I doubt this will see much play. It doesn't even deal with a good deal of 3 drops if you're willing to use your Hero Power on turn 3.
2 damage + 1 damage hero power = actually does kill "a good deal of 3 drops"
Also this card is amazing vs aggro since it has high health and you tend to ping down their 2/1s anyway.
This way you can ping down their 2/1 with your hero power and clean up a Flame Imp or Knife Juggler with the 2/4 and still have a 2/1 which can take out another 3/2! The Value!
2/4 to 4/5? Nope. A HUGE part of why Handlocks even run AW is to sac it with Shadow Flame for a 4dmg aoe. The 2dmg on watchman makes that impossible. The sad truth is, this is just another mediocre card that probably won't see play. I find the amount of mediocre cards revealed thus far to be.... disturbing.
32 released so far, about 25% of the set. Very few good ones, and still no Paladin cards.
And most of them aren't just bad, but horribly bad. Like worse than original set bad, and we've already power creep'd well past that point. Can't go back.
It's like this set would be perfect if it came out after Naxx, but before GvG and BRM.
What the hell are they going to do at the end, add a card that has the text, "We trolld you, all cards have one more stat point or favorable stat redistribution or text somewhere." Cause to be honest that's what most of them seem to be missing.
ONE point away from balanced. Not one point from being OP but one point away from balance. I for one DO NOT want a world with all Booms and P.Shredders. But you can't release cards that are FAR worse than the current played cards. Needs to be comparable.
We don't want more power creep, but we do want reasonable cards. For example look at Silver Hand Regent. Perfect example of a card that is too weak, yet they simply rearrange the stats and it would make it so much better, playable, and yet still doesn't power creep the game. As a 3/3 it is too weak, but make it a 2/4 and it is still weaker than Imp Gang Boss and Flamewaker but atleast reaches similar power level, giving us a playable card to have fun with and also without creeping the game.
I mean come on Blizz, Imp Gang Boss gets its tokens for free, doesn't cost anything and it usually gets atleast 2 tokens. Nearly 1 token guaranteed and 2-3 likely so about 4-6 mana worth of Hero Powers for nothing.
And Flamewaker has an ability that requires spells to be played, but spells are more efficient than Hero Powers and when it does play one it gets 2 pings per activation, about 4 mana worth of Hero Powers per activation. And without the drawback of being forced to play an inefficient Hero Power.
Silver Hand Regent only gets 1 token and it requires you to use your Hero Power which is anti-tempo, and inefficient. And to top it off, it only has 3 health so it can't even survive long enough to use the text. Make it a 2/4 and it would still be weaker than Imp Gang Boss or Flamewaker. but atleast it comes close, and still refrains from power creeping the game.
In a world where Imp Gang Boss and Flamewaker exist, it makes no sense to release Silver Hand Regent as a 3/3. As a 2/4 it could atleast be playable. It would still be weaker than the other 2 and it wouldn't power creep the game, but atleast it would be playable, and get some real hype going for the game.
Just like Coliseum Manager, if that dude had Taunt, an actual anti-aggro card, there'd be major hype around that card, and therefore would raise excitement/hype for the whole expansion.
Seriously Blizz, go back and rethink a few most of these cards before you release them. You still have a few weeks to get it right.
i really wish "can attack as normal" means at least it could attack the turn you play it, if you inspire that turn. but i doubt it, so... yeah... not too excited about this card
edit: oh i just saw it is confirmed that this doesn't work. thats a shame really, cause it would not even be op that way.
Imagine if it could attack after every hero power. It would have much more synergy with cards that allow multiple hero powers. Imo would be an interesting mechanic..
I would say this could be made into a 3/4 possibly. Based on the difference between Ancient Watcher and Chillwind Yeti , the "Cant Attack" effect is valued at about -2 mana. Inspire could be valued at about 1 mana.
Perhaps we will see this card do very well.
One way of looking at this inspire effect is as an Overload effect that will let you use your hero power.
I love the art from this set. IMO these cards have some of the best art in the game, way better than BRM/GvG art, yet they are bad cards so they won't see play.
If you have a deck that can essentially ignore the drawback due to being inspired focused, 2/4 is a beast of a 2 drop. This could be part of the glue that holds an inspire deck together but it needs a lot more than what's been spoiled so far
It would only really work if it trades into 3/2s, but I barely see any of them outside of arena. I mean, it trades evenly with 2/3s. That's not exactly great.
It does trade evenly into 3/3s, 3/4s, and any 2 health minion though, but... I dunno. One extra stat point is not worth that ability, no way.
2 damage + 1 damage hero power = actually does kill "a good deal of 3 drops"
Also this card is amazing vs aggro since it has high health and you tend to ping down their 2/1s anyway.
This way you can ping down their 2/1 with your hero power and clean up a Flame Imp or Knife Juggler with the 2/4 and still have a 2/1 which can take out another 3/2! The Value!
Fodder crap, this should cost 1 mana or have better stats.
I have a deck I'll put this into.
So... it's a 2/3 who you need to pay 2 mana every time you want it to actually do something?
Garbage. Even if you play it on Turn 2 and Hero Power Turn 3 to trade with a 3/2... you've still lost tempo.
Alarming amount of garbage so far...
Current Deck -http://www.hearthpwn.com/decks/240420-army-paladin - Token Paladin
The artwork is really cool, that's about it.
2/4 to 4/5? Nope. A HUGE part of why Handlocks even run AW is to sac it with Shadow Flame for a 4dmg aoe. The 2dmg on watchman makes that impossible. The sad truth is, this is just another mediocre card that probably won't see play. I find the amount of mediocre cards revealed thus far to be.... disturbing.
If this card had taunt, it would be ok.
Even if you have a board full of Inspire cards, Watchman is just bad. In my mind is probably the worst card so far
edit.: woops forgot the rogue weapon. 2nd worst
Hurts to look. All the bad cards.
32 released so far, about 25% of the set. Very few good ones, and still no Paladin cards.
And most of them aren't just bad, but horribly bad. Like worse than original set bad, and we've already power creep'd well past that point. Can't go back.
It's like this set would be perfect if it came out after Naxx, but before GvG and BRM.
What the hell are they going to do at the end, add a card that has the text, "We trolld you, all cards have one more stat point or favorable stat redistribution or text somewhere." Cause to be honest that's what most of them seem to be missing.
ONE point away from balanced. Not one point from being OP but one point away from balance. I for one DO NOT want a world with all Booms and P.Shredders. But you can't release cards that are FAR worse than the current played cards. Needs to be comparable.
We don't want more power creep, but we do want reasonable cards. For example look at Silver Hand Regent. Perfect example of a card that is too weak, yet they simply rearrange the stats and it would make it so much better, playable, and yet still doesn't power creep the game. As a 3/3 it is too weak, but make it a 2/4 and it is still weaker than Imp Gang Boss and Flamewaker but atleast reaches similar power level, giving us a playable card to have fun with and also without creeping the game.
I mean come on Blizz, Imp Gang Boss gets its tokens for free, doesn't cost anything and it usually gets atleast 2 tokens. Nearly 1 token guaranteed and 2-3 likely so about 4-6 mana worth of Hero Powers for nothing.
And Flamewaker has an ability that requires spells to be played, but spells are more efficient than Hero Powers and when it does play one it gets 2 pings per activation, about 4 mana worth of Hero Powers per activation. And without the drawback of being forced to play an inefficient Hero Power.
Silver Hand Regent only gets 1 token and it requires you to use your Hero Power which is anti-tempo, and inefficient. And to top it off, it only has 3 health so it can't even survive long enough to use the text. Make it a 2/4 and it would still be weaker than Imp Gang Boss or Flamewaker. but atleast it comes close, and still refrains from power creeping the game.
In a world where Imp Gang Boss and Flamewaker exist, it makes no sense to release Silver Hand Regent as a 3/3. As a 2/4 it could atleast be playable. It would still be weaker than the other 2 and it wouldn't power creep the game, but atleast it would be playable, and get some real hype going for the game.
Just like Coliseum Manager, if that dude had Taunt, an actual anti-aggro card, there'd be major hype around that card, and therefore would raise excitement/hype for the whole expansion.
Seriously Blizz, go back and rethink
a fewmost of these cards before you release them. You still have a few weeks to get it right.I wanna see how people play against this card. Do you attack it or just let it sit?
"I AM CABOOSE, THE VEHICLE DESTROYER!" -Caboose 2Ksomething
Guys, The point of the card isn't to attack every turn. Its an anti aggro card.
FailFish BibleThump
i really wish "can attack as normal" means at least it could attack the turn you play it, if you inspire that turn. but i doubt it, so... yeah... not too excited about this card
edit: oh i just saw it is confirmed that this doesn't work. thats a shame really, cause it would not even be op that way.
"Knowledge, or verbal facility, is no proof that you know what you're talking about." -Terence Mckenna
Imagine if it could attack after every hero power. It would have much more synergy with cards that allow multiple hero powers. Imo would be an interesting mechanic..
On the other hand, hunter can coin this out turn 1 and deal 4 damage to face each turn.
I would say this could be made into a 3/4 possibly. Based on the difference between Ancient Watcher and Chillwind Yeti , the "Cant Attack" effect is valued at about -2 mana. Inspire could be valued at about 1 mana.
Perhaps we will see this card do very well.
One way of looking at this inspire effect is as an Overload effect that will let you use your hero power.
I'm hurting my brain trying to figure out how this would be good...
And this is probabaly the saddest part.
I love the art from this set. IMO these cards have some of the best art in the game, way better than BRM/GvG art, yet they are bad cards so they won't see play.
Looks really bad to me.
If you have a deck that can essentially ignore the drawback due to being inspired focused, 2/4 is a beast of a 2 drop. This could be part of the glue that holds an inspire deck together but it needs a lot more than what's been spoiled so far
It would only really work if it trades into 3/2s, but I barely see any of them outside of arena. I mean, it trades evenly with 2/3s. That's not exactly great.
It does trade evenly into 3/3s, 3/4s, and any 2 health minion though, but... I dunno. One extra stat point is not worth that ability, no way.
I'm worried about this expansion now. BibleThump Plz let the last 100 cards be A LOT BETTER.