I'm trying to figure out where this card will fit. It sounds damn strong but what deck would this best fit into? For aggro paladins, I can see it doing relatively okay. The armor gain isn't huge due to low health minions but it helps to remain stable. Mid range seems best or maybe some mid range dragon/heal Pala depending on the rest of the cards. I've thrown together an awful Spiteful deck that incorporates self healing/high mana cost spells with some (hopefully) defensive early game. Open to feedback.
Yes, it is cool, but I am not sure what the win condition for a Wild deck like that would be. You can't run more big guys than big priest, grind value better than cubelock and Jade druid, otk better than exodia mage... Anyfin with Reno? Something midrange?
this is actually exactly what heal paladin needed. they had so many cards to benefit from healing, and good heal effects. but it was taking the damage that was the problem.
this card will just go nuts in heal paladin.
Rollback Post to RevisionRollBack
Rejoice, for even in death, you have become children of Thanos.
Maybe Blackguard will finally get some play now, I've been trying to get that card to work forever...
The problem isn't blackguards effect or lack of healing synergy. It's the 6 mana do nothing part. 6+ mana cards need to actually do something the turn you play them. Requiring a 6 mana card to be comboed with other cards is what makes it bad.
And here you thought t3 giants from evenlock were gross. Now we have t2 molten giants. You are welcome ~blizzard.
It says convert and not damage right?? So it doesnt get counted as dmg.. there fore wont trigger Molten giants mana cost?
Dude, are you serious? I hate when people do this...
It's not really his fault for blizzard's ruling on text. A lot of cards are confusing specially to new players and even for veteran players, sometimes we have to wait until the cards are out to test them because the text is not clear enough to predict some scenarios. A lot of the cards don't state random when it actually is which would be confusing let's say for players coming from Magic where you have more control over outcomes.
And here you thought t3 giants from evenlock were gross. Now we have t2 molten giants. You are welcome ~blizzard.
It says convert and not damage right?? So it doesnt get counted as dmg.. there fore wont trigger Molten giants mana cost?
Dude, are you serious? I hate when people do this...
It's not really his fault for blizzard's ruling on text. A lot of cards are confusing specially to new players and even for veteran players, sometimes we have to wait until the cards are out to test them because the text is not clear enough to predict some scenarios. A lot of the cards don't state random when it actually is which would be confusing let's say for players coming from Magic where you have more control over outcomes.
Tbh its the wording i am honestly confused about.. because well dmg and convert.. 2 totally different things.. but who knows maybe blizzard has done this card right and it wont interact with molten.. or they need to rly make molten only work on dmg...
Maybe Blackguard will finally get some play now, I've been trying to get that card to work forever...
The problem isn't blackguards effect or lack of healing synergy. It's the 6 mana do nothing part. 6+ mana cards need to actually do something the turn you play them. Requiring a 6 mana card to be comboed with other cards is what makes it bad.
A big Paladin Weapon with Lifesteal would work wonders. (Yes, we have Uther, but he's very slow and comes out turn 9)
It is convert and not deal damage so Molten Giant doesn't work .
If you heal yourself Molten Giant's cost will increase, if we say that for each damage you take the cost is reduced by 1, healing shouldn't affect the card, so i think he counts on how many health you lost.
Molten giant cost is 20 minus health below max health you nuts, not actually how much damage you took throughout the game
Now Healadin just miss a thing: a win condition LMAO (don't get me wrong, eh, I love Control Paladin and I usually play it on ladder, but mine is pretty different from an Healadin or an Egg/Deathrattle/Mech or Exodia Paladin, because their win conditions aren't reliable)
"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
This is saying something since I rate Paladin cards at best Playable most of the time.
Of course, draw RNG is a problem...
Also, I can't imagine a Heal Zoo archetype. Most of the heal cards that you need to play are pretty well below tempo which is not really what you want to see in a Zoo type deck .
I wish this had divine shield and slightly worse stats so that you could draw this more consistently via Howling Commander. I say this because this is a Kelseth-esque card in that it's incredible when you draw it at the start of the game but increasingly useless throughout the game. Howling Commander has never been relevant before because there has never been a divine shield minion which you rely on drawing early - giving Hekal divine shield would be a nice way of giving Howling a chance to shine while also solving consistency issues that may arise with Heal Paladin not drawing Hekal.
I'm trying to figure out where this card will fit. It sounds damn strong but what deck would this best fit into? For aggro paladins, I can see it doing relatively okay. The armor gain isn't huge due to low health minions but it helps to remain stable. Mid range seems best or maybe some mid range dragon/heal Pala depending on the rest of the cards. I've thrown together an awful Spiteful deck that incorporates self healing/high mana cost spells with some (hopefully) defensive early game. Open to feedback.
https://www.hearthpwn.com/decks/1197776-spiteful-pala-rasta
Heal Paladin is going to be able to put out Huge cheap taunts with Templar and spellstones
Won't this break wild? :/
Yes, it is cool, but I am not sure what the win condition for a Wild deck like that would be. You can't run more big guys than big priest, grind value better than cubelock and Jade druid, otk better than exodia mage... Anyfin with Reno? Something midrange?
Editor of the Heartpwn Legendary Crafting Guide:
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now we just need to draw it early so the snowballing begins. Witchwood piper
FYI: the 4 mana 8/8 doesnt need hero healing. It's all healing, so something like a fungal enchanter could instantly satisfy it
Now this is what I call meta defining card! This is a huge push to Control Paladin and a truly legendary effect! 5*
this is actually exactly what heal paladin needed. they had so many cards to benefit from healing, and good heal effects. but it was taking the damage that was the problem.
this card will just go nuts in heal paladin.
Rejoice, for even in death, you have become children of Thanos.
Dude, are you serious? I hate when people do this...
The problem isn't blackguards effect or lack of healing synergy. It's the 6 mana do nothing part. 6+ mana cards need to actually do something the turn you play them. Requiring a 6 mana card to be comboed with other cards is what makes it bad.
It's not really his fault for blizzard's ruling on text. A lot of cards are confusing specially to new players and even for veteran players, sometimes we have to wait until the cards are out to test them because the text is not clear enough to predict some scenarios. A lot of the cards don't state random when it actually is which would be confusing let's say for players coming from Magic where you have more control over outcomes.
Current Deck: [Moon-Arcane Medivh]
Watch me play and follow me on Twitch
Personally I think it will just based on my experience with the card, I think they're just going to let this rock in wild.
Current Deck: [Moon-Arcane Medivh]
Watch me play and follow me on Twitch
They HAD to use the "convert" wording. otherwise this card would not work correctly if you already had armor (See: Crystallizer)
IF you play Crystallizer x2, You have 25hp and 5 armor. The second one does nothing till the armor from the first one is gone.
Correct, plus lets be honest, its the molten giant's wording that needs fixing, not this card's.
A big Paladin Weapon with Lifesteal would work wonders. (Yes, we have Uther, but he's very slow and comes out turn 9)
Molten giant cost is 20 minus health below max health you nuts, not actually how much damage you took throughout the game
Now Healadin just miss a thing: a win condition LMAO (don't get me wrong, eh, I love Control Paladin and I usually play it on ladder, but mine is pretty different from an Healadin or an Egg/Deathrattle/Mech or Exodia Paladin, because their win conditions aren't reliable)
"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
Good card.
This is saying something since I rate Paladin cards at best Playable most of the time.
Of course, draw RNG is a problem...
Also, I can't imagine a Heal Zoo archetype. Most of the heal cards that you need to play are pretty well below tempo which is not really what you want to see in a Zoo type deck .
Molten Giant approves :D
I wish this had divine shield and slightly worse stats so that you could draw this more consistently via Howling Commander. I say this because this is a Kelseth-esque card in that it's incredible when you draw it at the start of the game but increasingly useless throughout the game. Howling Commander has never been relevant before because there has never been a divine shield minion which you rely on drawing early - giving Hekal divine shield would be a nice way of giving Howling a chance to shine while also solving consistency issues that may arise with Heal Paladin not drawing Hekal.