it's not a problem of viable/not viable... this card is soooo boring.. it seems like they have no idea and the result is a reworked yip.. the game need some fresh improvement (especially in the gameplay), not these cards.. hope for the nexts but I seriously doubt they will have any idea on how to refresh this stagnant game
Considering 6-mana Spitful Summoner was worth building a whole deck around it, and compared to this spell that it only gives an extra 4/4, I'd say Heavy Metal is playable.
However, for 7 mana, Spiteful Summoner is not really played any more. So 1 mana can make a huge difference. And a free 4/4 is surely worth about 1 mana I'd think.
I personally think that it this card will not be played, unless the 8 to 10 mana slot almost guarantee a good minion. If there are too many useless summons like Dragoncaller Alanna or Master Oakheart or just big stats ( Alexstrasza ; 8/8 for 6 mana is nothing to get aroused). And it looks like it mostly will be a 6 mana 8/8 on average...
it's not a problem of viable/not viable... this card is soooo boring.. it seems like they have no idea and the result is a reworked yip.. the game need some fresh improvement (especially in the gameplay), not these cards.. hope for the nexts but I seriously doubt they will have any idea on how to refresh this stagnant game
When they will release a 11 mana broken minion for Warrior as a token in collection just to have 10+ mana minion you will change your mind.
Nevermind, text says maximum 10 mana :( It would have been cool thou to have a 11 and 12 mana unplayable minion for Warrior just to proc this kind of effect!
Considering 6-mana Spitful Summoner was worth building a whole deck around it, and compared to this spell that it only gives an extra 4/4, I'd say Heavy Metal is playable.
Considering opponent had no way of interacting with Spiteful Summoner 's battlecry while Heavy Metal can be negated by the opponent, which THIS is the main thing here.
Next expansion: Warrior is no longer allowed to gain armor, according to this thread. Apparently you will never actually have 10 armor as the armor class.
inb4 "HOW CAN WARRIOR BE THE ARMOR CLASS WHEN DRUID GAINS MOAR HURR DURRR"
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Life before death. Strength before weakness. Journey before destination.
people also played Unstable Portal and I've never understood why.
Because is awesome, 1 mana minion is a terrible result, 2 manas minion is bad but ok, all other cost is awesome because enable a big treat way early in the board, the best one is play a 6 cost minion in turn 3.
Guys... Yip is a legendary... Singleton. Legendaries are more powerful... So ya, 4/8 body for 2 on a legendary card makes sense if the effect is powerful. This card gives you more Yip like effects in the same deck. So, don't compare apples to oranges.
I don't understand the people evaluating this card by saying it's a random 10-drop for 6 mana. In a non-odd warrior deck (and even in an Odd warrior deck tbh) it's really hard to stick that much armor exept against Druid. It's like saying "Yeah Reckless fury is a 10 damage aoe for 3 mana, seems legit" but 80% of the time you use Reckless Fury it's for 4 damage and because you Hero Powered the same turn.
This is beyond bad. I thought maybe it could have a place in a Dead Man's Hand warrior, where you could do this + Bring it On! every one or two turns, but even then... There's probably better cards to do this with. Like, Lich King + Bring it On!
When you criticize this card you guys forget that Geosculptor will rotate out in less than 6 months, so this card is kinda replacement-in-advance for him. Without Geosculptor this card will definitely see some play, and untill Geosculptor rotates it will of course be weaker than him. Obvious.
It's like saying "Hey I play a 2/3 for 2 in my deck, but don't worry when it will rotate out we'll have this beautiful 2/1 for 2 to replace it". No, when it's that much worst, you just play something else.
I don't understand the people evaluating this card by saying it's a random 10-drop for 6 mana. In a non-odd warrior deck (and even in an Odd warrior deck tbh) it's really hard to stick that much armor exept against Druid. It's like saying "Yeah Reckless fury is a 10 damage aoe for 3 mana, seems legit" but 80% of the time you use Reckless Fury it's for 4 damage and because you Hero Powered the same turn.
This is beyond bad. I thought maybe it could have a place in a Dead Man's Hand warrior, where you could do this + Bring it On! every one or two turns, but even then... There's probably better cards to do this with. Like, Lich King + Bring it On!
I guess you're absolutely right.
I evaluated it only for 8-10 armor because I think that 6 mana for a random 7 or less mana drop is nothing that needs to be discussed. The value is then so low that I consider it straightforward bad. So I just gave the card credit that it will only be used with the respective high armor. But even then I don't think it will be worth it.
I will not be baited by Big Warrior. I will not be baited by Big Warrior. I will not be baited by Big Warrior.
That said, I think people are drastically over-estimating how difficult it will be to have 8+ armor in a world where Bring it On, Weapons Project, and Iron Hide exist.
I will not be baited by Big Warrior. I will not be baited by Big Warrior. I will not be baited by Big Warrior.
That said, I think people are drastically over-estimating how difficult it will be to have 8+ armor in a world where Bring it On, Weapons Project, and Iron Hide exist.
I don't see the Forbidden Shaping comparison. Seems like a pretty bad comparison to me. Forbidden Shaping on Turn 6 will get you a 6 drop. This can get you a 10 drop.
I purposely compared it to Forbidden Shaping, because both cards function almost the same way, but the warrior spell is clunkier than the priest equivalent. Yes, while you COULD get a high cost minion on turn 6, you also have to consider the fact, that you have to make a set up until then. Unlike the priest spell you have to prepare more things here, in order to make the warrior spell worth the play - you have to invest 6 mana + you have to have 7 or more armour. And the following sentence may sound like a cliche to you, but if you manage to have 10 armour on turn 6 and play this card, you are most likely facing a slow deck. Because think about it - versus aggro you will be constantly pressured and you won't utilize your armour in a such fashion early on. It will be the health, which will be removed first. In other words you can't possibly hope to stock that much armour until turn 6 and then sacrifice your whole turn just to get a good outcome. Let's imagine how you get an 8/8 giant or a dragon. So for 6 mana and a lot of set up you get +2/+2 stats above the average 6 drop, which doesn't have taunt and may not impact the board. Aggro and mid-range decks (tempo rogue, deathrattle hunter) have cheap ways to deal with this minion.
Against control you will have an easy time fulfilling the 10 armour requirement, but wasn't this deck doing fine in this MU already? The card, which I consider an MVP versus slow decks is Dead Man's Hand, because this gives warrior more juice and may put them behind fatigue (if they don't draw that much).
Like I said in my previous comment, Forbidden Shaping is a lot more FLEXIBLE. It only requires you to sacrifice mana, you have the ability to play the spell prior to turn 6 (like you also mentioned) and you can control the outcome easier than the warrior spell. 8-cost minions are still the best ones in the game (in wild and with few exceptions in standard) and once you go to the late game, you just have to use your hero power (or cast Shadow Visions) and you can generate an 8-drop. Controlling how much armour you will have isn't that easy.
This on Turn 10 can also get you a 10 drop but leave you 4 mana leftover to do whatever you want with.
Ok, can we look at some popular decks and consider what we can do with the leftover mana?
The best thing you can do is casting Shield Slam/Executeafter you have played this spell (or playing some armour gaining cards, followed by the Heavy Metal! and Shield Slam). Developing a board and removing an opponent's threat is undoubtedly a powerful turn, but considering the fact that most of your deck consists of 5+ cost cards, you may not always have the ability to utilize the 4 mana.
I will finish this post by saying the following thing: Forbidden Shaping and Heavy Metal! have two big things in common - they don't produce extra value, but instead they exchange one card resource for another and the outcome is RNG dependent. Unlike Geosculptor Yip, which also comes with an extra body for 2 more mana, the effect of the warrior spell procs only once. You don't get an exciting bonus, so why add this greedy spell, which can backfire often? And I'm saying this, because I want to ask you about the cards, which you will cut for including it. Why not keep Gemstudded Golem, which at least offers a secure taunt? Both the priest and the warrior spells can create minions from other classes and let me tell you how we recently got many poorly stated, high-cost ones (see here).
I will not be baited by Big Warrior. I will not be baited by Big Warrior. I will not be baited by Big Warrior.
That said, I think people are drastically over-estimating how difficult it will be to have 8+ armor in a world where Bring it On, Weapons Project, and Iron Hide exist.
If you are going to play a Warrior deck that plays Yip, and you are going to run some combination of Bring it On!/Ironhide/Weapons Project to enable Yip, this card doubles down on those synergies. And that's been proven to be a good thing (ex. Big Priest). Once you hit a critical mass of synergies, decks start to work.
Now, whether that's something you want to be doing is completely up for debate. I thought Boomship would be better than it is. I will not be baited by Big Warrior again.
it's not a problem of viable/not viable... this card is soooo boring.. it seems like they have no idea and the result is a reworked yip.. the game need some fresh improvement (especially in the gameplay), not these cards.. hope for the nexts but I seriously doubt they will have any idea on how to refresh this stagnant game
However, for 7 mana, Spiteful Summoner is not really played any more. So 1 mana can make a huge difference. And a free 4/4 is surely worth about 1 mana I'd think.
I personally think that it this card will not be played, unless the 8 to 10 mana slot almost guarantee a good minion. If there are too many useless summons like Dragoncaller Alanna or Master Oakheart or just big stats ( Alexstrasza ; 8/8 for 6 mana is nothing to get aroused). And it looks like it mostly will be a 6 mana 8/8 on average...
Completely agree - Boooring
The goal of all life is death.
When they will release a 11 mana broken minion for Warrior as a token in collection just to have 10+ mana minion you will change your mind.
Nevermind, text says maximum 10 mana :(
It would have been cool thou to have a 11 and 12 mana unplayable minion for Warrior just to proc this kind of effect!
Heavy Metal! is capped at ten armor. And there are already 10+ mana minions (just giants though)
Considering opponent had no way of interacting with Spiteful Summoner 's battlecry while Heavy Metal can be negated by the opponent, which THIS is the main thing here.
Dope art and underrated I'll be giving it a try.
Next expansion: Warrior is no longer allowed to gain armor, according to this thread. Apparently you will never actually have 10 armor as the armor class.
inb4 "HOW CAN WARRIOR BE THE ARMOR CLASS WHEN DRUID GAINS MOAR HURR DURRR"
Kaladin's RoS Set Review
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Because is awesome, 1 mana minion is a terrible result, 2 manas minion is bad but ok, all other cost is awesome because enable a big treat way early in the board, the best one is play a 6 cost minion in turn 3.
Guys... Yip is a legendary... Singleton. Legendaries are more powerful... So ya, 4/8 body for 2 on a legendary card makes sense if the effect is powerful. This card gives you more Yip like effects in the same deck. So, don't compare apples to oranges.
Voted meta-defining just for the name and art!
I don't understand the people evaluating this card by saying it's a random 10-drop for 6 mana. In a non-odd warrior deck (and even in an Odd warrior deck tbh) it's really hard to stick that much armor exept against Druid. It's like saying "Yeah Reckless fury is a 10 damage aoe for 3 mana, seems legit" but 80% of the time you use Reckless Fury it's for 4 damage and because you Hero Powered the same turn.
This is beyond bad. I thought maybe it could have a place in a Dead Man's Hand warrior, where you could do this + Bring it On! every one or two turns, but even then... There's probably better cards to do this with. Like, Lich King + Bring it On!
Ironically, this card would be better if it was 7 mana, so it could fit into Odd Warrior. 5 mana would be broken, especially with Odd Warrior.
It's like saying "Hey I play a 2/3 for 2 in my deck, but don't worry when it will rotate out we'll have this beautiful 2/1 for 2 to replace it". No, when it's that much worst, you just play something else.
I guess you're absolutely right.
I evaluated it only for 8-10 armor because I think that 6 mana for a random 7 or less mana drop is nothing that needs to be discussed. The value is then so low that I consider it straightforward bad. So I just gave the card credit that it will only be used with the respective high armor. But even then I don't think it will be worth it.
I will not be baited by Big Warrior. I will not be baited by Big Warrior. I will not be baited by Big Warrior.
That said, I think people are drastically over-estimating how difficult it will be to have 8+ armor in a world where Bring it On, Weapons Project, and Iron Hide exist.
And Crystallizer
I agree with what was mentioned before that control warrior doesn't want/ need this. But if there are more reasonable minions/ weapons that ALSO generate armor. (Crystallizer, Plated Beetle, Weapons Project(?), Armorsmith, Eternium Rover. It might function like Spiteful Summoner in a midrange/ tempo deck.
I purposely compared it to Forbidden Shaping, because both cards function almost the same way, but the warrior spell is clunkier than the priest equivalent. Yes, while you COULD get a high cost minion on turn 6, you also have to consider the fact, that you have to make a set up until then. Unlike the priest spell you have to prepare more things here, in order to make the warrior spell worth the play - you have to invest 6 mana + you have to have 7 or more armour. And the following sentence may sound like a cliche to you, but if you manage to have 10 armour on turn 6 and play this card, you are most likely facing a slow deck. Because think about it - versus aggro you will be constantly pressured and you won't utilize your armour in a such fashion early on. It will be the health, which will be removed first. In other words you can't possibly hope to stock that much armour until turn 6 and then sacrifice your whole turn just to get a good outcome. Let's imagine how you get an 8/8 giant or a dragon. So for 6 mana and a lot of set up you get +2/+2 stats above the average 6 drop, which doesn't have taunt and may not impact the board. Aggro and mid-range decks (tempo rogue, deathrattle hunter) have cheap ways to deal with this minion.
Against control you will have an easy time fulfilling the 10 armour requirement, but wasn't this deck doing fine in this MU already? The card, which I consider an MVP versus slow decks is Dead Man's Hand, because this gives warrior more juice and may put them behind fatigue (if they don't draw that much).
Like I said in my previous comment, Forbidden Shaping is a lot more FLEXIBLE. It only requires you to sacrifice mana, you have the ability to play the spell prior to turn 6 (like you also mentioned) and you can control the outcome easier than the warrior spell. 8-cost minions are still the best ones in the game (in wild and with few exceptions in standard) and once you go to the late game, you just have to use your hero power (or cast Shadow Visions) and you can generate an 8-drop. Controlling how much armour you will have isn't that easy.
Ok, can we look at some popular decks and consider what we can do with the leftover mana?
The best thing you can do is casting Shield Slam/Execute after you have played this spell (or playing some armour gaining cards, followed by the Heavy Metal! and Shield Slam). Developing a board and removing an opponent's threat is undoubtedly a powerful turn, but considering the fact that most of your deck consists of 5+ cost cards, you may not always have the ability to utilize the 4 mana.
I will finish this post by saying the following thing: Forbidden Shaping and Heavy Metal! have two big things in common - they don't produce extra value, but instead they exchange one card resource for another and the outcome is RNG dependent. Unlike Geosculptor Yip, which also comes with an extra body for 2 more mana, the effect of the warrior spell procs only once. You don't get an exciting bonus, so why add this greedy spell, which can backfire often? And I'm saying this, because I want to ask you about the cards, which you will cut for including it. Why not keep Gemstudded Golem, which at least offers a secure taunt? Both the priest and the warrior spells can create minions from other classes and let me tell you how we recently got many poorly stated, high-cost ones (see here).
So why put a risky and a clunky card?
Yeah, but this dude was talking about Big warrior. So he purposely missed the aforementioned minions.
I think the answer is redundancy.
If you are going to play a Warrior deck that plays Yip, and you are going to run some combination of Bring it On!/Ironhide/Weapons Project to enable Yip, this card doubles down on those synergies. And that's been proven to be a good thing (ex. Big Priest). Once you hit a critical mass of synergies, decks start to work.
Now, whether that's something you want to be doing is completely up for debate. I thought Boomship would be better than it is. I will not be baited by Big Warrior again.