This card makes me understand more why they tossed molten giant into wild only. If this effect allowed you to play it on turn 3 then immediately drop 2 Giants, that's kinda stupid and there would be an errata within a day of the release
Gameplay-wise, this card is still not enough to competitively enable Healadin because you won't be able to consistently draw it. Crystallizer doesn't really help enable those if-you-healed-10 cards against control because the second one won't reduce your health if you still have armor. The effect is flashy, sure, but it's not really the card Healadin needed. It needed two non-legendary cheap cards that would damage your hero without giving armor, thus consistently enabling healing.
Design-wise, I hate this card because it further waters down class identity. Remember when Armor was a Warrior thing? Druid can already stack it more than Warrior. Now Paladin gets an Armor card that has nothing to do with the theme of the class.
I Ilike this card, but it utterly destroys the dreams of an anti-Armor tech.
Not the "destroy your opponent's Armor" nonsense some people wanted, but something more balanced like a minion with the aura effect "your minions ignore Armor" is also out of the picture with this.
Exactly, this is juste like Barnes where the whole game depended on whether it was drawn or not. Low cost powerful legendaries are not very good for the game usually.
I don't get it... The text says "convert" your health into armor, not "deal X damage to your hero then gain the same amount of armor" so why would it ever work with Molten Giant ?
I don't get it... The text says "convert" your health into armor, not "deal X damage to your hero then gain the same amount of armor" so why would it ever work with Molten Giant ?
Because molten giant looks at your present health to determine how much you are damaged. Hearthstone doesn’t distinguish between „converted health“ and damage. For instance, when warrior gets damaged but only loses armor, that doesn’t count for molten giant either.
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.
Now this is a card whose design I approve of! A drawback with healing effects is that they don't work if I have full health, but this gives me a chance to heal as much as I want. I don't know if it would be worth inclusion, but it would be worthwhile to find out.
A pity it went to Paladin, which has had a hard time using its healing cards.
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A true legendary card with an actual unique effect. Love it, regardless of how viable the deck ends up being.
Release the Kraken!
Witchwood Piper
I swear there was a fan created card exactly like this -- but it was for Warrior.
So... Does molten giants cost 0 instantly? Turn 3 Molten Giants? Wondering on the card reactions between those 2. Anyone can clarify to me?
Play Aggro. Stick with Aggro. Go Face. No where else. Win by Turn 5. Control Decks are garbage.
This card makes me understand more why they tossed molten giant into wild only. If this effect allowed you to play it on turn 3 then immediately drop 2 Giants, that's kinda stupid and there would be an errata within a day of the release
Yes, they cost 0 mana if you only have 10 or less health.
Gameplay-wise, this card is still not enough to competitively enable Healadin because you won't be able to consistently draw it. Crystallizer doesn't really help enable those if-you-healed-10 cards against control because the second one won't reduce your health if you still have armor. The effect is flashy, sure, but it's not really the card Healadin needed. It needed two non-legendary cheap cards that would damage your hero without giving armor, thus consistently enabling healing.
Design-wise, I hate this card because it further waters down class identity. Remember when Armor was a Warrior thing? Druid can already stack it more than Warrior. Now Paladin gets an Armor card that has nothing to do with the theme of the class.
This is beyond rediculously overpowered...
Armor Paladin...Cool story
I Ilike this card, but it utterly destroys the dreams of an anti-Armor tech.
Not the "destroy your opponent's Armor" nonsense some people wanted, but something more balanced like a minion with the aura effect "your minions ignore Armor" is also out of the picture with this.
Exactly, this is juste like Barnes where the whole game depended on whether it was drawn or not. Low cost powerful legendaries are not very good for the game usually.
Finally control paladin has some support
This card is awesome-even if you don't draw it by turn three running two crystalizers will help get heal value while you try to fish it out
Oh, Lethal - where did you go? I miss you all the time.
Good card, awful art
I don't get it... The text says "convert" your health into armor, not "deal X damage to your hero then gain the same amount of armor" so why would it ever work with Molten Giant ?
Ah, Big Paladin incoming in Wild. Horrible, horrible mistake of a card.
Because molten giant looks at your present health to determine how much you are damaged. Hearthstone doesn’t distinguish between „converted health“ and damage. For instance, when warrior gets damaged but only loses armor, that doesn’t count for molten giant either.
lol don't "play" Blackguard ,play A New Challenger... and pray that you get Blackgaurd
Now this is a card whose design I approve of! A drawback with healing effects is that they don't work if I have full health, but this gives me a chance to heal as much as I want. I don't know if it would be worth inclusion, but it would be worthwhile to find out.
A pity it went to Paladin, which has had a hard time using its healing cards.