If you're playing it for the battlecry then this card is literally useless. It doesn't give you 10 mana when played or even 6, it gives you 10 unspent mana crystals (if you played it on turn 4), BUT it does give your opponent 10 mana to spend when you end your turns....
However if your holding it for turn 9 or 10, then this card becomes amazing. 4 mana 8/8? That's pretty good.
Except a 4 mana 8/8 that does nothing else on turn 9 or 10 might be good in arena but never in Constructed.
Btw there is actually a card wich works almost like that ( Zandalari Templar you could play him in Holy Wrath or Highlander Paladin ) yet still, just pure stats for the lategame dont cut it. I remember Amaz talking about something similar when he talked about ChoGal, and that on turn 9+ a 1 mana 7/7 isnt even that great.
Convert HP to armor turn 3, this on 4, and use old one for full heal on 5 and you doubled your hp and your opponent can’t plan to be as top heavy as you because they won’t always face the immediate ramp so I know this would be a if everything went exactly as planned but to some degree every deck relies on certain things. I mean between call to adventure and the neutral demon thing that spammed pogo hoppers you could pull a 3 and 4 mana in a paladin deck as your cheapest if you built the whole other part of the deck to slam high cost minions hot and heavy and you won’t have done any damage of note to the enemy before you apply the full heal to you both after converting to armor. Seems more consistent than hoping for Dorian and plot twist on turn 6-7 but people run that every day
I actually don't think this is as bad as many seem to think. I think it's a card you play when your opponent only has a few cards in their hard. If you play it and your opponent has 9 cards...you're screwed.
Nothing but dust here. If you haven't learned by now that giving your opponents any sort of significant advantage isn't a good thing then you'll learn in December.
This is a little different than most of the "give your opponent a thing" cards, though. First you cheat out an average 8 drop, forcing your opponent to deal with it (unless they somehow have a full OTK combo in their hand somehow on turn 4 or some way to gain huge value).
It's not nearly as bad as Temporus (which basically let your opponent potentially kill you unless played perfectly),
And if you're already at 10 mana it's an 8/8 for 4. Which isn't nothing. I'm not sure if this card is good or not, but I think there are a lot of reasons it'll be better than past cards of it's kind.
This card really pisses me off. What a waste of legendary spot. It is completely useless - and potentially a gift to your opponent who will crush you the following turn. I wondered if there could be some win condition for Paladins with 10 mana but no, this is just pure garbage.
What is really infuriating is that Paladin is not exactly in a great spot now and it is far from overpowered as a class. It really, really needed good cards this set. It got a mixed bag, as usual. Most in my view are mediocre. And the one thing - the ONE THING that could really have helped push Dragon Paladin over the top into at least tier 2 was denied them. That being a solid 1 drop Dragon.
So we get this nonsense instead, which combined with the 10 mana "heal both players to 30" make me wonder if the developers have a secret hate on for Paladin at this point.