As others have said...in one specific outcome where you are going to fatigue against non infinite decks, this will win you the game. Here is the problem with 'mirror' matches though. If they have it in hand before you do, the armor bonus is better than yours and you will lose anyhow.
So not only is this bad in the mirror (as it relies purely on who drew it first), its bad even if fully upgraded to say 15 armor (or more).
I am in agreement with others. I think this added bombs to your opponents deck or boom bots to the field. I think both options were so OP and they couldnt fix the card in time.
Having no board and full board of boom bots for 4 mana is utterly devastating with any whirlwind effect. This is not only a board clear most times, its alot of face damage too. I would absolutely play 2 of these in my warrior deck if it added boom bots to the board.
If this added bombs to your opponents deck, well that seems broken as hell. For 4 mana, shuffling in a bunch of 5 damage cards is far better than Hakkar and corrupted bloods. As if this was in your opening hand, then on turn 7 play this and the shuffle elephant, you just win. Except against Warlock. Warlock actually laughs.
Is there a point where the 4 mana wouldnt matter. What if this cost 1 mana, would that still be not playable?
I played a game with my warrior deck yesterday that went on for 32 turns. So this could have been 4 mana, gain 33 armour? If my opponent had had it instead of shield block he would have won. I'm not saying it's good, but it might have a niche.
Yeah, I didnt think so either. So what would make it playable then? 2 armor per upgrade instead? Starts at 2 armor?
The problem with a card like this is that if you make it close to playable, it's probably already too good. I don't think there's any sort of in between with something like this. It's either unplayable crap, or mega-super-Reno.
And that's another reason why I think it was almost certainly a different card not too long ago.
And with that said, even though I have hated on this card so much, I still think it could find it's way into warrior side decks specifically for the mirror because of the arms race phenomenon. The Warrior deck that sides this will win, therefore, both have to.
This card is a victim of having to fit into a mold. I'm sure the design process went something like:
So Warrior is an Evil League Class
Every Evil League Class has a "scheme" card in it
All scheme cards upgrade by 1 (therefore we cant make it upgrade like 3 armor each turn or something)
All scheme cards start at a base of 1 (therefore we cant make it start at like 7 armor and upgrade each turn)
All scheme cards start out very bad for the mana and get better the longer it is in your hand (therefore we cant have this be 0 mana)
I don't see how this card could every be played, It's boring design, too expensive for the mana, and even cards like Unidentified Shield see virtually no play and that card is even better than this scheme card. In my opinion this should be like 0 mana that way you could combo it better with the armor payoff cards and in some weird world maybe you could brew up a miracle warrior list with a 0 mana scaling armor gain with Gadgetzan Auctioneer . But honestly if I had my actual choice, This would not have even been an armor card
After two ticks, Togwaggle's scheme is a one-mana discounted gang up.
After four ticks, this is the already bad iron hide at a three Mana premium
And after it gets to 10 armor, its still worse than the Dragon that gets you 5 armor. Why? Because I would rather have a 5/5 minion for 5 mana that gets me 5 armor. And the Dragon 'heals' me for 5 anyhow because he is likely going to trade into other minions, preventing damage by doing so.
Shield Block is played for the synergy with Shield Slam and other armor cards. It's also played for the card draw.
This crap card has neither the synergy going for it nor the card draw. It is frankly too slow of a card.
I played a game with my warrior deck yesterday that went on for 32 turns. So this could have been 4 mana, gain 33 armour? If my opponent had had it instead of shield block he would have won. I'm not saying it's good, but it might have a niche.
It should have been "Summon 1 1/1 mech with rush and magnetic". Capped at 7. They all randomly magnetize onto mechs on the board or each other. So with an empty board they all merge and become a 7/7 mech with rush. With mechs on board they all get buffed and a few random token mechs might be left over due to them magnetizing onto each other. And likely all your mechs already on board are given rush. Make it cost more.
How many armor does this increase by each turn? If no one knows, then we should consider how many armor it would have to increase by each turn for it to be playable. If it only increases by 1 each turn, this card joins the ranks of celestia and duskfallen as one of the worst cards to ever be printed, as it not only takes up a slot in your hand but also is straight up worse than all other armor gaining cards you could have put in your deck. Sure, you can say that it made the difference in your fatigue game that lasted 30+ turns, but that means you had a dead card in your hand for an entire game.
What if it increased by 2 each turn? It makes it slightly better but still a dead card for most of the game. Now it's in the territory of survivability tool because you're effectively getting a 0 mana hero power each turn after the first 2 turns in your hand (factoring in the 4 mana cost of the spell). May be useful against aggro, still a completely dead card vs control.
3 per turn? Now it gets more interesting, because after 4 turns its 4 mana gain 13 armor (compare to greater healing potion, healing rain etc).
4 per turn? This is when it is a good card. 4 Mana gain 21 armor after 5 turns, essentially a reno jackson-type card without a body. Still not OP because it has to be a dead card for a few turns which could lose you the game.
5? After a couple turns in your hand it gains 11 armor, I think this card would be able to shut out aggro consistently (though it still requires you draw it early and keep in your hand).
So if you think about it, this card is hot garbage because we all know the increment is actually 1 not 2, 3, 4 or even 5. Imagine you are in top deck mode and you draw this 4 mana gain 1 armor card... The dream scenario isn't even that good, you keep a dead card the entire game and gain 35 armor at the end for 4 mana? If that card was an actually good card maybe you wouldn't have had to go to fatigue.
*laughs in Duskfallen Aviana
First time I pressed that “ Dust it “ vote button but yo this deserves it
As others have said...in one specific outcome where you are going to fatigue against non infinite decks, this will win you the game. Here is the problem with 'mirror' matches though. If they have it in hand before you do, the armor bonus is better than yours and you will lose anyhow.
So not only is this bad in the mirror (as it relies purely on who drew it first), its bad even if fully upgraded to say 15 armor (or more).
I am in agreement with others. I think this added bombs to your opponents deck or boom bots to the field. I think both options were so OP and they couldnt fix the card in time.
Having no board and full board of boom bots for 4 mana is utterly devastating with any whirlwind effect. This is not only a board clear most times, its alot of face damage too. I would absolutely play 2 of these in my warrior deck if it added boom bots to the board.
If this added bombs to your opponents deck, well that seems broken as hell. For 4 mana, shuffling in a bunch of 5 damage cards is far better than Hakkar and corrupted bloods. As if this was in your opening hand, then on turn 7 play this and the shuffle elephant, you just win. Except against Warlock. Warlock actually laughs.
Is there a point where the 4 mana wouldnt matter. What if this cost 1 mana, would that still be not playable?
I don't think this effect is playable at any mana cost.
Yeah, I didnt think so either. So what would make it playable then? 2 armor per upgrade instead? Starts at 2 armor?
as written legendary starting in your hand like a quest would have some effect. Propably still not competative but i guess playable.
There would be some use if this is a battlecry minion with decent stats....
I played a game with my warrior deck yesterday that went on for 32 turns. So this could have been 4 mana, gain 33 armour? If my opponent had had it instead of shield block he would have won.
I'm not saying it's good, but it might have a niche.
The problem with a card like this is that if you make it close to playable, it's probably already too good. I don't think there's any sort of in between with something like this. It's either unplayable crap, or mega-super-Reno.
And that's another reason why I think it was almost certainly a different card not too long ago.
And with that said, even though I have hated on this card so much, I still think it could find it's way into warrior side decks specifically for the mirror because of the arms race phenomenon. The Warrior deck that sides this will win, therefore, both have to.
This card is a victim of having to fit into a mold. I'm sure the design process went something like:
I don't see how this card could every be played, It's boring design, too expensive for the mana, and even cards like Unidentified Shield see virtually no play and that card is even better than this scheme card. In my opinion this should be like 0 mana that way you could combo it better with the armor payoff cards and in some weird world maybe you could brew up a miracle warrior list with a 0 mana scaling armor gain with Gadgetzan Auctioneer . But honestly if I had my actual choice, This would not have even been an armor card
I don't even care that this card is utter trash. I'm just annoyed that the art is completely unrelated..
After two ticks, Togwaggle's scheme is a one-mana discounted gang up.
After four ticks, this is the already bad iron hide at a three Mana premium
so if i hold to this card
each day that this is in my colection it will be upgrade for 1 more dust ?
Someone needs to get fired over this card. Whoever's responsible cannot be allowed to touch the development process for one more day.
Me too!
And after it gets to 10 armor, its still worse than the Dragon that gets you 5 armor. Why? Because I would rather have a 5/5 minion for 5 mana that gets me 5 armor. And the Dragon 'heals' me for 5 anyhow because he is likely going to trade into other minions, preventing damage by doing so.
Shield Block is played for the synergy with Shield Slam and other armor cards. It's also played for the card draw.
This crap card has neither the synergy going for it nor the card draw. It is frankly too slow of a card.
Candidate for worst card ever printed?
Yes it could have been 33 armor. Or 5 armor.
It should have been "Summon 1 1/1 mech with rush and magnetic". Capped at 7. They all randomly magnetize onto mechs on the board or each other. So with an empty board they all merge and become a 7/7 mech with rush. With mechs on board they all get buffed and a few random token mechs might be left over due to them magnetizing onto each other. And likely all your mechs already on board are given rush. Make it cost more.
How many armor does this increase by each turn? If no one knows, then we should consider how many armor it would have to increase by each turn for it to be playable. If it only increases by 1 each turn, this card joins the ranks of celestia and duskfallen as one of the worst cards to ever be printed, as it not only takes up a slot in your hand but also is straight up worse than all other armor gaining cards you could have put in your deck. Sure, you can say that it made the difference in your fatigue game that lasted 30+ turns, but that means you had a dead card in your hand for an entire game.
What if it increased by 2 each turn? It makes it slightly better but still a dead card for most of the game. Now it's in the territory of survivability tool because you're effectively getting a 0 mana hero power each turn after the first 2 turns in your hand (factoring in the 4 mana cost of the spell). May be useful against aggro, still a completely dead card vs control.
3 per turn? Now it gets more interesting, because after 4 turns its 4 mana gain 13 armor (compare to greater healing potion, healing rain etc).
4 per turn? This is when it is a good card. 4 Mana gain 21 armor after 5 turns, essentially a reno jackson-type card without a body. Still not OP because it has to be a dead card for a few turns which could lose you the game.
5? After a couple turns in your hand it gains 11 armor, I think this card would be able to shut out aggro consistently (though it still requires you draw it early and keep in your hand).
So if you think about it, this card is hot garbage because we all know the increment is actually 1 not 2, 3, 4 or even 5. Imagine you are in top deck mode and you draw this 4 mana gain 1 armor card... The dream scenario isn't even that good, you keep a dead card the entire game and gain 35 armor at the end for 4 mana? If that card was an actually good card maybe you wouldn't have had to go to fatigue.
herp
These cards are so trash, who honestly thought this would be a good concept?
So this is worth the mana after it sits in your hand for 10 turns? Wow...
If it was 1 mana it might see play. Maybe. Although I wouldn't bet on it. At 4? What a joke.