The only way this could be remotely decent is if they issue the following rulings:
-For this card to RETURN to your hand, it has to played from your hand. Getting it via an opponent's Deathlord will not return it as it never left.
-After it has been played from your hand, your Hero Power will return this to your hand. Either from the battelfield, from death, or your deck (via cards like Recycle)
That would be good in Arena. Maybe not so much in constructed, where there are still better 3 drops.
Its a weird card that looks bad at the first glance, 3m 2/5 bounce back with hero power.
I could see this in healpriest, if this actually can be healed with hero power before it returns to the hand but im not sure about the timing...will the heal go of and trigger?
In either case this will still be worse than Blademaster or dark cultist so ill say another baddie of a card.
But ill try in heal priest since the mechanic is quiet unique
Troll ? Why would you do that ?
For triggers obviously, but as i said i doubt its better than the existing 3 drops.
The only way this could be remotely decent is if they issue the following rulings:
-For this card to RETURN to your hand, it has to played from your hand. Getting it via an opponent's Deathlord will not return it as it never left.
-After it has been played from your hand, your Hero Power will return this to your hand. Either from the battelfield, from death, or your deck (via cards like Recycle)
No and No.
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Hrm. Somewhat interesting concept, but ruined by being too small (both in body and cost). Consider: what if it was a Chillwind Yeti instead of a Druid of the Flame. Instant improvement. I think a 5-Mana 4/7 with the same ability, would be a really fun card. Incredibly hard to remove if you are able to keep investing the mana in it. It still wouldn't see play in constructed, since it doesn't fit into a game-breaking non-interactive combo, or the aggro necessary to beat such a combo, but if it were scaled up, Coliseum Manager would be nicer.
This card is one for the future. Have a look five or six expansions from now and see how many cool combo's you can make with this. I'm sure it will be a part of some pretty fun decks.
Returning your minions to your hand is rarely a good thing. I would expect it to have above average stats at least, especially since using your hero power is going to gain so much more value in this expansion.
I really like the Power Overwhelming suggestion above but this card seems to just be a bit shit. Like most 2/5's. There will undoubtedly be some cool combos with it in the future but until we see some of the other Inspire cards it is going to be hard to judge.
On purely face value, this card is awful BUT I am adding the caveat that this is an early indication.
There HAS to be something to this card that we're missing. My guess is there are cards that say "Cards with Inspire have _________". If that's the case, then this card would definitely see play since a 2/5 for 3 is decent stats. Otherwise the Inspire effect is just too much of a detriment for this card to see much play.
There HAS to be something to this card that we're missing. My guess is there are cards that say "Cards with Inspire have _________". If that's the case, then this card would definitely see play since a 2/5 for 3 is decent stats. Otherwise the Inspire effect is just too much of a detriment for this card to see much play.
I don't think there's necessarily anything more to it. There could be, but it's already obvious what they're going for here. Play it on turn 3, use it on turn 4 (and play a 4 drop), return and replay on turn 5.
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ANY? even Magma Rager? lol
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I think this would make the card much better.
The grey border suggests that it is neutral, yes.
(Class cards have colors, like mage is blue and warlock is purple, etc.)
The only way this could be remotely decent is if they issue the following rulings:
-For this card to RETURN to your hand, it has to played from your hand. Getting it via an opponent's Deathlord will not return it as it never left.
-After it has been played from your hand, your Hero Power will return this to your hand. Either from the battelfield, from death, or your deck (via cards like Recycle)
That would be good in Arena. Maybe not so much in constructed, where there are still better 3 drops.
Magma Rager trades evenly with this card.
For triggers obviously, but as i said i doubt its better than the existing 3 drops.
No and No.
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This is absolute crap.............
RIP yogg-saron good things don't last forever :(
Hrm. Somewhat interesting concept, but ruined by being too small (both in body and cost). Consider: what if it was a Chillwind Yeti instead of a Druid of the Flame. Instant improvement. I think a 5-Mana 4/7 with the same ability, would be a really fun card. Incredibly hard to remove if you are able to keep investing the mana in it. It still wouldn't see play in constructed, since it doesn't fit into a game-breaking non-interactive combo, or the aggro necessary to beat such a combo, but if it were scaled up, Coliseum Manager would be nicer.
Rogues maybe? They might not use their hero power as much anyway... otherwise, no idea of how would this work.
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This card is one for the future. Have a look five or six expansions from now and see how many cool combo's you can make with this. I'm sure it will be a part of some pretty fun decks.
The longer i think about this card, the better it becomes imo.
1. The stats are verry ok, 2/5 is pretty decent so it will trade okay and not easyly be removed.
2. It already has some good synergies with mountain giant, twilight drake and power overwhelming to boot.
There might be a card with mechwarper tyle and propably a combo with the 2 mana guy, which doubles inspire.
Its at least not as bad as people calling it.
It dosen't trade with anything notable that a Spider Tank dosen't.
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This minion would make sense if we see another card that gives "minions with inspire have charge" even though...
Returning your minions to your hand is rarely a good thing. I would expect it to have above average stats at least, especially since using your hero power is going to gain so much more value in this expansion.
This card is so weird
I really like the Power Overwhelming suggestion above but this card seems to just be a bit shit. Like most 2/5's. There will undoubtedly be some cool combos with it in the future but until we see some of the other Inspire cards it is going to be hard to judge.
On purely face value, this card is awful BUT I am adding the caveat that this is an early indication.
There HAS to be something to this card that we're missing. My guess is there are cards that say "Cards with Inspire have _________". If that's the case, then this card would definitely see play since a 2/5 for 3 is decent stats. Otherwise the Inspire effect is just too much of a detriment for this card to see much play.
I don't think there's necessarily anything more to it. There could be, but it's already obvious what they're going for here. Play it on turn 3, use it on turn 4 (and play a 4 drop), return and replay on turn 5.
It's a decent arena card, but I don't see it being played even in inspire based constructed decks.
You either die a pimp, or you live long enough to see yourself become the hoe