I don't know why people are hating so much on this card. I personally think, it will be viable in control warrior (with or without bombs) deck.
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“If you have an apple and I have an apple and we exchange these apples then you and I will still each have one apple. But if you have an idea and I have an idea and we exchange these ideas, then each of us will have two ideas.” ― George Bernard Shaw
EU Legend: S52 (ZooHeal Lock); S76 (Highlander Hunter);
I honestly don't know what to think about this card. My initial thought is that it's incredibly bad, so bad in fact it seems I must be sort of wrong otherwise they wouldn't have made the card this cost/ effect if it could be 1 mana and still not work.
A lot of people have mentioned how many turns it needs to stick in your hand to get the same value as branching path, without the flexibility, but that is also a druid card. Would warrior decks run 4 mana gain 12 armor, I think they might just do something like that, so maybe there is a small slot (in a very slow control deck) for this card to find a spot.
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.
I don't see the card as being playable right now, but even with increasing by 2 each round it could quickly get out of hand. So with 3+ each turn I think it would be straight up broken.
A super-slow anti-aggro tool. At least it's only common.
Anti aggro tools need to be useful when aggro is strongest - the early game. This is 4-mana gain 4 armor at best, so you'd be better off running Shield Block.
This isn't an anti aggro tool, it's an anti COMBO tool (vs combo decks with capped reach). You hold this on turn 1 vs a suspected combo deck and then play it the turn before you expect them to smack you in the face for a bunch of damage.
edit: Also anti-fatigue decks, if played very late game.
Dude this card is WAY worse than the Warlock one. At least the Warlock one costs less and putting 4-5 1/1s on the board is so much better than gaining 4-5 armor for FOUR MANA lol
Has nobody considered this in wild with Dead Man's Hand? If this works as expected and shuffles the upgraded version back into your deck then you can possibly keep both upgrading and playing the scheme long into the game!
Has nobody considered this in wild with Dead Man's Hand? If this works as expected and shuffles the upgraded version back into your deck then you can possibly keep both upgrading and playing the scheme long into the game!
Someone clarified that it does not work the way we want with Dead Man's Hand
Seems promising in even recruit fatigue warrior in wild, a deck which is *almost* playable as is. You often sit on cards waiting to Dead Man's Hand. If there’s confirmation that the card doesn’t revert to 1 if copied, well, in the words of Grand Archivist...
Maybe if it was 2 Armor per turn it would be more palatable. Or even if the 1 Armor had an extra hidden effect (and Unidentified Shield already saw 0 play anyway).
But I'm betting on what someone said earlier: Seeing the art, it was probably "Summon X Boom bots" or "Shuffle X Bombs" and it was changed last minute.
Seems promising in even recruit fatigue warrior in wild, a deck which is *almost* playable as is. You often sit on cards waiting to Dead Man's Hand. If there’s confirmation that the card doesn’t revert to 1 if copied, well, in the words of Grand Archivist...
Dude this card is WAY worse than the Warlock one. At least the Warlock one costs less and putting 4-5 1/1s on the board is so much better than gaining 4-5 armor for FOUR MANA lol
Think about this alternate universe where Blizzard didn't last minute nerf this card and it's what it's obviously supposed to be given the art : summon 1 boombot, upgrade each turn. Is it broken, or just too similar to rafaam scheme?
I remember the 4 mana summon 7 boombots in donjon run, it wasn't that crazy.
Think about this alternate universe where Blizzard didn't last minute nerf this card and it's what it's obviously supposed to be given the art : summon 1 boombot, upgrade each turn. Is it broken, or just too similar to rafaam scheme?
I remember the 4 mana summon 7 boombots in donjon run, it wasn't that crazy.
Maybe, but you get 2 of these in a deck if it did summon boombots, which is what I suspect. Also, Warrior has a far easier time triggering the bombs the same turn they get summoned, unlike other classes.
Also, in Arena, if this did summon boom bots, I think this WOULD be broken because you could draft more than 2 copies and it would happen since this is a common card.
If this started in your opening hand, you generate 5 bombs on turn 4. That is so strong that It would not be fair in Arena at all.
Lastly, this combined with Brawl, means that no matter how many minions your opponent has, those extra bombs would kill the surviving minion and/or kill the player.
Edit: Also with Rush, I think this card is far too strong. After playing Dr Boom Hero card that is. If this card summoned Boom Bots.
As of right now, its just a really slow and weak armor gain card.
I don't know why people are hating so much on this card. I personally think, it will be viable in control warrior (with or without bombs) deck.
“If you have an apple and I have an apple and we exchange these apples then you and I will still each have one apple. But if you have an idea and I have an idea and we exchange these ideas, then each of us will have two ideas.” ― George Bernard Shaw
EU Legend: S52 (ZooHeal Lock); S76 (Highlander Hunter);
I honestly don't know what to think about this card. My initial thought is that it's incredibly bad, so bad in fact it seems I must be sort of wrong otherwise they wouldn't have made the card this cost/ effect if it could be 1 mana and still not work.
A lot of people have mentioned how many turns it needs to stick in your hand to get the same value as branching path, without the flexibility, but that is also a druid card. Would warrior decks run 4 mana gain 12 armor, I think they might just do something like that, so maybe there is a small slot (in a very slow control deck) for this card to find a spot.
I don't see the card as being playable right now, but even with increasing by 2 each round it could quickly get out of hand. So with 3+ each turn I think it would be straight up broken.
A super-slow anti-aggro tool. At least it's only common.
This realy makes no sense unless they print like a neutral card that synergieses with the scemes.
At least Rafaam's Scheme isn't the worst scheme anymore.
(V) (;,,;) (V)
But does it keep the armor if you copy it to your deck?
Anti aggro tools need to be useful when aggro is strongest - the early game. This is 4-mana gain 4 armor at best, so you'd be better off running Shield Block.
This isn't an anti aggro tool, it's an anti COMBO tool (vs combo decks with capped reach). You hold this on turn 1 vs a suspected combo deck and then play it the turn before you expect them to smack you in the face for a bunch of damage.
edit: Also anti-fatigue decks, if played very late game.
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Dude this card is WAY worse than the Warlock one. At least the Warlock one costs less and putting 4-5 1/1s on the board is so much better than gaining 4-5 armor for FOUR MANA lol
Has nobody considered this in wild with Dead Man's Hand? If this works as expected and shuffles the upgraded version back into your deck then you can possibly keep both upgrading and playing the scheme long into the game!
Someone clarified that it does not work the way we want with Dead Man's Hand
Seems promising in even recruit fatigue warrior in wild, a deck which is *almost* playable as is. You often sit on cards waiting to Dead Man's Hand. If there’s confirmation that the card doesn’t revert to 1 if copied, well, in the words of Grand Archivist...
”I try this.”
Maybe if it was 2 Armor per turn it would be more palatable. Or even if the 1 Armor had an extra hidden effect (and Unidentified Shield already saw 0 play anyway).
But I'm betting on what someone said earlier: Seeing the art, it was probably "Summon X Boom bots" or "Shuffle X Bombs" and it was changed last minute.
Which is it then?
I wouldn't be surprised if the cost is reduced to 1 mana or the text is changed entirely. It is unplayable
...... Is the warlock one even bad?????
Does even iron hide see play?
i feel like its more comparable to Branching Paths, which is an even more ridiculous comparison.
Take a look at my most recent deck, Watch post, totem, menagerie shaman.
Think about this alternate universe where Blizzard didn't last minute nerf this card and it's what it's obviously supposed to be given the art : summon 1 boombot, upgrade each turn. Is it broken, or just too similar to rafaam scheme?
I remember the 4 mana summon 7 boombots in donjon run, it wasn't that crazy.
Maybe, but you get 2 of these in a deck if it did summon boombots, which is what I suspect. Also, Warrior has a far easier time triggering the bombs the same turn they get summoned, unlike other classes.
Also, in Arena, if this did summon boom bots, I think this WOULD be broken because you could draft more than 2 copies and it would happen since this is a common card.
If this started in your opening hand, you generate 5 bombs on turn 4. That is so strong that It would not be fair in Arena at all.
Lastly, this combined with Brawl, means that no matter how many minions your opponent has, those extra bombs would kill the surviving minion and/or kill the player.
Edit: Also with Rush, I think this card is far too strong. After playing Dr Boom Hero card that is. If this card summoned Boom Bots.
As of right now, its just a really slow and weak armor gain card.