It has to be the original 4 because if you can summon your 3/4 totem it would be really overpowered. But being able to choose from the 4 basic ones actually makes it crazy good in my opinion. you can use your spellpower totem to shift games completly.
Druid: Very good, especially with potential Innervate. Druid uses their hero power quite often to fill out the curve. Druid usually deck have more "tech slot" than other decks. A lot of Druid will be running this, I think.
Hunter: It's kind of funny when every other hero power's effect is doubled (or removed drawback) while Hunter only gets a 50% buff. LOL. ...but I think it's too slow for Hunter's taste. Especially at 6 mana, Justicar Trueheart is competing a spot with Savannah Highmane.
Mage: 2 damage pin is good but not great. It can even work against you in case you want to pin your Acolyte of Pain but potential combo can be interesting.
Paladin: Very good for Control Paladin. It's not just 2 1/1 per turn, it's a potential 1 more 3/3 next turn with Quartermaster and forces opponent to spend a AoE.
Rogue: Nah, there's already like 3 ways to buff Rogue's weapon and Justicar Trueheart actually has an anti-synergy with Poisoned Blade.
Shaman: I'm not sure if I understand the text correctly. Does "summon a totem of your choice" include non-hero power totem? If that's the case, Justicar Trueheart will be an auto-include for all non-mech Shaman deck. A 3/4 Totem Golem or Mana Tide Totem per turn? PLEASE. If only hero power totems, this is a "meh."
Warlock: Good but not great because Handlock sometimes want to take that 2 damage for a big Molten Giant swing turn and Justicar Trueheart's permanent effect forever removes that option. In zoo or midrange Demon deck, a 6 mana 6/3 for future investment is too slow. Maybe in Malylock, which don't run Molten Giant and has need to draw a lot of cards for late game.
Warrior: Looks like Justicar Trueheart will be an auto-include in all CW deck.
Very slow card with very bad stats, easy to remove. Will not be very usefull in constructed(except long control vs control games), be cause of agro and tempo metas but it can become an OP in Arena
Very slow card with very bad stats, easy to remove. Will not be very usefull in constructed(except long control vs control games), be cause of agro and tempo metas but it can become an OP in Arena
Are you being serious...? It's a BATTLECRY, which means that your hero power will stay that way even after the minion is removed.
This card will be played in a lot of decks and will be very popular mostly in control decks which have long games having better hero power is a blessing.
Most excited about trying out the potential of a mid range shadowform priest deck with Prophet Velen/Garrison Commander/Hero Power finishing combo. Actually think it could be quite viable.
Wait, why are people thinking that this might not be great for Warlock? I mean Molten(s) are nice in handlock but Maly-lock doesn't run them (as pointed out before).
I mean 2 mana for a free card is too good in the control match ups to pass up. Hell remove the Moltens add in Frozen giants since you will be tapping every turn.
Though I think Ctrl Warrior is now going to be god damn ridiculous. Maybe since they are really focusing on hero powers we will see a legendary creature that will lock the person out of utilizing the hero power while its in play.
I disagree. Trump said you put it in every deck (which I know is an exaggeration). But for every control, it is really worth it.
Hit a guy, heal a guy, draw a guy, play a guy. The Dream
It has to be the original 4 because if you can summon your 3/4 totem it would be really overpowered. But being able to choose from the 4 basic ones actually makes it crazy good in my opinion. you can use your spellpower totem to shift games completly.
Still no love for Shadow Priest :( but i guess fatigue matches will be more common with/vs priest warr and mby druid now.
Good bye Shieldmaiden u will be missed <3 (at least one of u anyway :D)
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Hm...
I think it will be very good in some decks, while being kind of crappy in other decks. Definetly not an auto include in every deck.
Very interesting though. Tank Up! seems very strong imo :P
Druid: Very good, especially with potential Innervate. Druid uses their hero power quite often to fill out the curve. Druid usually deck have more "tech slot" than other decks. A lot of Druid will be running this, I think.
Hunter: It's kind of funny when every other hero power's effect is doubled (or removed drawback) while Hunter only gets a 50% buff. LOL. ...but I think it's too slow for Hunter's taste. Especially at 6 mana, Justicar Trueheart is competing a spot with Savannah Highmane.
Mage: 2 damage pin is good but not great. It can even work against you in case you want to pin your Acolyte of Pain but potential combo can be interesting.
Paladin: Very good for Control Paladin. It's not just 2 1/1 per turn, it's a potential 1 more 3/3 next turn with Quartermaster and forces opponent to spend a AoE.
Priest: Not bad with Auchenai Soulpriest but Priest decks are usually pretty tight. I doubt there's a room for Justicar Trueheart to squeeze in.
Rogue: Nah, there's already like 3 ways to buff Rogue's weapon and Justicar Trueheart actually has an anti-synergy with Poisoned Blade.
Shaman: I'm not sure if I understand the text correctly. Does "summon a totem of your choice" include non-hero power totem? If that's the case, Justicar Trueheart will be an auto-include for all non-mech Shaman deck. A 3/4 Totem Golem or Mana Tide Totem per turn? PLEASE. If only hero power totems, this is a "meh."
Warlock: Good but not great because Handlock sometimes want to take that 2 damage for a big Molten Giant swing turn and Justicar Trueheart's permanent effect forever removes that option. In zoo or midrange Demon deck, a 6 mana 6/3 for future investment is too slow. Maybe in Malylock, which don't run Molten Giant and has need to draw a lot of cards for late game.
Warrior: Looks like Justicar Trueheart will be an auto-include in all CW deck.
Meta changes the moment you switch your deck.
Very slow card with very bad stats, easy to remove. Will not be very usefull in constructed(except long control vs control games), be cause of agro and tempo metas but it can become an OP in Arena
Seems like the next must-have legendary, like Dr Boom was for GvG
Are you being serious...? It's a BATTLECRY, which means that your hero power will stay that way even after the minion is removed.
Yeah - this effect last the REST OF THE GAME! Amazeballs!
holy shit! the velen 8 dmg value is real!
This is a great card to add in the game. Very, very imaginative.
Balance Trueheart
Justicar Truebalance
Justicar Value
Justicar turn 6
This card will be played in a lot of decks and will be very popular mostly in control decks which have long games having better hero power is a blessing.
terrible card.people will try it,realise it sucks and it will join the likes of troggzor on the most over hyped cards on HS list.
Most excited about trying out the potential of a mid range shadowform priest deck with Prophet Velen/Garrison Commander/Hero Power finishing combo. Actually think it could be quite viable.
HALLELUJAH!
Amazing card!
Might see play in CW, as the deck CAN HAVE a dead turn.
I think borderline broken in CW, totally uninspiring in the rest.
Wait, why are people thinking that this might not be great for Warlock? I mean Molten(s) are nice in handlock but Maly-lock doesn't run them (as pointed out before).
I mean 2 mana for a free card is too good in the control match ups to pass up. Hell remove the Moltens add in Frozen giants since you will be tapping every turn.
Though I think Ctrl Warrior is now going to be god damn ridiculous. Maybe since they are really focusing on hero powers we will see a legendary creature that will lock the person out of utilizing the hero power while its in play.
I think we found our auto-include legendary for this expansion.
Naxx had Loatheb
GvG had Dr. Balanced
BRM had Emperor
TGT has Justicar
How about a Golden Justicar >:D
RIP yogg-saron good things don't last forever :(