Jeeves seems like a pretty poor card to be honest. The symmetrical effect means that only has the potential to be good in decks which empty their hands fast, and only then when those decks are matched against those cards which don't empty their hands fast. Which basically means this card only has potential in aggro decks. But a 1/4 is way to slow for aggro decks, so I'd have to go with Divine Favor (if I was forced to take one or the other).
I think they will both find a place in Paladin rush decks. The problem with Divine Favor is that it is rather situational and is not always guaranteed to draw (m)any cards. It is a rare game indeed where you will be in a position to play it on turn 3 and get anything out of it, so one tends to hold onto it until there is a chance to get value. I am sure Jeeves will be somewhat situational as well, but it seems like you have more control over the situation (dump cards to get below 3) than Divine Favor which requires you to empty out your hand as well, but also relies on your opponent keeping a filled hand. I could be wrong of course, but it certainly on the surface seems like it will be easier to get value out of Jeeves than Divine Favor. Both cards will be super effective against handlock and many slow moving control builds, and practically useless against other aggro/tempo decks. WIth Jeeves it is in fact a big risk to play against another rush deck that keeps most of its card on the board instead of in its hand, whereas divine favor will just be a dead card, instead of actually giving your opponent an advantage.
Its tough to know since both are very situational. I'd probably run 1 of each in order to test which is more effective. Maybe you can make a super low curve deck that can truly abuse Jeeves.
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Divine Favor - 3 mana, draw cards until you have as many in your hand as your opponent
Jeeves - 4 mana 1/4 minion - At the end of each players turn, that player draws cards until they have 3 in their hand
Jeeves
Divine Favor
Which is better? Or rather - which would you rather have in your deck, if hero constraints were non-applicable?
Jeeves seems like a pretty poor card to be honest. The symmetrical effect means that only has the potential to be good in decks which empty their hands fast, and only then when those decks are matched against those cards which don't empty their hands fast. Which basically means this card only has potential in aggro decks. But a 1/4 is way to slow for aggro decks, so I'd have to go with Divine Favor (if I was forced to take one or the other).
I refuse to come up with a creative signature.
I think they will both find a place in Paladin rush decks. The problem with Divine Favor is that it is rather situational and is not always guaranteed to draw (m)any cards. It is a rare game indeed where you will be in a position to play it on turn 3 and get anything out of it, so one tends to hold onto it until there is a chance to get value. I am sure Jeeves will be somewhat situational as well, but it seems like you have more control over the situation (dump cards to get below 3) than Divine Favor which requires you to empty out your hand as well, but also relies on your opponent keeping a filled hand. I could be wrong of course, but it certainly on the surface seems like it will be easier to get value out of Jeeves than Divine Favor. Both cards will be super effective against handlock and many slow moving control builds, and practically useless against other aggro/tempo decks. WIth Jeeves it is in fact a big risk to play against another rush deck that keeps most of its card on the board instead of in its hand, whereas divine favor will just be a dead card, instead of actually giving your opponent an advantage.
Its tough to know since both are very situational. I'd probably run 1 of each in order to test which is more effective. Maybe you can make a super low curve deck that can truly abuse Jeeves.