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.
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 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.