4 mana? Damn. This card seems crappy but I think it will give us a few highlights where some dude gains 60 armor in a fatique matchup after playing two of these.
Ideally you want to draw this as early as possible to start gaining that armor. However, it will mostly be relevant in aggro matchups. The downside is that you don't want dead cards in your mulligan and this card takes a lot of turns before it's relevant - and you don't want to gain 4 armor for 4 mana, so playing it on curve helps absolutely nothing.
If you ask me, it should have been 2 or 3 mana to be relevant. In the late game it's kind of irrelevant whether or not it cost 2 or 4 mana but it could have been a lifesaver against aggro.
Ok....glimmer of hope for this card. It may be deliberately underpowered because of synergy cards we haven't seen yet. Whalen mentioned "time warp" and something else so we know there will be at least two cards that interact with schemes.
So let's look at the schemes we've seen so far. Hagatha's isn't infinite value. After a certain point you're just clearing the board and the extra damage doesn't matter. Lazul's scheme is the same but going the other direction. Once the scheme gets to where it reduces attack by 7 or 8 the extra upgrades are likely to just be overkill. Rafaam's caps at 7 imps. Speeding up these three schemes helps but doesn't pose a threat of getting insane value out of them.
Togwaggle's and Dr. Boom's schemes have infinite value so let's look at them. If you speed up Togwaggle's you get a ton of cards in your deck, but once you get into the infinite value range it starts to not matter if you have 19 Deathwings shuffled into your deck instead of 9. So actually, as with the previous 3 schemes, there's a limit to how much value you really get out of the card.
Dr. Boom's scheme is the only scheme that truly offers pure infinite value. Depending on the cost, effects, and opportunity cost of these "time warp" kind of cards, if they turn Dr. Boom's Scheme from 4 mana gain 10 armor into 4 mana gain 20 armor then this card might become playable.
..............still doesn't explain why the card art has zero to do with gaining armor though 0.0
can we give this card the magma rager award already ? Even magma rager looks good compared to this, might very well be the worst card ever printed boys. Utter trash, complete garbage, absolutely terrible + irrelevant artwork, what was team 5 thinking ?
On it's own, this card is absolute trash. it is worse than all the healing and armor spells that already exist for its mana cost.
The only saving grace is it has no upper limit to how much armor you get. But how often and how long will that take? On its own with no other support?
Now, if and only if there are support cards for schemes COULD this see some play. But the support has to be very very specific.
First, the card has to be a mech minion. So you can discover it as part of Dr Booms hero power. Or through Omega Assembly. That means you dont necessarily have to play with the support mech minion in your deck.
Second, the card has to improve the scheme no matter where it is, not just in your hand.
Third, the card has to improve the scheme by at least a factor of 3 or more. So the card needs to have a Battlecry: "Upgrade your scheme card by 3 turns, wherever they are."
On it's own, this card is absolute trash. it is worse than all the healing and armor spells that already exist for its mana cost.
The only saving grace is it has no upper limit to how much armor you get. But how often and how long will that take? On its own with no other support?
Now, if and only if there are support cards for schemes COULD this see some play. But the support has to be very very specific.
First, the card has to be a mech minion. So you can discover it as part of Dr Booms hero power. Or through Omega Assembly. That means you dont necessarily have to play with the support mech minion in your deck.
Second, the card has to improve the scheme no matter where it is, not just in your hand.
Third, the card has to improve the scheme by at least a factor of 3 or more. So the card needs to have a Battlecry: "Upgrade your scheme card by 3 turns, wherever they are."
Then, this card might actually be playable.
Factor of 3 is pipe dreaming and way OP. Turn 15 after starting with the card, 4 mana gain 45 armor? Of course you'd have to hold it for 15 turns which is crazy. The dream is a legendary warrior mech that doubles your armor gain. Basically armor Kangor. 3 mana so you can play Shield Block and scheme with it same turn.
I agree with the other posters who have suggested this smells like a last minute change from something they couldn’t balance (whether summoning boom bots or shuffling bombs). All of the other Dr. Boom-related cards we’ve seen in this set have that sort of effect, so it would be strange if they didn’t intend for his scheme to have a similar theme.
As it is, it appears too weak for constructed and would be a pretty poor arena pick, as well. The dream scenario, I suppose, is that you hold onto this for 10+ turns and gain a massive amount of armor (which Unidentified Shield could potentially do automatically), but even that requires you survive long enough to use it, which generally means you need other, more efficient ways to gain armor while this sits in your hand accumulating value. And you need draw in order to get it into your hand quickly.
For now, I think it’s bad, but we need to see what other draw and removal tools Warrior gets. Because if fatigue warrior is going to be a thing in standard, this card is going to be a big part of it. But I won’t hold my breath.
On it's own, this card is absolute trash. it is worse than all the healing and armor spells that already exist for its mana cost.
The only saving grace is it has no upper limit to how much armor you get. But how often and how long will that take? On its own with no other support?
Now, if and only if there are support cards for schemes COULD this see some play. But the support has to be very very specific.
First, the card has to be a mech minion. So you can discover it as part of Dr Booms hero power. Or through Omega Assembly. That means you dont necessarily have to play with the support mech minion in your deck.
Second, the card has to improve the scheme no matter where it is, not just in your hand.
Third, the card has to improve the scheme by at least a factor of 3 or more. So the card needs to have a Battlecry: "Upgrade your scheme card by 3 turns, wherever they are."
Then, this card might actually be playable.
Factor of 3 is pipe dreaming and way OP. Turn 15 after starting with the card, 4 mana gain 45 armor? Of course you'd have to hold it for 15 turns which is crazy. The dream is a legendary warrior mech that doubles your armor gain. Basically armor Kangor. 3 mana so you can play Shield Block and scheme with it same turn.
A factor of 3 means it simply ups the time table by 3 turns, not times 3 armor.
For example, this scheme is in your deck somewhere. You play the battlecry minion to up tick the card by 3 turns. When you draw the scheme, it is starting at 4 armor, not 1 armor. I would never suggest you multiply the armor gain by times 3.
Now, I could see it times 2, but the scheme has to be in your hand and I would have to then limit the effect to this turn only, to not allow abuse of the card.
Example...
Battlecry: The next scheme you play THIS turn, doubles the effect.
the ONLY time this card would be any good is a mirror match, and the game is going to fatigue. then you could hold it the entire game, and get 20+ armor.
but in any scenario other than that. this card is useless, there are better cards to play.
Rollback Post to RevisionRollBack
Rejoice, for even in death, you have become children of Thanos.
I agree with everyone else that this card is so poorly designed that it had to be a last minute - ah fuck, we can't balance this.
This is possibly one of the least efficient cards ever released. I mean, the basic set has Shield Block. Why would you EVER release a card so inferior to a basic card.
Even Rafaam's scheme becomes a good card at some point. The way you get there still sucks, but the payoff is there in 6 turns. This takes 12 fucking turns to become an okay card. Just okay. Not even good.
It's stupid to get mad about cards, but this one has me really close to upset over how fucking dumb it is.
1. The one which have a "physical" cap : e.g. Warlocks Schemes has a maximum of 7 imps
2. The one which theoretically have no caps, but at some point it doesnt matter : e.g. Schamane Schemes where it doesnt matter if u deal 15 or 20 dmg to all minions; or Priest where noone cares if you reduce attack by 10 or 15
3. And then there is this kind of schemes where EVERY single turn is a strict upgrade to the card. 25 armor is always better than 20 armor.
I really can see this card as a one-of in a control-style warrior and i think it can turn warrior in control vs control matchups in a really good spot at the end of game!
This realy might bei the worst hearthstone card of all time. I think eventuell Magma Rager or Millhouse Manastorm are better.
This is offcourse not considering potentiell new synergy cards for this one, im just talking about this card on its own
Dr. Boom's Scheme
Disenchant: Receive 0 dust.
Upgrades each month.
Looks like worst topdeck in Hearthstone history.
4 mana? Damn. This card seems crappy but I think it will give us a few highlights where some dude gains 60 armor in a fatique matchup after playing two of these.
Ideally you want to draw this as early as possible to start gaining that armor. However, it will mostly be relevant in aggro matchups. The downside is that you don't want dead cards in your mulligan and this card takes a lot of turns before it's relevant - and you don't want to gain 4 armor for 4 mana, so playing it on curve helps absolutely nothing.
If you ask me, it should have been 2 or 3 mana to be relevant. In the late game it's kind of irrelevant whether or not it cost 2 or 4 mana but it could have been a lifesaver against aggro.
Ok....glimmer of hope for this card. It may be deliberately underpowered because of synergy cards we haven't seen yet. Whalen mentioned "time warp" and something else so we know there will be at least two cards that interact with schemes.
So let's look at the schemes we've seen so far. Hagatha's isn't infinite value. After a certain point you're just clearing the board and the extra damage doesn't matter. Lazul's scheme is the same but going the other direction. Once the scheme gets to where it reduces attack by 7 or 8 the extra upgrades are likely to just be overkill. Rafaam's caps at 7 imps. Speeding up these three schemes helps but doesn't pose a threat of getting insane value out of them.
Togwaggle's and Dr. Boom's schemes have infinite value so let's look at them. If you speed up Togwaggle's you get a ton of cards in your deck, but once you get into the infinite value range it starts to not matter if you have 19 Deathwings shuffled into your deck instead of 9. So actually, as with the previous 3 schemes, there's a limit to how much value you really get out of the card.
Dr. Boom's scheme is the only scheme that truly offers pure infinite value. Depending on the cost, effects, and opportunity cost of these "time warp" kind of cards, if they turn Dr. Boom's Scheme from 4 mana gain 10 armor into 4 mana gain 20 armor then this card might become playable.
..............still doesn't explain why the card art has zero to do with gaining armor though 0.0
THATS OP AS FUCK YOU CAN GET INFINITE ARMOR!!
can we give this card the magma rager award already ? Even magma rager looks good compared to this, might very well be the worst card ever printed boys. Utter trash, complete garbage, absolutely terrible + irrelevant artwork, what was team 5 thinking ?
Mfunn- justme
On it's own, this card is absolute trash. it is worse than all the healing and armor spells that already exist for its mana cost.
The only saving grace is it has no upper limit to how much armor you get. But how often and how long will that take? On its own with no other support?
Now, if and only if there are support cards for schemes COULD this see some play. But the support has to be very very specific.
First, the card has to be a mech minion. So you can discover it as part of Dr Booms hero power. Or through Omega Assembly. That means you dont necessarily have to play with the support mech minion in your deck.
Second, the card has to improve the scheme no matter where it is, not just in your hand.
Third, the card has to improve the scheme by at least a factor of 3 or more. So the card needs to have a Battlecry: "Upgrade your scheme card by 3 turns, wherever they are."
Then, this card might actually be playable.
warrior : i gain 10 armor
rogue : i get 10 minions
warrior : im in fatigue
rogue: lol
Factor of 3 is pipe dreaming and way OP. Turn 15 after starting with the card, 4 mana gain 45 armor? Of course you'd have to hold it for 15 turns which is crazy. The dream is a legendary warrior mech that doubles your armor gain. Basically armor Kangor. 3 mana so you can play Shield Block and scheme with it same turn.
I agree with the other posters who have suggested this smells like a last minute change from something they couldn’t balance (whether summoning boom bots or shuffling bombs). All of the other Dr. Boom-related cards we’ve seen in this set have that sort of effect, so it would be strange if they didn’t intend for his scheme to have a similar theme.
As it is, it appears too weak for constructed and would be a pretty poor arena pick, as well. The dream scenario, I suppose, is that you hold onto this for 10+ turns and gain a massive amount of armor (which Unidentified Shield could potentially do automatically), but even that requires you survive long enough to use it, which generally means you need other, more efficient ways to gain armor while this sits in your hand accumulating value. And you need draw in order to get it into your hand quickly.
For now, I think it’s bad, but we need to see what other draw and removal tools Warrior gets. Because if fatigue warrior is going to be a thing in standard, this card is going to be a big part of it. But I won’t hold my breath.
A factor of 3 means it simply ups the time table by 3 turns, not times 3 armor.
For example, this scheme is in your deck somewhere. You play the battlecry minion to up tick the card by 3 turns. When you draw the scheme, it is starting at 4 armor, not 1 armor. I would never suggest you multiply the armor gain by times 3.
Now, I could see it times 2, but the scheme has to be in your hand and I would have to then limit the effect to this turn only, to not allow abuse of the card.
Example...
Battlecry: The next scheme you play THIS turn, doubles the effect.
Play control warrior.
Survive up to turn 30.
Get +30 armor with a single 4 mana card.
?????????
Profit!
Then lose in fatigue to Rogue which has infinite value cards and will not get to fatigue. Ever.
the ONLY time this card would be any good is a mirror match, and the game is going to fatigue. then you could hold it the entire game, and get 20+ armor.
but in any scenario other than that. this card is useless, there are better cards to play.
Rejoice, for even in death, you have become children of Thanos.
You guys are all missing the obvious synergy with Dead Man's Hand.
.......which rotates out in April, fuck.
This card sucks.
Kaladin's RoS Set Review
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I agree with everyone else that this card is so poorly designed that it had to be a last minute - ah fuck, we can't balance this.
This is possibly one of the least efficient cards ever released. I mean, the basic set has Shield Block. Why would you EVER release a card so inferior to a basic card.
Even Rafaam's scheme becomes a good card at some point. The way you get there still sucks, but the payoff is there in 6 turns. This takes 12 fucking turns to become an okay card. Just okay. Not even good.
It's stupid to get mad about cards, but this one has me really close to upset over how fucking dumb it is.
There are kind of 3 different types of schemes:
1. The one which have a "physical" cap : e.g. Warlocks Schemes has a maximum of 7 imps
2. The one which theoretically have no caps, but at some point it doesnt matter : e.g. Schamane Schemes where it doesnt matter if u deal 15 or 20 dmg to all minions; or Priest where noone cares if you reduce attack by 10 or 15
3. And then there is this kind of schemes where EVERY single turn is a strict upgrade to the card. 25 armor is always better than 20 armor.
I really can see this card as a one-of in a control-style warrior and i think it can turn warrior in control vs control matchups in a really good spot at the end of game!
This card looks pretty terrible, but to give it a fair shot let's see what we can do with it:
Wait till 10 mana and play Heavy Metal!
....and that's about it for standard.
Unpopular opinion: Rogue is OP
can me make this a legendary spell that always starts in your hand like a quest? well guess no so put it into your picture gallery ...