As it stands, I would try it out in a hobgoblin priest along with inner fire plays. comboed with sacred warrior, thats 4 attack per heal as long as your hero is damaged. may als run in healadin cause again, lots of heals.
Inspire cards so far look weak/slow individually, but a number of them we've seen are quite sticky and with two or more on the board their effects will snowball quickly
Yeah, and I thinks that's how they were designed to be played. Put a lot of them on the board and your getting amazing value. Inspire is so much more than just 'pay two mana for X'.
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Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
Nothing special, all sets need bad cards though. They should reveal more exciting cards because it's hard to get hyped for a common which is arguably not even a good arena pick.
there might be cards that make inspire cards cheaper, or use your hero power the moment they're played, etc. I wouldn't write this off so quickly, although it does look underwhelming right now.
Compare this to Maiden of the Lake or Oasis Snapjaw, and Mogu'shan Warden. These dudes either punish more with their 2 Attack or like Mogu guy, at least they can't be ignored. I don't think this card will help vs. Aggro at all. If the healing would be 4, It'd be a somewhat viable card but still, 1 Attack won't help, it might trade with 1 or 2 small 1 drops but that'll take time anyway since this dude doesn't have taunt. Thus, most prime target aggro minions have 2 or more Health. Best way to deal with aggro is a mini Foe Reaper 4000 IMO, or a minion that can De-Silence your other minions, or a more consistent Lil' Exorcist.
Funnily enough, he's actually overpowered in stats. A total of 9 points with an additional solely beneficial effect on top of that. Of course, in practice he can't trade with any other 4-drops, a Chillwind Yeti would only take 2 damage.
He has some use in Inner Fire decks, which while quite bad at least at one point were pretty common in low ranks (and he is a common). Also could hypothetically be used in healy decks with the new Sacred Warrior to double the buff given with your hero power, but it's unlikely those decks are really going to be viable either.
This minion doesn't do jack on its own and restoring 2 Health to Hero isn't amazing, either. I don't think it will see competitive play and it's also trash tier in arena.
Some classes need perpetual healing, like shaman. This card is a cool anti-agro tool that heals the hero, but unlike Antique Healbot, it has the potential to heal way more than just 8 Health. However, do you really want to be using your hero power when you're getting aggro'd?
Could maybe fit into a new handlock style, depending on other synergies tba.
Garrison Commander, Maiden of the Lake, Tournament Medic, Justicar Trueheart, Frost Giant...
Not sure what you'd ditch besides Ancient Watchers, but it could work like current Handlock but with more longterm sustain, since you mitigate the damage from lifetap and can actually maybe heal and draw each turn.
If they add in some more synergy, it could be a thing.
However, do you really want to be using your hero power when you're getting aggro'd?
That's what Blizzard clearly wants. Inspire is a slow mechanic, and they're releasing other cards that are trying to slow the meta down. They'll almost certainly add some anti-aggro inspire cards, otherwise I don't see it working as a theme.
Personally, I wouldn't be surprised to see some minions that discount Inspire/Hero Power to generate tempo. Imagine a 2-drop with "Battlecry: Your next Hero Power costs (0)." Or a minion with "Your Inspires trigger twice." Or a minion with "Deathrattle: Inspire all friendly minions."
I'll be playing this in my Inner Fire deck. It's stats are so pathetic that most people are just going to ignore it. Then Double DIvine Spirit -> Inner Fire T5 is lethal.
That will work like 1/10 games ... u will have same problem like "old" inner fire decks, and that is, that u will just play shit minions with high health to pull off OTK and thats where all those decks go wrong, your only way to succesfully play innerfire deck is to make it look like some other priest deck, preferably control and just swap out some cards, u can easily double divine spirit inner fire belcher or any 4 or 5 hp minion and get almost the same result, but your opponent wont actually know what happened, so this minion is total crap for such deck, at least any "consistent" one.
This is a well designed card. It's not great like a piloted shredder but definitely a good card. It won't kill anything, it's not suppose to. In fact this won't attack anything but ping the face. Certain classes or decks that use their power a lot will benefit from this card. Shaman and Pally come to mind. Certain combo decks such as freeze mage, don't care about board and will see this card as 8 life plus any other healing it does. It won't fit in every deck but it will find a home and usage.
As it stands, I would try it out in a hobgoblin priest along with inner fire plays. comboed with sacred warrior, thats 4 attack per heal as long as your hero is damaged. may als run in healadin cause again, lots of heals.
Yeah, and I thinks that's how they were designed to be played. Put a lot of them on the board and your getting amazing value. Inspire is so much more than just 'pay two mana for X'.
Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
Nothing special, all sets need bad cards though.
They should reveal more exciting cards because it's hard to get hyped for a common which is arguably not even a good arena pick.
Piloted Shredder, Knife Juggler, Mad Scientist, Dr. Boom
Need to be removed from this game
there might be cards that make inspire cards cheaper, or use your hero power the moment they're played, etc. I wouldn't write this off so quickly, although it does look underwhelming right now.
Compare this to Maiden of the Lake or Oasis Snapjaw, and Mogu'shan Warden. These dudes either punish more with their 2 Attack or like Mogu guy, at least they can't be ignored. I don't think this card will help vs. Aggro at all. If the healing would be 4, It'd be a somewhat viable card but still, 1 Attack won't help, it might trade with 1 or 2 small 1 drops but that'll take time anyway since this dude doesn't have taunt. Thus, most prime target aggro minions have 2 or more Health. Best way to deal with aggro is a mini Foe Reaper 4000 IMO, or a minion that can De-Silence your other minions, or a more consistent Lil' Exorcist.
Your friends will abandon you...Your heart will explode...
-C'Thun
Or you just use assassins blade which doesn't require other cards to be good.
Funnily enough, he's actually overpowered in stats. A total of 9 points with an additional solely beneficial effect on top of that. Of course, in practice he can't trade with any other 4-drops, a Chillwind Yeti would only take 2 damage.
He has some use in Inner Fire decks, which while quite bad at least at one point were pretty common in low ranks (and he is a common). Also could hypothetically be used in healy decks with the new Sacred Warrior to double the buff given with your hero power, but it's unlikely those decks are really going to be viable either.
This minion doesn't do jack on its own and restoring 2 Health to Hero isn't amazing, either. I don't think it will see competitive play and it's also trash tier in arena.
Hmm... the bad cards are coming out. Maybe usable in OTK combo priest deck?
This card can be a 2/8 or 2/7 and still look ok.
awful i would dust immediately!
RIP yogg-saron good things don't last forever :(
It dies to Reversing Switch + ping.
Some classes need perpetual healing, like shaman. This card is a cool anti-agro tool that heals the hero, but unlike Antique Healbot, it has the potential to heal way more than just 8 Health. However, do you really want to be using your hero power when you're getting aggro'd?
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Could maybe fit into a new handlock style, depending on other synergies tba.
Garrison Commander, Maiden of the Lake, Tournament Medic, Justicar Trueheart, Frost Giant...
Not sure what you'd ditch besides Ancient Watchers, but it could work like current Handlock but with more longterm sustain, since you mitigate the damage from lifetap and can actually maybe heal and draw each turn.
If they add in some more synergy, it could be a thing.
I really like this card. It shows that not all new cards need to be super competitive. It is a decent good card. Not a game changer on top tier.
Hit a guy, heal a guy, draw a guy, play a guy. The Dream
That's what Blizzard clearly wants. Inspire is a slow mechanic, and they're releasing other cards that are trying to slow the meta down. They'll almost certainly add some anti-aggro inspire cards, otherwise I don't see it working as a theme.
Personally, I wouldn't be surprised to see some minions that discount Inspire/Hero Power to generate tempo. Imagine a 2-drop with "Battlecry: Your next Hero Power costs (0)." Or a minion with "Your Inspires trigger twice." Or a minion with "Deathrattle: Inspire all friendly minions."
That will work like 1/10 games ... u will have same problem like "old" inner fire decks, and that is, that u will just play shit minions with high health to pull off OTK and thats where all those decks go wrong, your only way to succesfully play innerfire deck is to make it look like some other priest deck, preferably control and just swap out some cards, u can easily double divine spirit inner fire belcher or any 4 or 5 hp minion and get almost the same result, but your opponent wont actually know what happened, so this minion is total crap for such deck, at least any "consistent" one.
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This just doesn't work at all imo. You have healbot at 5 mana. If it was 2/7 or 3/6 it would be better but I doubt that it would see play even then..
I didn't have a signature so Flux added one for me.
If the point of this card is "I need heals!" then play heal bot for 6 more health restore. And healbots heal is 1 less mana.
I'm really worried about how slow all of these cards are -
I heal people to death
This is a well designed card. It's not great like a piloted shredder but definitely a good card. It won't kill anything, it's not suppose to. In fact this won't attack anything but ping the face. Certain classes or decks that use their power a lot will benefit from this card. Shaman and Pally come to mind. Certain combo decks such as freeze mage, don't care about board and will see this card as 8 life plus any other healing it does. It won't fit in every deck but it will find a home and usage.
One thing I hoped was decent heal. Currently everything except one class card sucks.
Dreams crushed.