If it doesn't "obtain" a divine shield by virtue of being summoned, I think I would not bother playing it. The stats are consistent with a divine shield minion. If it doesn't actually start with divine shield, I'd rather have something a bit more survivable at 5 mana.
I guess we wait to see just what happens when the card is put in play.
Yeah there is some speculation if the translation is correct from the site it came from. There is a possibility that it give divine shield to the mech that is summoned, so we will have to see if it does it to itself the first time it's summoned and if further mechs summoned get their own shield or give one to the Cobalt Guardian.
Like you said we will just have to wait and see, I like the loose rule system because the cards look clean, but the old MTG player in me has an aneurism each time I see cards worded like this.
This is a Google Translate result, so take it with a grain of salt, but here's a line from the original article:
It is certainly an interesting addition; especially if you combine it with the Blood Knight, as there meccas with very low mana cost. It is also a good defensive card against damage to all creatures
This implies that it gives each mech summoned after divine shield. Not sure if that's better or worse at first blush.
I think this card is actually pretty useful. It's definitely something that will draw removal because if you put something up to trade with it, it will just get divine shield. If you're lucky you can just keep giving it divine shield for free and kill their minions that they summon. If you're unlucky then you probably will lose tempo since it dies from a lot of 2 mana cost cards. I think this is pretty good in a mech deck.
It could work in a midrange paladin that use sword of justice and argent protector in order to gain board control by getting good trade, before naxx i had a kind of midrange paladin deck that was working very well because you are so efficient with you minion. If you play sword of justice turn 3 or 4 then this guy is a 7/4, meaning a big treat right away. It is not stellar right now because it is banking so much on mech synergy and it will be important to see all the set before evaluating it.
Finally 3 health is low but not that low either if you have multiple minion out. I don't know if any of you were here back when argent commander was a 4/3 but that extra point of health was very very annoying to deal with, even at turn 6. A lot of aoe are 2 damage and i think the kind of deck that will use this card will probably try to get board control early (with knife juggler, harvest golem, argent protector, SoJ) meaning that the opponent will need to chose between sniping this card or clearing other guys. So i would say it is an interesting card, not an auto addition to all paladin deck, but not useless or very contextual either (looking at you ancestral call)
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If it doesn't "obtain" a divine shield by virtue of being summoned, I think I would not bother playing it. The stats are consistent with a divine shield minion. If it doesn't actually start with divine shield, I'd rather have something a bit more survivable at 5 mana.
I guess we wait to see just what happens when the card is put in play.
M.b. just bad spanish translation, like with that Teddy
I it starts with divine shield, I guess will see some play. If not, probably will be too fragile to play.
Dream situations for this card seem pretty underwhelming.
Probably requires too much work for it to be consistently good, but, not every card needs to be.
I like it and depending on how good mechs are it might even prove viable for construcred. With 1 trigger it's already decent. With more it's value.
Do people even realize that the meta is going to change a lot? I mean it's cool to speculate but the amount of salt rivals the dead sea.
Yeah there is some speculation if the translation is correct from the site it came from. There is a possibility that it give divine shield to the mech that is summoned, so we will have to see if it does it to itself the first time it's summoned and if further mechs summoned get their own shield or give one to the Cobalt Guardian.
Like you said we will just have to wait and see, I like the loose rule system because the cards look clean, but the old MTG player in me has an aneurism each time I see cards worded like this.
A good combination might be to play this and then run one of the "summon a x-cost mech" into an opponent.
6/4 would be OP.
Change to 3/6 blizzard please
just what paladins needed. thanks blizz Kappa
Potential is there but probably too slow at 5 mana :S
This is a Google Translate result, so take it with a grain of salt, but here's a line from the original article:
It is certainly an interesting addition; especially if you combine it with the Blood Knight, as there meccas with very low mana cost. It is also a good defensive card against damage to all creatures
This implies that it gives each mech summoned after divine shield. Not sure if that's better or worse at first blush.
5 drop with 3 health? and it doesn't do ANYTHING the turn you play it? seriously?
My comments refer mostly to the wild format.
Let's see if this is worst or the paladin card we voted for !!!
5/5 would be more relevant. It would be strong, yes and that's what paladin needs.
I think this card is actually pretty useful. It's definitely something that will draw removal because if you put something up to trade with it, it will just get divine shield. If you're lucky you can just keep giving it divine shield for free and kill their minions that they summon. If you're unlucky then you probably will lose tempo since it dies from a lot of 2 mana cost cards. I think this is pretty good in a mech deck.
Magma Rager has more value. 2 mana cheaper but only 1/2 less.
Might as well play Magma Rager + Argent Protector.
Poor paladin...
It could work in a midrange paladin that use sword of justice and argent protector in order to gain board control by getting good trade, before naxx i had a kind of midrange paladin deck that was working very well because you are so efficient with you minion. If you play sword of justice turn 3 or 4 then this guy is a 7/4, meaning a big treat right away. It is not stellar right now because it is banking so much on mech synergy and it will be important to see all the set before evaluating it.
Finally 3 health is low but not that low either if you have multiple minion out. I don't know if any of you were here back when argent commander was a 4/3 but that extra point of health was very very annoying to deal with, even at turn 6. A lot of aoe are 2 damage and i think the kind of deck that will use this card will probably try to get board control early (with knife juggler, harvest golem, argent protector, SoJ) meaning that the opponent will need to chose between sniping this card or clearing other guys. So i would say it is an interesting card, not an auto addition to all paladin deck, but not useless or very contextual either (looking at you ancestral call)