I feel alot of the new tournament cards are synergistic with pali which I love. Bc pali usually has that awkeard turn 3/4 play if not running muster so a hero power + secret or 1 drop or 1 mana spell can be very interesying with the card
For the people saying it needs to be 3/4, you do realize that if you're playing a class with a ping hero power it effectively is a 3/4.... It seems like most people here have become waaay too accustomed to the cancer meta. Not everything is about tempo lmao. There are tempo decks, which wont make use of this card, and there are control decks which will. If you're playing a control deck you're playing for value from a card. You make the most use of your hero power early on and gain control of the game through card advantage. There are no 2/4 2 drops right now and that 1 health makes a huge difference as it trades well with 3/2s and if you're using your hero power with it to kill a 2/3 they cant just kill it with a ping/dude of their own. People are talking about zombie chows and dont seem to realize that while zombie chow is good, you can only have 2 in a deck and it dies the first time it slams its face into a flame imp or knife juggler. Think about it,
I get why people dont think this card is good, it doesnt fit into existing decks. Right now true control decks arent viable and everything on ladder is either temp/aggro, or combo. Decks that play for the long game without a giant combo meant to kill the opponent from really high health just dont see play anymore. I think thats bad for the game and maybe Blizzard thinks the same. Cards like this allow control decks to keep board in check in the turns before board clears and playing big, high value cards like Sylvannas or piloted sky golem. If you are control your deck is not stuffed with a bunch of early minions. You will have some 3 drops in the deck of course but it wont be very significant and in this type of deck pinging off little dudes or healing face is something you WANT TO DO, USING HERO POWER IS NOT A DOWNSIDE IN THIS SITUATION. Its not perfect as the priest hero power is really awkward with this early on but this card is in the right vein and works incredibly well with classes like mage/druid.
It seems Blizzard is trying to encourage people to run higher, greedier mana curves and this card is proof. It seems awful because there arent any decks that greedy left in the meta. But what if maybe, just MAYBE, a deck's win condition didnt revolve around having an OP 3 drop like flamewaker/Imp Gang Boss and tempo. Maybe this expansion wont have the cards necessary to make true control decks viable again, and if that is the case then this card will be useless. But if they do, and higher curves and actual control decks come back, then this will be a big part of them keeping aggro decks in check. I like that blizzard isnt trying to completely crush aggro with this expansion, if this was a 2/6 or even a 2/5 then it would be OP as shit, Control decks would be able to get so much freaking value out of this card if that was the case. Its funny, when GVG came out blizzard went out of their way to make sure cheap aggro decks were dominant and with the control expansion they are being very careful to keep things balanced. Again IDK; if the type of control decks Im thinking of dont resurface and tempo remains status quo then this card is shit. But remember that they did exist. Remember back when control priest was pretty good in tournaments? They would usually spend the first 3 turns hero powering and come back and win in the late game with cabals, mind control, and Ragnaros.
P.S.- lmao at the idea that the purpose of this card is like ancient watcher where you want to spend resources silencing it for tempo. Its not a tempo card guys wtf.
For the people saying it needs to be 3/4, you do realize that if you're playing a class with a ping hero power it effectively is a 3/4.... It seems like most people here have become waaay too accustomed to the cancer meta. Not everything is about tempo lmao. There are tempo decks, which wont make use of this card, and there are control decks which will. If you're playing a control deck you're playing for value from a card. You make the most use of your hero power early on and gain control of the game through card advantage. There are no 2/4 2 drops right now and that 1 health makes a huge difference as it trades well with 3/2s and if you're using your hero power with it to kill a 2/3 they cant just kill it with a ping/dude of their own. People are talking about zombie chows and dont seem to realize that while zombie chow is good, you can only have 2 in a deck and it dies the first time it slams its face into a flame imp or knife juggler. Think about it,
I get why people dont think this card is good, it doesnt fit into existing decks. Right now true control decks arent viable and everything on ladder is either temp/aggro, or combo. Decks that play for the long game without a giant combo meant to kill the opponent from really high health just dont see play anymore. I think thats bad for the game and maybe Blizzard thinks the same. Cards like this allow control decks to keep board in check in the turns before board clears and playing big, high value cards like Sylvannas or piloted sky golem. If you are control your deck is not stuffed with a bunch of early minions. You will have some 3 drops in the deck of course but it wont be very significant and in this type of deck pinging off little dudes or healing face is something you WANT TO DO, USING HERO POWER IS NOT A DOWNSIDE IN THIS SITUATION. Its not perfect as the priest hero power is really awkward with this early on but this card is in the right vein and works incredibly well with classes like mage/druid.
It seems Blizzard is trying to encourage people to run higher, greedier mana curves and this card is proof. It seems awful because there arent any decks that greedy left in the meta. But what if maybe, just MAYBE, a deck's win condition didnt revolve around having an OP 3 drop like flamewaker/Imp Gang Boss and tempo. Maybe this expansion wont have the cards necessary to make true control decks viable again, and if that is the case then this card will be useless. But if they do, and higher curves and actual control decks come back, then this will be a big part of them keeping aggro decks in check. I like that blizzard isnt trying to completely crush aggro with this expansion, if this was a 2/6 or even a 2/5 then it would be OP as shit, Control decks would be able to get so much freaking value out of this card if that was the case. Its funny, when GVG came out blizzard went out of their way to make sure cheap aggro decks were dominant and with the control expansion they are being very careful to keep things balanced. Again IDK; if the type of control decks Im thinking of dont resurface and tempo remains status quo then this card is shit. But remember that they did exist. Remember back when control priest was pretty good in tournaments? They would usually spend the first 3 turns hero powering and come back and win in the late game with cabals, mind control, and Ragnaros.
P.S.- lmao at the idea that the purpose of this card is like ancient watcher where you want to spend resources silencing it for tempo. Its not a tempo card guys wtf.
Its nice too finally see another person who understands the game. It seems like a lot of the stuff people are saying about Argent Watchman are the same things people said about Zombie Chow when it first came out which is somewhat expected with how similar the cards are. I hope that this card will be enough to slow down the game to make all these inspire decks viable
It's not "effectively a 3/4" if you have a ping hero power BECAUSE YOU STILL HAVE TO HERO POWER. So it's a 3/4 if you pay 2 extra mana (and possibly take damage to the face).
It's okay, it's not great. It could've been a gamechanger, but it's not.
Hmmm...ask yourself this. If the opponent drops this on the board turn 2, are you just going to leave it there? If not, how are you going to kill it? What if they coin it out on turn 1. Does that change your typical turn 2 play? I'm guessing a lot of people will waste a lot of resources or screw up their own curve trying to get rid of it or play around it, and if they do that, it did its job. You don't even have to activate its inspire effect if you simply have a better play on turn 2/3, you may have already gotten value.
There are a few classes where they still have a pretty decent turn 3 play with this. Paladin with coghammer gets a 2/4 with divine shield and taunt, rogue with HP/deadly poison gives them a solid 2 or 3 attack option depending on what the opponent dropped. There may be more or less depending on the rest of the cards and how things shake out the rest of the way, but i'd be surprised if this didn't make it into at least 1 or 2 decks.
Hmmm...ask yourself this. If the opponent drops this on the board turn 2, are you just going to leave it there? If not, how are you going to kill it? What if they coin it out on turn 1. Does that change your typical turn 2 play? I'm guessing a lot of people will waste a lot of resources or screw up their own curve trying to get rid of it or play around it, and if they do that, it did its job. You don't even have to activate its inspire effect if you simply have a better play on turn 2/3, you may have already gotten value.
There are a few classes where they still have a pretty decent turn 3 play with this. Paladin with coghammer gets a 2/4 with divine shield and taunt, rogue with HP/deadly poison gives them a solid 2 or 3 attack option depending on what the opponent dropped. There may be more or less depending on the rest of the cards and how things shake out the rest of the way, but i'd be surprised if this didn't make it into at least 1 or 2 decks.
First, why aggro or tempo should care about killing it?
Second, a paladin with ancient watcher or a shielded minibot (in turn 2) that attacked a minion,usually killing it (in turn 3), gets more value with coghammer in turn 3 (shielded minibot gains divine shield again and taunt).
This card needs to 1 drop or change the text too *cannot attack enemy hero Inspire: can attack as normal. It has the intention of cleaning up agro, but ends up being too slow because of the draw back. Most of the time, it'll just be worth may a different card. It will almost ever be able to attack turn 3 maybe turn 5 or at best turn 4.
sso crocolist + 1 hp and you need to use HP for it to attack.. kinda lame.. if it was a 2/5 I could understand but.. why just +1HP? it's not significant enough.
sso crocolist + 1 hp and you need to use HP for it to attack.. kinda lame.. if it was a 2/5 I could understand but.. why just +1HP? it's not significant enough.
To be honest, what difference would +1 health ACTUALLY make? If you kill a 3/2, you can only kill another 2 drop. Of course if people start running 2/3 minions then it's another matter, especially in mage, rogue and druid.
This card really should been 3/4. You play this on turn 2, turn 3, you use your hero power and attack to deal with 3 drops from your opponent (kills 3/4 stats, remain at 1 health). To make this even worse, you have to use your hero power before attacking. Priest can't even heal this after attacking.
sso crocolist + 1 hp and you need to use HP for it to attack.. kinda lame.. if it was a 2/5 I could understand but.. why just +1HP? it's not significant enough.
To be honest, what difference would +1 health ACTUALLY make? If you kill a 3/2, you can only kill another 2 drop. Of course if people start running 2/3 minions then it's another matter, especially in mage, rogue and druid.
How often people run 3/2 as 2 drop? except some special cases almost none.. there are better and better 3 drops comming so skipping turn 3 to HP seems worse from time to time.
The art is cool as hell, but that's about the only positive thing you can say about it.
I feel alot of the new tournament cards are synergistic with pali which I love. Bc pali usually has that awkeard turn 3/4 play if not running muster so a hero power + secret or 1 drop or 1 mana spell can be very interesying with the card
all your base.
For the people saying it needs to be 3/4, you do realize that if you're playing a class with a ping hero power it effectively is a 3/4.... It seems like most people here have become waaay too accustomed to the cancer meta. Not everything is about tempo lmao. There are tempo decks, which wont make use of this card, and there are control decks which will. If you're playing a control deck you're playing for value from a card. You make the most use of your hero power early on and gain control of the game through card advantage. There are no 2/4 2 drops right now and that 1 health makes a huge difference as it trades well with 3/2s and if you're using your hero power with it to kill a 2/3 they cant just kill it with a ping/dude of their own. People are talking about zombie chows and dont seem to realize that while zombie chow is good, you can only have 2 in a deck and it dies the first time it slams its face into a flame imp or knife juggler. Think about it,
I get why people dont think this card is good, it doesnt fit into existing decks. Right now true control decks arent viable and everything on ladder is either temp/aggro, or combo. Decks that play for the long game without a giant combo meant to kill the opponent from really high health just dont see play anymore. I think thats bad for the game and maybe Blizzard thinks the same. Cards like this allow control decks to keep board in check in the turns before board clears and playing big, high value cards like Sylvannas or piloted sky golem. If you are control your deck is not stuffed with a bunch of early minions. You will have some 3 drops in the deck of course but it wont be very significant and in this type of deck pinging off little dudes or healing face is something you WANT TO DO, USING HERO POWER IS NOT A DOWNSIDE IN THIS SITUATION. Its not perfect as the priest hero power is really awkward with this early on but this card is in the right vein and works incredibly well with classes like mage/druid.
It seems Blizzard is trying to encourage people to run higher, greedier mana curves and this card is proof. It seems awful because there arent any decks that greedy left in the meta. But what if maybe, just MAYBE, a deck's win condition didnt revolve around having an OP 3 drop like flamewaker/Imp Gang Boss and tempo. Maybe this expansion wont have the cards necessary to make true control decks viable again, and if that is the case then this card will be useless. But if they do, and higher curves and actual control decks come back, then this will be a big part of them keeping aggro decks in check. I like that blizzard isnt trying to completely crush aggro with this expansion, if this was a 2/6 or even a 2/5 then it would be OP as shit, Control decks would be able to get so much freaking value out of this card if that was the case. Its funny, when GVG came out blizzard went out of their way to make sure cheap aggro decks were dominant and with the control expansion they are being very careful to keep things balanced. Again IDK; if the type of control decks Im thinking of dont resurface and tempo remains status quo then this card is shit. But remember that they did exist. Remember back when control priest was pretty good in tournaments? They would usually spend the first 3 turns hero powering and come back and win in the late game with cabals, mind control, and Ragnaros.
P.S.- lmao at the idea that the purpose of this card is like ancient watcher where you want to spend resources silencing it for tempo. Its not a tempo card guys wtf.
Its nice too finally see another person who understands the game. It seems like a lot of the stuff people are saying about Argent Watchman are the same things people said about Zombie Chow when it first came out which is somewhat expected with how similar the cards are. I hope that this card will be enough to slow down the game to make all these inspire decks viable
Interesting card, not really sure how useful it could be.
Control Mage maybe?
It's not "effectively a 3/4" if you have a ping hero power BECAUSE YOU STILL HAVE TO HERO POWER. So it's a 3/4 if you pay 2 extra mana (and possibly take damage to the face).
It's okay, it's not great. It could've been a gamechanger, but it's not.
Ibn Fahd.
Hmmm...ask yourself this. If the opponent drops this on the board turn 2, are you just going to leave it there? If not, how are you going to kill it? What if they coin it out on turn 1. Does that change your typical turn 2 play? I'm guessing a lot of people will waste a lot of resources or screw up their own curve trying to get rid of it or play around it, and if they do that, it did its job. You don't even have to activate its inspire effect if you simply have a better play on turn 2/3, you may have already gotten value.
There are a few classes where they still have a pretty decent turn 3 play with this. Paladin with coghammer gets a 2/4 with divine shield and taunt, rogue with HP/deadly poison gives them a solid 2 or 3 attack option depending on what the opponent dropped. There may be more or less depending on the rest of the cards and how things shake out the rest of the way, but i'd be surprised if this didn't make it into at least 1 or 2 decks.
Yeah. I'd force him to use his hero power or get nothing out of his two drop. Two less than optimal options.
Galavant Animation
i love it. can't wait to put it in my handlock.
First, why aggro or tempo should care about killing it?
Second, a paladin with ancient watcher or a shielded minibot (in turn 2) that attacked a minion,usually killing it (in turn 3), gets more value with coghammer in turn 3 (shielded minibot gains divine shield again and taunt).
Since this is worse than ancient watcher the question is, would you play both? I dont know, maybe in some kind of wacky wailing soul deck.
Aggro will just ignore this, those decks dont care how you clear their minions as long as they can go face, blizz just dont get it.
This card needs to 1 drop or change the text too *cannot attack enemy hero Inspire: can attack as normal. It has the intention of cleaning up agro, but ends up being too slow because of the draw back. Most of the time, it'll just be worth may a different card. It will almost ever be able to attack turn 3 maybe turn 5 or at best turn 4.
I dont think it'd be good for handlock at all.
Another great idea with absolutely mediocre stats.
sso crocolist + 1 hp and you need to use HP for it to attack.. kinda lame.. if it was a 2/5 I could understand but.. why just +1HP? it's not significant enough.
To be honest, what difference would +1 health ACTUALLY make? If you kill a 3/2, you can only kill another 2 drop. Of course if people start running 2/3 minions then it's another matter, especially in mage, rogue and druid.
This card really should been 3/4. You play this on turn 2, turn 3, you use your hero power and attack to deal with 3 drops from your opponent (kills 3/4 stats, remain at 1 health). To make this even worse, you have to use your hero power before attacking. Priest can't even heal this after attacking.
Meta changes the moment you switch your deck.
How often people run 3/2 as 2 drop? except some special cases almost none.. there are better and better 3 drops comming so skipping turn 3 to HP seems worse from time to time.
Can it attack the same turn it is played? It could be somewhat good in arena then.
I hate RNG
This card will never see the light. It does not have good stats for a card you need to spend 2 mana on every turn, just to be able to use it.