Btw, has anybody mentioned HealZoo Paladin as another possible application of the new Healing synergy?
I mean, in an Aggro deck, instead of Midrange or Control.
That's what i'm thinking. This will enable the paladin version of the current warlock zoo. With extra taunts and lots of heals It might be pretty good vs other aggro decks. 4 mana 8/8's and 2 mana 6/6 taunts can be difficult for other aggro decks to deal with.
And your whole strategy doesn't go out the window if you face a combo/control deck that doesn't damage your face.
This is why the Hall of Fame isn't necessarily a bad thing - Molten Giant moves there, allowing this to be printed. You couldn't leave it in classic and then print this guy, as paladin turn 3 (or turn 2 with coin) Thekal into Giant x2 would be super oppressive to the meta.
In any case, definitely a cool effect, and certainly has potential in ensuring face heals will almost always do something, but off the top of my head are there currently any paladin heal cards that you're dying to play that you wouldn't be playing anyway? Can't think of any. Of course, new cards will be revealed, but unless this combined with Kangor and heals we currently aren't playing combine to do stupid things with the Spellstone and the new 8/8 taunt for 4 (if you've healed 10), it'll mostly just be a vanilla 3/4 for 3.
That said, I look forward to building a Reno deck in wild that involves this card. Control paladin isn't the worst thing running around, and all but guaranteeing that Reno gets a 29 heal off is groovy.
Great design for a card. Playable against any deck because of 3 mana 3/4 body. The battlecry itself effectively does nothing but it empowers other cards in the deck to their full potential. Now paladin can make use of their healing synergies against control decks that don't damage the face. Paladin spellstone might even become viable.
I'm looking forward to playing this card with all the lifestealing minions out there that I draw when I am at full health. I've always been hesitant to drop them since their lifestealing is wasted if I am at full health. It may make cards like Blackguard, Chillblade Champion, and even Benevolent Djinn see more play.
Amazing card that gives Healadin a shot. The only problem I see for Healadin is that it (to me) looks like a mediocre deck if it doesn't draw this card...
Why are people saying this is meta defining? This card does absolutely nothing the turn you play it. It kind of enables the Heal archetype but we don't even know if it is going to be good enough. If anything you should rate it good or playable.
This will fit in some niche decks, and it will be annoying in those.
The problem is that it is legendary. The effect is best early in the game, so it will be very inconsistent. How many self-healing cards do you have to have in order to make this worth a spot? 2? 3? Zilliax?
I guess it will go into a flex spot for decks that use Lifesteal.
this is too good, what were they thinking. Entire games decided on turn 3. I don't know how they are going to handle the molten giants as early as turn two in wild
Why are people saying this is meta defining? This card does absolutely nothing the turn you play it. It kind of enables the Heal archetype but we don't even know if it is going to be good enough. If anything you should rate it good or playable.
Probably because its effect is the kind of thing you build entire decks around.
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That's what i'm thinking. This will enable the paladin version of the current warlock zoo. With extra taunts and lots of heals It might be pretty good vs other aggro decks. 4 mana 8/8's and 2 mana 6/6 taunts can be difficult for other aggro decks to deal with.
And your whole strategy doesn't go out the window if you face a combo/control deck that doesn't damage your face.
This is why the Hall of Fame isn't necessarily a bad thing - Molten Giant moves there, allowing this to be printed. You couldn't leave it in classic and then print this guy, as paladin turn 3 (or turn 2 with coin) Thekal into Giant x2 would be super oppressive to the meta.
In any case, definitely a cool effect, and certainly has potential in ensuring face heals will almost always do something, but off the top of my head are there currently any paladin heal cards that you're dying to play that you wouldn't be playing anyway? Can't think of any. Of course, new cards will be revealed, but unless this combined with Kangor and heals we currently aren't playing combine to do stupid things with the Spellstone and the new 8/8 taunt for 4 (if you've healed 10), it'll mostly just be a vanilla 3/4 for 3.
That said, I look forward to building a Reno deck in wild that involves this card. Control paladin isn't the worst thing running around, and all but guaranteeing that Reno gets a 29 heal off is groovy.
Wonder how this interacts with the new immune spell paladins have? Will you still take 29 damage? Or will you stay at 30hp and get 0 armor?
Great design for a card. Playable against any deck because of 3 mana 3/4 body. The battlecry itself effectively does nothing but it empowers other cards in the deck to their full potential. Now paladin can make use of their healing synergies against control decks that don't damage the face. Paladin spellstone might even become viable.
I'm looking forward to playing this card with all the lifestealing minions out there that I draw when I am at full health. I've always been hesitant to drop them since their lifestealing is wasted if I am at full health. It may make cards like Blackguard, Chillblade Champion, and even Benevolent Djinn see more play.
Amazing card that gives Healadin a shot. The only problem I see for Healadin is that it (to me) looks like a mediocre deck if it doesn't draw this card...
Two Infinity Gauntlets... what's to not like?
Mark my words, some burgle rogue will find a way to go infinite with this in wild with reno.
Wow Thats a legendary
I'm still not sure how I feel about forced archetypes, but this is just too cool not to love. Hope I open one!
Remember when we didn't know where Crystalsmith Kangor fitted in? I think we are starting to see his home building up.
Why are people saying this is meta defining? This card does absolutely nothing the turn you play it. It kind of enables the Heal archetype but we don't even know if it is going to be good enough. If anything you should rate it good or playable.
This can be interesting in a wild highlander deck
This will fit in some niche decks, and it will be annoying in those.
The problem is that it is legendary. The effect is best early in the game, so it will be very inconsistent. How many self-healing cards do you have to have in order to make this worth a spot? 2? 3? Zilliax?
I guess it will go into a flex spot for decks that use Lifesteal.
What a cool effect. I am really excited for Paladin this expansion, based on the current revealed cards for the class.
this is too good, what were they thinking. Entire games decided on turn 3. I don't know how they are going to handle the molten giants as early as turn two in wild
Probably because its effect is the kind of thing you build entire decks around.
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Now would be the perfect time for a card that destroys all of your opponent's armor omegalul
It's not rng if you call - Amaz
I can see them make a card with an effect "Deal X damage, where X is double the amount of your opponents armor" or similar.
As for this card, it's pretty cool, if I'm not mistaken, it can save us against a lot of combo decks that rely on burn :)
You can't stop the signal.
Meta defining (esp. in wild). :!O