If Paladin gets more Divine Shield sinergy in the future, it may not be that bad. Saving even a single minion that costs more than 5 is already good enough. If something like Bolvar, Fireblood creates a deck that revolves around Divine Shields, this card might see some play. But for now it's probably a dead card in hand more often than not.
I don't get it. Why have a card that gives your minions Divine Shield that is more expensive than Unidentified Maul's version of it. Maul is Both a weapon and this effect for less mana. This needs a cost reduction to 3.
I don't get it. Why have a card that gives your minions Divine Shield that is more expensive than Unidentified Maul's version of it. Maul is Both a weapon and this effect for less mana. This needs a cost reduction to 3.
Pretty much this.
Could anybody imagine a 5 mana spell for "Give your minions +1 attack" or "Give your minions taunt" or, worst of all, "Summon two 1/1 Recruits"?!
Granted, the Divine Shield effect was generally the best outcome and the strongest effect. Hand of Protection is fair at 1, and giving all your minions Divine Shield can make for a powerful turn. Still, the effect was tied to a 2/2 weapon for 3 mana. If this spell would cost 3, it would be fair as a guaranteed effect minus the weapon, and it would be fair in comparison to Hand of Protection - higher cost, harder to use, but potentially more impactful. Even IF they were worrying about it being too good for Odd Paladin at 3 (as if they ever give a damn about Wild at all), they could have made it cost 4, at which it would probably still be too expensive to see play.
This is so transparantly bad, they might as well give it the effect "If you disenchant this card, you get 20 Dust, or 100 if the card is golden". Or, to be even more on point, give it the text "This is a Classic card and is thus not supposed to be played in Standard." If Classic/Basic is meant to be nothing but trash (like most of the other cards they added), I can only repeat myself for the umpieth time: GET RID OF THE SET ALREADY!
So this is a rare? This is not a Rare power level card. This is pathetically bad. Sure, you can have some 'cute' moments with it if you want to play the 3 drop minion that steals Divine shields for buffs, but other than that, what is this card going to do?
Is an aggro deck going to take turn 5 off so they don't get board cleared as easily? Or they going to trade after doing this? What is this spell and why does it cost 5 mana?
This is how I would fix it and make it relevant to an aggro/swarm deck.
7 mana. Card Text: Costs 1 less (but never less than 1) for each minion you control. Give all your minions Divine Shield.
There, fixed and appropriate for a RARE card.
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Meh ,
Below thrash.
If Paladin gets more Divine Shield sinergy in the future, it may not be that bad. Saving even a single minion that costs more than 5 is already good enough. If something like Bolvar, Fireblood creates a deck that revolves around Divine Shields, this card might see some play. But for now it's probably a dead card in hand more often than not.
I think there is a universe where this card is played. It is still over costed though.
I don't get it. Why have a card that gives your minions Divine Shield that is more expensive than Unidentified Maul's version of it. Maul is Both a weapon and this effect for less mana. This needs a cost reduction to 3.
Samuel Wyatt Seward
^
All of these new cards are really depressing and look like they took very little effort in balancing. Cautious and a nerf to random card generation
Purifier's Maul laughs at this.
Granted it's RNG with Unidentified Maul but still.
Pretty much this.
Could anybody imagine a 5 mana spell for "Give your minions +1 attack" or "Give your minions taunt" or, worst of all, "Summon two 1/1 Recruits"?!
Granted, the Divine Shield effect was generally the best outcome and the strongest effect. Hand of Protection is fair at 1, and giving all your minions Divine Shield can make for a powerful turn. Still, the effect was tied to a 2/2 weapon for 3 mana. If this spell would cost 3, it would be fair as a guaranteed effect minus the weapon, and it would be fair in comparison to Hand of Protection - higher cost, harder to use, but potentially more impactful. Even IF they were worrying about it being too good for Odd Paladin at 3 (as if they ever give a damn about Wild at all), they could have made it cost 4, at which it would probably still be too expensive to see play.
This is so transparantly bad, they might as well give it the effect "If you disenchant this card, you get 20 Dust, or 100 if the card is golden". Or, to be even more on point, give it the text "This is a Classic card and is thus not supposed to be played in Standard." If Classic/Basic is meant to be nothing but trash (like most of the other cards they added), I can only repeat myself for the umpieth time: GET RID OF THE SET ALREADY!
So this is a rare? This is not a Rare power level card. This is pathetically bad. Sure, you can have some 'cute' moments with it if you want to play the 3 drop minion that steals Divine shields for buffs, but other than that, what is this card going to do?
Is an aggro deck going to take turn 5 off so they don't get board cleared as easily? Or they going to trade after doing this? What is this spell and why does it cost 5 mana?
This is how I would fix it and make it relevant to an aggro/swarm deck.
7 mana. Card Text: Costs 1 less (but never less than 1) for each minion you control. Give all your minions Divine Shield.
There, fixed and appropriate for a RARE card.