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.
3 mana 2/5 taunt would have been such a good card to fight against aggro. I didn't even think of that. Shame.. such a missed opportunity.
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I didn't have a signature so Flux added one for me.
There is potential in this card as an early play for a giants deck. The logic being that you can play it out early before it's even remotely possible to play a giant, then return it to set up for a giant play the turn after. It's a very ebb and flow card if used like that, but otherwise it's not particularly impressive.
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.
While its good on paper when you put it that way.. I'm pretty sure in practice it isn't going to go that way 90% of the time.
Plus even in that case the next time you replay this card you are taking a slight tempo loss because instead of playing a strong turn 6/7/8 you are wasting 3 mana on those turns for a 2/5 While your enemy is playing better 6/7/8 turns (unless of corse your enemy is aggro).
Unless your fighting an aggro opponent this card is terrible. if you face a midrange or control deck this card does basically nothing to help you. Unless there is an op combo you can use with this card it is not seeing play.
This card can do Nozdormu combo itself on turn 10 :D
Please elaborate? I dont understand
Nozdormu's effect is glitched and allows you to deplete the entirety of your opponents turn with animations from cards. The combo going around is double brewmaster, but this card could potentially be enough to combo on its own.
This card can do Nozdormu combo itself on turn 10 :D
Please elaborate? I dont understand
Nozdormu's effect is glitched and allows you to deplete the entirety of your opponents turn with animations from cards. The combo going around is double brewmaster, but this card could potentially be enough to combo on its own.
ahh, i thought the glitch was just in Adventure mode, good to know
There is already a version of this card in the game. Its awesome but for now I would love to talk about all thethe fanciful things to do with this card...
Spend 11 mana over 3 turns to kill a spider tank...
Spend 9 mana over 2 two turns to use power overwhelming without losing a card...
Turn knife juggler into "Spend 5 mana, deal 1 damage to a random enemy"
Unless they add in some sort of card that benefits from having inspire cards in your hand, reduces the cost of Inspire cards OR gets value from playing inspire cards out of your hand, this card is not going to be good enough
I can't wait for the first time I shadowmadness this card, run it into something then steal it just by hero powering
Anyway, if you are wondering what Better version of this card already exists in the game, its Stoneskin Gargoyle
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.
3 mana 2/5 taunt would have been such a good card to fight against aggro. I didn't even think of that. Shame.. such a missed opportunity.
...would have been a too good card to fight against aggro. Imagine a 3 Mana Taunt Spider Tank with -1/+1, which even is a better stat distribution. Balance is something else.
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.
Druid of the flame doesn't counter aggro and is a terrible card in constructed, and it doesn't f*ck with your board control when you need to hero power.
And the drawback is a drawback 100% of the time. You will never hero power, "heal" it, then play it again. That's 5 mana spent to heal 1-4 damage that is most likely getting ignored anyway, this is ridiculous.
Druid of the Flame isn't terrible. It's actually seen a little bit of play. A 2/5 is a great stat distribution against aggro. And aggro peaks in power level very early. So playing turn 3 Manager; turn 4 Inspire Minion, clear with Manager; and then turn 5 hero power, manager again is actually a viable play. The problem comes when you don't have a specific plan in place .
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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
There is potential in this card as an early play for a giants deck. The logic being that you can play it out early before it's even remotely possible to play a giant, then return it to set up for a giant play the turn after. It's a very ebb and flow card if used like that, but otherwise it's not particularly impressive.
If you are talking about a handlock, you want to play mountain giants/drakes on turn 4, instead of tapping and returning this guy back to your hand. Though I can see where you are coming from. Did you mean some other giant deck? Like that old "control giant paladin deck"?
it's a 2/5 for 3 which is not bad at all, kills any 3/2 and even trades with a 3/4. the card text is a downside only if you don't have cards to follow it when played on curve, in the late game it can even be good because you can kill a small drop and replay this to heal it
This card is not that slow at all. 2/5 for 3 mana is good value that trades off aggro creatures efficiently. If you don't use your heropower at all the next turns its just that, nothing special, nothing to get angry about. I'm actually rather happy to see a 2/5 as a neutral 3drop.
How is his ability even considered to be a drawback? You have control over this ability so you can use it to your advantage. When played on t3 you are usually not looking forward to heropowering on t4 anyway since it's a bad tempo play. Yes it doesn't synergize with other inspire abilities. Guess what: not all decks have to run those other inspire cards. And if you do, just don't put this card in. Not having synergy with a certain group of cards that are not even sure to be good is hardly something that makes a card bad. This card might find a spot somewhere else. Also, keep in mind that this does not affect your hero power on the turn you play it: simply use your hero power first and then play this. Furthermore this obviously doesn't really lock your hero power, since if it would be really crucial you can still use it and return this card to your hand which by that time already got to attack at least once. That means he will either have lost some health already or your opponent doesnt have anything in play that you want to hit with this guy. In any case it is not THAT horrible return him to your hand at such a time.
Now what i really like about this card is, that it is not obvious at first glance how to abuse it's ability (beyond just bringing it back to full health). Maybe rogue can use it to always have a combo enabler? Maybe just replaying it for the self heal is enough to make the cut? I wouldn't be sure where to put this guy but he's NOT terrible, unlike some other new cards *cough* Tournament Medic *cough*.
It's all fine and good when you want to return this to your hand at the same time you want to use your hero power. That provides a nice 3,4,5 curve. If you play Maiden on turn 4 you can even play it with a 1 drop on turn 5. But there's going to be a lot of scenarios where there is a clash of interests here. Where you have to choose between sacrificing a 2/5 or your hero power.
Imagine if there was a card which read, 3 mana 2/5 - your hero power costs 5 mana. That would be garbage. And in some circumstances, that is how this card acts. It has potential but imo it's too inconsistent. Like most of the cards seen so far. It's fair in arena though. This expansion looks to be really bolstering arena.
Rollback Post to RevisionRollBack
"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
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Please elaborate? I dont understand
3 mana 2/5 taunt would have been such a good card to fight against aggro. I didn't even think of that. Shame.. such a missed opportunity.
I didn't have a signature so Flux added one for me.
There is potential in this card as an early play for a giants deck. The logic being that you can play it out early before it's even remotely possible to play a giant, then return it to set up for a giant play the turn after. It's a very ebb and flow card if used like that, but otherwise it's not particularly impressive.
Its unique. But so is Wee Spellstopper.
Oh god what a anti-tempo card.. Yeah you could get "INSANE" value by killing something with it and then "healing" it by returning it to your hand.
And the Knife Juggler synergy? Right guys, am I right?.
No.
While its good on paper when you put it that way.. I'm pretty sure in practice it isn't going to go that way 90% of the time.
Plus even in that case the next time you replay this card you are taking a slight tempo loss because instead of playing a strong turn 6/7/8 you are wasting 3 mana on those turns for a 2/5 While your enemy is playing better 6/7/8 turns (unless of corse your enemy is aggro).
Unless your fighting an aggro opponent this card is terrible. if you face a midrange or control deck this card does basically nothing to help you. Unless there is an op combo you can use with this card it is not seeing play.
Alright everyone. This card isn't the best but honestly who gives a flying fuck about who voted blood elf or this. No one cares.
Always Hunters. Always Huffers.
Nozdormu's effect is glitched and allows you to deplete the entirety of your opponents turn with animations from cards. The combo going around is double brewmaster, but this card could potentially be enough to combo on its own.
wat?
the amount to tempo you lose by using this card is ridiculous against aggro if you use your hero power with it on the board.
It's not worth paying 3 mana to heal this guy.
ahh, i thought the glitch was just in Adventure mode, good to know
There is already a version of this card in the game. Its awesome but for now I would love to talk about all thethe fanciful things to do with this card...
Spend 11 mana over 3 turns to kill a spider tank...
Spend 9 mana over 2 two turns to use power overwhelming without losing a card...
Turn knife juggler into "Spend 5 mana, deal 1 damage to a random enemy"
Unless they add in some sort of card that benefits from having inspire cards in your hand, reduces the cost of Inspire cards OR gets value from playing inspire cards out of your hand, this card is not going to be good enough
I can't wait for the first time I shadowmadness this card, run it into something then steal it just by hero powering
Anyway, if you are wondering what Better version of this card already exists in the game, its Stoneskin Gargoyle
...would have been a too good card to fight against aggro. Imagine a 3 Mana Taunt Spider Tank with -1/+1, which even is a better stat distribution. Balance is something else.
Arena Leaderboard EU - September 2018: #47 (@7.77 Wins Average)
Druid of the Flame isn't terrible. It's actually seen a little bit of play. A 2/5 is a great stat distribution against aggro. And aggro peaks in power level very early. So playing turn 3 Manager; turn 4 Inspire Minion, clear with Manager; and then turn 5 hero power, manager again is actually a viable play. The problem comes when you don't have a specific plan in place .
If you are talking about a handlock, you want to play mountain giants/drakes on turn 4, instead of tapping and returning this guy back to your hand. Though I can see where you are coming from. Did you mean some other giant deck? Like that old "control giant paladin deck"?
it's a 2/5 for 3 which is not bad at all, kills any 3/2 and even trades with a 3/4.
the card text is a downside only if you don't have cards to follow it when played on curve, in the late game it can even be good because you can kill a small drop and replay this to heal it
overall an average card
It's not viable, because it's not worth the mana to heal this guy.
At least it kills the stupid pig hunters always seem to get.
It's all fine and good when you want to return this to your hand at the same time you want to use your hero power. That provides a nice 3,4,5 curve. If you play Maiden on turn 4 you can even play it with a 1 drop on turn 5. But there's going to be a lot of scenarios where there is a clash of interests here. Where you have to choose between sacrificing a 2/5 or your hero power.
Imagine if there was a card which read, 3 mana 2/5 - your hero power costs 5 mana. That would be garbage. And in some circumstances, that is how this card acts. It has potential but imo it's too inconsistent. Like most of the cards seen so far. It's fair in arena though. This expansion looks to be really bolstering arena.