It's not a bad card but it's not great. See: Evasion
"Healing" with no other utility than healing also does not often see play. Fringe opportunities where this is good with weapons, however Healing Touch is a card for 3 mana that sees no play whatsoever. This means that for this card to be good, there needs to be a really good combo deck for Paladin that can really take advantage of the two "free" turns this provides (unlikely, and please don't mention Uther OTK), or there needs to be a really good Fool's Bane type effect printed. Even then, doubtful.
I kind of want to vote this Bad~Dust but I'll give it Playable
Edit: went for my gut feelings and voted Bad. Tbh instincts are telling me that it's more on the side of Dust it but I'm erring on the side of caution here
Based on that behavior, Paladin DK and Mecha'Thun hero destroy powers would work, while Dark Pact on Time-Outed Jaraxxus would not.
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Shudderwock means driving a clown car in circles around your opponent while he swings his sword at you. Half the time he chops you and your car to pieces. The other half you park on his legs and 40 clowns come out one by one, trampling him to death.
Id say ppl overhype this card, like they did with rebuke.
This taking a ( or even two?) cardslot in a Paladin deck makes it way harder to play than a secret in Mage. ( Because of less good carddraw) Not sure if people even run this in OTK Paladin ( probably as a on of) , since DK Uther Pally is aiming to do the combo anyways before the opponent plays his ( Shudderwock ,Malygos etc).
It's also a good card against aggro - T5 drop this, telegraph a boardwipe, and you'll get a T6 equality/consec. That's more how I see this card being used - in a similar manner to Frost Nova. Certainly harder to play than Block, due to secret synergy loss, as well as harder to generate. It'll buy one turn against the 'Wock or a Maly, but that feels like a side benefit. Nova's a fine card, this a a decent-good card. Unlike rebuke (or the 8 mana do nothing).
or, even bluff a board wipe, they play around it, you heal up, they decide you don't really have it, and 3 turns later you board wipe. or bluff bluffing a board wipe.... think about that one!
This card scares me. I have a feeling that Uther of the Ebon Blade decks may become very powerful with this card. Being able to stall for extra turns as you continue to build up a OTK that's extremely hard to play around that most classes can only do with very niche cards seems plausible.
I feel that a card like this is only a matter of time before it finds it's way into decks, so a 'Playable' vote is easy. However, if my fears are realized, it'll easily be considered Meta-Defining. I'll vote playable for now.
This card is much better than Ice Block in most situations. It's going to be a hard card to use most efficiently though, but with good decision making and matchup/game knowledge this card will just be insane.