It's true that 1-attack minions with high health have proven ineffective in the game so far. But you never know what the future holds. Perhaps this is one missing piece from a truly powerful Hobgoblin or Inner Fire deck.
I like that Blizzard keeps making cards for failed archetypes.
I think this card has some synergy....with nothing. But, healing is a big deal in HS. So far, only 3 cards heal you up, another one can be helpfull. Also, it sticks to the board a while.
I don't know if this card is going to be any good, but I'm not going to write it off. When healbot was first revealed people called it trash, but it has turned out to be damn good in some decks.
I don't know if this card is going to be any good, but I'm not going to write it off. When healbot was first revealed people called it trash, but it has turned out to be damn good in some decks.
Problem is, we have healbot as the benchmark now for heals. We learned our lesson. And this card isn't nearly as good as healbot. :(
This card could be really good in Handlock, would let you draw a card for free.
But a lot of the time handlock wants their health to get low, so outside of the hunter match-up this won't do much good. It's a real shame it only has 1 attack, even at 2 attack it might have seen some play.
But hey, I thought healbot was going to be garbage, so you never know.
But I like that the cards are crap, unlike all that broken op GvG cards that came out...
Even so....Why would I use this over Maiden of the Lake or Oasis Snapjaw...what's the point of 2 healing if it doesn't prevent the next attack. I can only see this in some sort of hobgoblin deck.
I might try this out in shaman. Buffing this guy with flametongue makes him a 3/8, which is just fine. I've got a pretty funky shaman deck that leans on vitality totem to survive against all the face hunters out there, maybe swapping vitality totem out for this guy would make that a bit better, as he could kill a lot of the 1-health crap face hunters play.
Shamans already have Vitality Totem, and even though that card is a lot better than this one, imo, it doesn't see play. But we'll see. No judgements are final until the cards come out and are tested.
I remember when people said Patron was a bad card. I find it sad and amusing that some people don't understand how cards can be good with combos and just blinded by the stats.
This is one of those cards that by itself is not that impressive. But, you get 3 or 4 inspire minions on the field and now your hero power becomes a crazy 2 mana value ability. Heal 2 health, buff a minion, draw a random spell + the regular hero power effect you normally get anyway for 2 mana? Could be something to it
I think the card is too expensive. 4 drop for a card that you probably won't be using to attack, whose Inspire ability only heals your hero for 2. So 6 mana (incl hero power) to heal for 2. Let's say you hit it again the next turn and heal another 2, so 8 mana to heal for 4. There's a bit of synergy with the other new card that drops your hero power to 1, but it's still expensive for such a small heal.
For reference, here's a few other cards that heal your hero in better ways:
Antique Healbot is a 3 mana, heal 8. This is the most popular card used. Vitality Totem is a 2 mana, heal 4 at the end of each your turns. Seal of Light is a 2 mana spell that heals for 4, but also gives your hero 2 attack. Drain Life for 3 mana spell not only heals your hero for 2, but also does 2 damage to a character.
Comparable mana cost: Siphon Soul is a 6 mana spell that restores 3 health, but allows you to destroy a minion. Holy Fire is also a 6 mana spell that restores 5 health, but also does 5 damage to a character of your choosing.
True, you get a big health minion on the field but his 1 attack won't do much. I would imagine you could use him in a combo priest deck.
Shadowform is obviously the best combo card with this. Heal 2 and do 2 Damage with HP, plus other TBA Inspire cards...Shadow Priest coming back big I think.
Useful against aggro hunter, warlock, and paladin. Pretty bad against...well, anything else. I don't see this being a staple but a nice tool if you encounter a lot of those in laddering and you're running an inspire-focused deck where you're getting additonal value from your hero power.
I think this is Blizzards idea of giving us some anti-aggro so that we can actually play our super slow Inspire decks. Against aggro decks, this card is actually extremely good. Against anything else though, its pretty bad. This card would actually be really good as a 2/7 because against midrange it would be reasonable because it could take out 2 Health cards like Knife Juggler, Tuskarr Totemic and Flame Imp.
I actually think that a 2/7 is better than a 1/8 even in an Inner Fire deck because its better in the event you don't have all of your combo pieces plus the 4 damage difference from double Divine Spirit, Inner Fire is pretty insignifigant. Also, I don't think Blizzard would have created this card for that purpose because if that was the point of it, it would have had a completly different inspire effect. There's no point to restoring some health to your hero if you're just going to kill them with a 16/16 the next turn. I stand by my opinion that this card is Blizzard's weak attempt at an anti-aggro measure.
It's true that 1-attack minions with high health have proven ineffective in the game so far. But you never know what the future holds. Perhaps this is one missing piece from a truly powerful Hobgoblin or Inner Fire deck.
I like that Blizzard keeps making cards for failed archetypes.
Gotta keep an open mind.
I think this card has some synergy....with nothing. But, healing is a big deal in HS. So far, only 3 cards heal you up, another one can be helpfull. Also, it sticks to the board a while.
I don't know if this card is going to be any good, but I'm not going to write it off. When healbot was first revealed people called it trash, but it has turned out to be damn good in some decks.
Problem is, we have healbot as the benchmark now for heals. We learned our lesson. And this card isn't nearly as good as healbot. :(
I heal people to death
But a lot of the time handlock wants their health to get low, so outside of the hunter match-up this won't do much good. It's a real shame it only has 1 attack, even at 2 attack it might have seen some play.
But hey, I thought healbot was going to be garbage, so you never know.
This is sooo crap.
But I like that the cards are crap, unlike all that broken op GvG cards that came out...
Even so....Why would I use this over Maiden of the Lake or Oasis Snapjaw...what's the point of 2 healing if it doesn't prevent the next attack. I can only see this in some sort of hobgoblin deck.
I might try this out in shaman. Buffing this guy with flametongue makes him a 3/8, which is just fine. I've got a pretty funky shaman deck that leans on vitality totem to survive against all the face hunters out there, maybe swapping vitality totem out for this guy would make that a bit better, as he could kill a lot of the 1-health crap face hunters play.
Shamans already have Vitality Totem, and even though that card is a lot better than this one, imo, it doesn't see play. But we'll see. No judgements are final until the cards come out and are tested.
It's not a bad card to test for Mirror Entity.
(I wanted to say something nice)
Galavant Animation
This should be a 2/7o heal 4 to be useful.
Meta changes the moment you switch your deck.
I remember when people said Patron was a bad card. I find it sad and amusing that some people don't understand how cards can be good with combos and just blinded by the stats.
This is one of those cards that by itself is not that impressive. But, you get 3 or 4 inspire minions on the field and now your hero power becomes a crazy 2 mana value ability. Heal 2 health, buff a minion, draw a random spell + the regular hero power effect you normally get anyway for 2 mana? Could be something to it
I think the card is too expensive. 4 drop for a card that you probably won't be using to attack, whose Inspire ability only heals your hero for 2. So 6 mana (incl hero power) to heal for 2. Let's say you hit it again the next turn and heal another 2, so 8 mana to heal for 4. There's a bit of synergy with the other new card that drops your hero power to 1, but it's still expensive for such a small heal.
For reference, here's a few other cards that heal your hero in better ways:
Antique Healbot is a 3 mana, heal 8. This is the most popular card used.
Vitality Totem is a 2 mana, heal 4 at the end of each your turns.
Seal of Light is a 2 mana spell that heals for 4, but also gives your hero 2 attack.
Drain Life for 3 mana spell not only heals your hero for 2, but also does 2 damage to a character.
Comparable mana cost:
Siphon Soul is a 6 mana spell that restores 3 health, but allows you to destroy a minion.
Holy Fire is also a 6 mana spell that restores 5 health, but also does 5 damage to a character of your choosing.
True, you get a big health minion on the field but his 1 attack won't do much. I would imagine you could use him in a combo priest deck.
Yeah it will be back as much as you have OTK priest with Deathlord today.
Shadowform is obviously the best combo card with this. Heal 2 and do 2 Damage with HP, plus other TBA Inspire cards...Shadow Priest coming back big I think.
Useful against aggro hunter, warlock, and paladin. Pretty bad against...well, anything else. I don't see this being a staple but a nice tool if you encounter a lot of those in laddering and you're running an inspire-focused deck where you're getting additonal value from your hero power.
Synergizes really poorly with Auchenai Soulpriest :)
Brutally combos with Sacred Warrior. Gets 4 attack in one turn. Gets 8 if you have Garrison Commander. Even more devestating if you have 2x Tournament Medic
I think this is Blizzards idea of giving us some anti-aggro so that we can actually play our super slow Inspire decks. Against aggro decks, this card is actually extremely good. Against anything else though, its pretty bad. This card would actually be really good as a 2/7 because against midrange it would be reasonable because it could take out 2 Health cards like Knife Juggler, Tuskarr Totemic and Flame Imp.
I actually think that a 2/7 is better than a 1/8 even in an Inner Fire deck because its better in the event you don't have all of your combo pieces plus the 4 damage difference from double Divine Spirit, Inner Fire is pretty insignifigant. Also, I don't think Blizzard would have created this card for that purpose because if that was the point of it, it would have had a completly different inspire effect. There's no point to restoring some health to your hero if you're just going to kill them with a 16/16 the next turn. I stand by my opinion that this card is Blizzard's weak attempt at an anti-aggro measure.
I think we'll see some interesting combos with this card.