Pros: 8/8 mana body is pretty neat and speeding up the game might be good against deck that don't care as much about draws so would be unable to make good use of the extra crystals
Cons: The opponent gets to use 10 mana FIRST. That might be enough mana for some deck to just cast a bunch of high impact spells that remove your minion, builds tempo ahead, and all that. Also you need to draw it first. During the late game, it'd just be a very efficient 4 mana 8/8, which is ok but not gonna win games on its own....or could it?
It's kind of an insane card, but some big design flaws here... First: shouldn't ramping be just a druid thing? And second: this card existing is VERY unhealthy for the game because of transform/evolve effects. Forget about the OP evolve wombo combo, just gettng an evolve lackey can decide games. Rogue can for example evolve EVIL Miscreant into this, that's not fair ;)
WTF? This is broken....run this, call to adventure, nearly all giants and other huge minions/dragons, then holy wraths for some reach, and big reach at that.
Interesting but it's a risky card. It all depends on what your opponent is playing and their hand next turn. You don't want to speed up the late game of other decks. Imagine this against Quest Druid. Doesn't sound like a very good idea to help them with ramping. But at least Nozari can see play now as a comeback in case things go horribly wrong. Maybe...
It gives your opponent way to much of an advantage. Not hard for most decks to remove it on turn 5. If aggro can't deal with it maybe but they'll have 10 mana to fill the board. Might be playable in Holy Wrath Padadin.
They'll have 10 mana to fill the board? That's cool and all, but it's a 8/8 and you have 10 mana to react the next turn. After that one 10 mana turn, aggro also runs out of steam.
Otherwise, the card looks interesting. There are a few ways to Tudor this to your hand so it can certainly see play! Plus a 4 mana 8/8 seems great regardless.
Side Note: I don't think it works this way, but if you actually get a full 10 mana after playing this, then it is strictly insane!
It has been confirmed that this card does not leave you with 10 mana. Instead you just have however much mana you would've had after you played him. So play him turn 4, you have 0 mana after, play him turn 5, you have 1 mana after.
I think this card might just be good. If your topend is heavier than your opponent's then the effect is a straight upside. Sure they get the mana first but you get an 8/8, which will trade evenly with most stuff they could play. Even in the worst case where you ramp your opponent to phaoris or something, Paladin has stuff like shrink ray and equality to deal with that. In matchups where it's does end up being bad thing you can hold on to it and just have a 4 mana 8/8 later. Developing an 8/8 after pyro equality is really strong.
Interesting card, hard to tell wheter it wil be good or not at all.
You don't want to drop this T4 most of the time, as your opponent will get to use their 10 mana first, which is a pretty big disadvantage. In the lategame, it is a heavily overstatted minion which is good, but the question becomes how relevant it is at that point. Thinking of the 12/6 taunt creature for 4 mana if you cast it with 10 mana crystals. It was played in some control decks, but it was nothing too exciting.
You don't want to drop this T4 most of the time, as your opponent will get to use their 10 mana first, which is a pretty big disadvantage.
You also need to keep in mind that your opponent mulligans for early game cards. So your opponent is likely won't get full advantage of having 10 mana all of a sudden, and you definitely will the turn after.
Still, its a high risk high reward card. Very polarizing and RNG-driven which is not healthy for the game
Evolve will rotate out of standard when the new set hits, though.
Thrall: 4 mana 7/7 is the most powerful thing ever created!
Uther: Hold my beer.
Evolve will be gone soon *crab rave*
Pros: 8/8 mana body is pretty neat and speeding up the game might be good against deck that don't care as much about draws so would be unable to make good use of the extra crystals
Cons: The opponent gets to use 10 mana FIRST. That might be enough mana for some deck to just cast a bunch of high impact spells that remove your minion, builds tempo ahead, and all that. Also you need to draw it first. During the late game, it'd just be a very efficient 4 mana 8/8, which is ok but not gonna win games on its own....or could it?
Paladin just need evolve/ transform a minion to complete the archetypes
oh woow, now desert hare shaman will be crazy with this 4 drop on the pool xddddd
It's kind of an insane card, but some big design flaws here...
First: shouldn't ramping be just a druid thing?
And second: this card existing is VERY unhealthy for the game because of transform/evolve effects. Forget about the OP evolve wombo combo, just gettng an evolve lackey can decide games. Rogue can for example evolve EVIL Miscreant into this, that's not fair ;)
WTF? This is broken....run this, call to adventure, nearly all giants and other huge minions/dragons, then holy wraths for some reach, and big reach at that.
Interesting but it's a risky card. It all depends on what your opponent is playing and their hand next turn. You don't want to speed up the late game of other decks. Imagine this against Quest Druid. Doesn't sound like a very good idea to help them with ramping. But at least Nozari can see play now as a comeback in case things go horribly wrong. Maybe...
Probably a 6 turn Nozdormu + Rebuke is not so bad... (and Call to adventure is a thing, so 4 mana 10/10)
Exactly. If you play this on turn 4 you run a big risk of getting annihilated by your opponent who gets the benefit of 10 mana first.
If you run this on 6, you can - to a degree - minimize your risk, at least against classes that play big spells.
Seems like Big Paladin could be a risky but powerful deck.
It gives your opponent way to much of an advantage. Not hard for most decks to remove it on turn 5. If aggro can't deal with it maybe but they'll have 10 mana to fill the board. Might be playable in Holy Wrath Padadin.
4 mana 8/8...
They'll have 10 mana to fill the board? That's cool and all, but it's a 8/8 and you have 10 mana to react the next turn. After that one 10 mana turn, aggro also runs out of steam.
Evolve and Mutate buff! Great......
Otherwise, the card looks interesting. There are a few ways to Tudor this to your hand so it can certainly see play! Plus a 4 mana 8/8 seems great regardless.
Side Note: I don't think it works this way, but if you actually get a full 10 mana after playing this, then it is strictly insane!
It has been confirmed that this card does not leave you with 10 mana. Instead you just have however much mana you would've had after you played him. So play him turn 4, you have 0 mana after, play him turn 5, you have 1 mana after.
Source:
https://www.reddit.com/r/hearthstone/comments/dqkulv/clarification_about_nozdormuthe_timeless_by/
I just had an idea! Duel! Paladin dream card right here boys.
I think this card might just be good. If your topend is heavier than your opponent's then the effect is a straight upside. Sure they get the mana first but you get an 8/8, which will trade evenly with most stuff they could play. Even in the worst case where you ramp your opponent to phaoris or something, Paladin has stuff like shrink ray and equality to deal with that. In matchups where it's does end up being bad thing you can hold on to it and just have a 4 mana 8/8 later. Developing an 8/8 after pyro equality is really strong.
Interesting card, hard to tell wheter it wil be good or not at all.
You don't want to drop this T4 most of the time, as your opponent will get to use their 10 mana first, which is a pretty big disadvantage. In the lategame, it is a heavily overstatted minion which is good, but the question becomes how relevant it is at that point. Thinking of the 12/6 taunt creature for 4 mana if you cast it with 10 mana crystals. It was played in some control decks, but it was nothing too exciting.
Arena Leaderboard EU - September 2018: #47 (@7.77 Wins Average)
You also need to keep in mind that your opponent mulligans for early game cards. So your opponent is likely won't get full advantage of having 10 mana all of a sudden, and you definitely will the turn after.
Still, its a high risk high reward card. Very polarizing and RNG-driven which is not healthy for the game