What's wrong with a druid of the flame for every class? You all wanted a card that could beat aggro and now you get one. The drawback isn't even a problem most of the time and can actually be a positive sometimes. Too bad this card can't be healed up in priest or this could have been a decent drop there.
I find it strange that people judge this card badly and then act smug about voting for the other option. You didn't know what either card did, and the blood elf could have been even worse. This was just luck, something you shouldn't take a personal pride in.
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
i dont understand why blizzard keep making bad cards....
doesn't promote GTG at all instead the more i see the more underwhelming the new inspire cards are. Only a few classes are benefiting this * mage*, but aside from that the neutral cards have really sucked. I could even argue that a basic cards are even better than inspire cards right now. It seemed to me that they spent a lot of time trying to invent new deck archtypes, but not enough actually making them consistent.
Are all you people mental? If inspire decks end up working this guy will be an insane anti-aggro tool! 3 mana 2/5 is a powerhouse for clearing the board and the effect means you can reheal it and play again to keep 0 for x-ing the aggro opponent. Just imagine for example: turn 3 this guy, turn 4 kill a minion and play a four drop with an inspire effect, turn 5 kill a second minion with your Manager and hero power to get your 2/5 (which is more likely a 2/1 now) back in your hand and replay him while also getting some other bonus from the other inspire guy you played on four.
I find it strange that people judge this card badly and then act smug about voting for the other option. You didn't know what either card did, and the blood elf could have been even worse. This was just luck, something you shouldn't take a personal pride in.
To defend my ironical comment. Brode himself said that the left card is more exciting ;)
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I didn't have a signature so Flux added one for me.
Interesting fact: In the brazilian portuguese version of this card, it says: Devolva um lacaio à sua mão, which translates: Return a minion to your hand. I think the US version is probably the right one, but you never know... The return a minion to your hand version makes a lot more sense to me.
Lol at those "should have charge" or "should have taunt" or "should be 3/5" posts.
The inspire effect can be upside or downside, so basically you can look at this like it had no text.
And a plain 2/5 for 3 Mana is excellent arena stuff. Like it or not, anything better would be OP in arena. Not every freakin new card needs to be incredibly good stuff for constructed, as long it is no Magma Rager I'm fine. Nuff said.
This card should also have had "... and reduce its mana cost by 1." This would mean that replaying the card is cheaper then the initial play, making bouncing it more viable and cost efficient.
Are all you people mental? If inspire decks end up working this guy will be an insane anti-aggro tool! 3 mana 2/5 is a powerhouse for clearing the board and the effect means you can reheal it and play again to keep 0 for x-ing the aggro opponent. Just imagine for example: turn 3 this guy, turn 4 kill a minion and play a four drop with an inspire effect, turn 5 kill a second minion with your Manager and hero power to get your 2/5 (which is more likely a 2/1 now) back in your hand and replay him while also getting some other bonus from the other inspire guy you played on four.
This card seems to be missing a keyword, Taunt or Charge, but most likely Taunt.
In one of Trumps videos he was saying that Inspire cards can't have good stats because of the Inspire keyword being strong and scaling. Right away I thought, that if the Inspire keyword provided a negative effect then you could easily have a card with Inspire AND great stats.
And here is a version of that. Decent stats for a 3 mana minion, and with a Drawback when using your Hero power.
There is one problem with a negative Inspire. The card becomes better in decks that plan on not using their hero power. To counter this though you just need to make sure the card can't be used in fast, aggro decks. Make it a card that only gets true value in slow decks and then it is no longer a problem.
With Charge, this might be a problem. It would make it worse in slow control decks that intend to use their hero power, than it would be in faster decks that play on curve, no hero powers.
However, with Taunt, this card would be perfect. It wouldn't work in aggro decks, as a low attack Taunt is not what they want, even if the stats are great due to the Inspire drawback. It would be great for control decks, that plan on using Hero powers, and stalling the game. It would also be good in midrange and tempo decks that don't use their Hero power often, but at the same time it's not exactlly the stat distribution this deck is looking for, things like Piloted Shredder are much better for the mid/tempo decks.
Everyone's still looking for the thing that is actually going to slow the game down. All the pros reviewing the released cards still are not convinced that the game will slow down. No cards have been released that give pros a realistic feeling of being able to counter the speed and slow the game down.
This card could have been huge in slowing the game down and making this Inspire theme work. If only it had Taunt....
Are all you people mental? If inspire decks end up working this guy will be an insane anti-aggro tool! 3 mana 2/5 is a powerhouse for clearing the board and the effect means you can reheal it and play again to keep 0 for x-ing the aggro opponent. Just imagine for example: turn 3 this guy, turn 4 kill a minion and play a four drop with an inspire effect, turn 5 kill a second minion with your Manager and hero power to get your 2/5 (which is more likely a 2/1 now) back in your hand and replay him while also getting some other bonus from the other inspire guy you played on four.
Well that works if your opponent does nothing on their turns. Your 2/5 has got to survive two turns for that to work. Nonetheless, it has potential in that respect. And at worst it's a 2/5 and it's possible for that combo to work.
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"I wouldn't anticipate seeing much of doctor boom" - Trump 2014
"I myself am not too hopeful about the Grim Patron deck" - Trump 2015
"(Secret Paladin) didn't work out and I don't think Mysterious Challenger will change that." - Trump 2015
"(Darkshire Councilman) takes a bit too long to get set up...bad" - Trump 2016
I find it strange that people judge this card badly and then act smug about voting for the other option. You didn't know what either card did, and the blood elf could have been even worse. This was just luck, something you shouldn't take a personal pride in.
To defend my ironical comment. Brode himself said that the left card is more exciting ;)
Ben also wanted us to pick the paladin legendary over the warlock one last expansion and we all saw how that turned out.
Pretty sure we got the short end of this stick this time around tho... I guess we will see later on when they show us this card right before the exspanion drops.
... this card would be good against aggro if it also would heal you for 1-2, this way it just blocks your heropower. maybe against mill mage with me? :D
This wouldn't be any good if it was missing text. Worse than Spider Tank. Harvest Golem is better. Most class 3 drops are better. For everyone trying to think up super slow gnarly combos - they wouldn't work. You'd just be bashed in the face.
To the guy that said "OP is the standard", it is. You have limited amount of cards you can put in a deck, so why put in sub-par ones? Ben Brode had a video discussing this point.
What's wrong with a druid of the flame for every class? You all wanted a card that could beat aggro and now you get one. The drawback isn't even a problem most of the time and can actually be a positive sometimes. Too bad this card can't be healed up in priest or this could have been a decent drop there.
How does this counter aggro ? No taunt, balanced stats but low atk and huge drawback. This card is useless.
Not everything needs taunt to beat aggro. 5 health is the sweet spot for trading and 2 attack is enough to trade against things like huffer, arcane golem, and just about every aggro based 2 drop and is outside of truesilver range, haunted creeper + glaivzooka range, etc. The drawback also isn't even a drawback 90% of the time. If you want to see why this is good against aggro, try druid of the flame some time. For trading against early game minions, Health >>>> Attack.
What's wrong with a druid of the flame for every class? You all wanted a card that could beat aggro and now you get one. The drawback isn't even a problem most of the time and can actually be a positive sometimes. Too bad this card can't be healed up in priest or this could have been a decent drop there.
I find it strange that people judge this card badly and then act smug about voting for the other option. You didn't know what either card did, and the blood elf could have been even worse. This was just luck, something you shouldn't take a personal pride in.
Rawr I'm a dinosaur
I voted elf, but lets deal with this...
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
This should've been 2 mana with a drawback like that.
I would use this in Rogue. It saves me shadowsteps, and I don't have to use the inspire every turn.
i dont understand why blizzard keep making bad cards....
doesn't promote GTG at all instead the more i see the more underwhelming the new inspire cards are. Only a few classes are benefiting this * mage*, but aside from that the neutral cards have really sucked. I could even argue that a basic cards are even better than inspire cards right now.
It seemed to me that they spent a lot of time trying to invent new deck archtypes, but not enough actually making them consistent.
Are all you people mental? If inspire decks end up working this guy will be an insane anti-aggro tool! 3 mana 2/5 is a powerhouse for clearing the board and the effect means you can reheal it and play again to keep 0 for x-ing the aggro opponent. Just imagine for example: turn 3 this guy, turn 4 kill a minion and play a four drop with an inspire effect, turn 5 kill a second minion with your Manager and hero power to get your 2/5 (which is more likely a 2/1 now) back in your hand and replay him while also getting some other bonus from the other inspire guy you played on four.
To defend my ironical comment. Brode himself said that the left card is more exciting ;)
I didn't have a signature so Flux added one for me.
Interesting fact: In the brazilian portuguese version of this card, it says: Devolva um lacaio à sua mão, which translates: Return a minion to your hand. I think the US version is probably the right one, but you never know... The return a minion to your hand version makes a lot more sense to me.
Lol at those "should have charge" or "should have taunt" or "should be 3/5" posts.
The inspire effect can be upside or downside, so basically you can look at this like it had no text.
And a plain 2/5 for 3 Mana is excellent arena stuff. Like it or not, anything better would be OP in arena. Not every freakin new card needs to be incredibly good stuff for constructed, as long it is no Magma Rager I'm fine. Nuff said.
Arena Leaderboard EU - September 2018: #47 (@7.77 Wins Average)
This card should also have had "... and reduce its mana cost by 1."
This would mean that replaying the card is cheaper then the initial play, making bouncing it more viable and cost efficient.
turn 6 hunter hunt you once again
This card seems to be missing a keyword, Taunt or Charge, but most likely Taunt.
In one of Trumps videos he was saying that Inspire cards can't have good stats because of the Inspire keyword being strong and scaling. Right away I thought, that if the Inspire keyword provided a negative effect then you could easily have a card with Inspire AND great stats.
And here is a version of that. Decent stats for a 3 mana minion, and with a Drawback when using your Hero power.
There is one problem with a negative Inspire. The card becomes better in decks that plan on not using their hero power. To counter this though you just need to make sure the card can't be used in fast, aggro decks. Make it a card that only gets true value in slow decks and then it is no longer a problem.
With Charge, this might be a problem. It would make it worse in slow control decks that intend to use their hero power, than it would be in faster decks that play on curve, no hero powers.
However, with Taunt, this card would be perfect. It wouldn't work in aggro decks, as a low attack Taunt is not what they want, even if the stats are great due to the Inspire drawback. It would be great for control decks, that plan on using Hero powers, and stalling the game. It would also be good in midrange and tempo decks that don't use their Hero power often, but at the same time it's not exactlly the stat distribution this deck is looking for, things like Piloted Shredder are much better for the mid/tempo decks.
Everyone's still looking for the thing that is actually going to slow the game down. All the pros reviewing the released cards still are not convinced that the game will slow down. No cards have been released that give pros a realistic feeling of being able to counter the speed and slow the game down.
This card could have been huge in slowing the game down and making this Inspire theme work. If only it had Taunt....
Well that works if your opponent does nothing on their turns. Your 2/5 has got to survive two turns for that to work. Nonetheless, it has potential in that respect. And at worst it's a 2/5 and it's possible for that combo to work.
Ben also wanted us to pick the paladin legendary over the warlock one last expansion and we all saw how that turned out.
Pretty sure we got the short end of this stick this time around tho... I guess we will see later on when they show us this card right before the exspanion drops.
druid has the same stats but with a upsid
... this card would be good against aggro if it also would heal you for 1-2, this way it just blocks your heropower. maybe against mill mage with me? :D
This wouldn't be any good if it was missing text. Worse than Spider Tank. Harvest Golem is better. Most class 3 drops are better. For everyone trying to think up super slow gnarly combos - they wouldn't work. You'd just be bashed in the face.
To the guy that said "OP is the standard", it is. You have limited amount of cards you can put in a deck, so why put in sub-par ones? Ben Brode had a video discussing this point.
Most of the people trying to look cool by saying they voted blood elf probably voted for this guy
no, to strong in aggro. midrange hunter uses his heropower turn ~4, so you have to deal with a fat body...
Not everything needs taunt to beat aggro. 5 health is the sweet spot for trading and 2 attack is enough to trade against things like huffer, arcane golem, and just about every aggro based 2 drop and is outside of truesilver range, haunted creeper + glaivzooka range, etc. The drawback also isn't even a drawback 90% of the time. If you want to see why this is good against aggro, try druid of the flame some time. For trading against early game minions, Health >>>> Attack.