This is bad as it is. To fix it my suggested way is to make it cost 1 mana, if they don't want to change its stats, cz for 2 mana and for can't attack those stats are weak. but instead of buffing the stats, because it has a good chance to attack unlike the ancient watcher, 1 mana cost could fix every problem this card has.
This is bad as it is. To fix it my suggested way is to make it cost 1 mana, if they don't want to change its stats, cz for 2 mana and for can't attack those stats are weak. but instead of buffing the stats, because it has a good chance to attack unlike the ancient watcher, 1 mana cost could fix every problem this card has.
If it was 2/4 for 1 mana it would be way op, it would out shadow zombiechow by a long shot. But I dont know if it would be better than zombie chow if it was a 2/3... probably not. Since Even in paladin and shaman heropower on turn 2 is bad... maybe in rogue.
Yea but zombie chow has the drawback of 5 hp heal on death, and this has the drawback of can't attack, it's not gonna be used on some turns, could possibly be ignored on turn 3? For someone that hero powers for the first like 3-4 rounds like handlock it could be useful too.
If the vanilla 2-drop stats are something like 2/3, the card has a way too big drawback for +1 health. Even 2/5 wouldn't be enough. 3/5 or 2/6 and it could see some play. Seriously Blizzard?! If you think this is good anti aggro... I am getting so angry! They could give us good control deck tools if they wanted but NO. This card sucks ass. I'm getting really really REALLY angry about this kind of useless expansion
There's no point getting angry over a videogame. I don't know why people expect all 130 new cards to be anti-aggro, or useful at all for that matter. Moreover we haven't seen many of the new cards so we can't know for certain about possible synergies between them.
Alot of people are talking about this card replacing Ancient Watcher in handlock but I think some are missing the bigger picture.
Its easy to see that this card is pretty crappy if used on turn 2 as you lose tempo on turn 3, fine, BUT people must realise that "Inspire" is a new mechanic and if this card is mixed in with other Inspire cards (many of which we have yet to see) it could actually be an insane combo card.
I think it would be used mainly on mage or rogue with the already published inspire cards and WILL NOT be played on turn 2 unless you have nothing else available. You cant compare this card to watcher as it has a completely different mechanic to it.
What happens if your freeze this minion? Does it stay frozen until the owner use their hero power?
EDIT: the answers seems it's no. I was under the wrong impression that freeze meant "minion loses their next attack", but apparently it is "they lose attack on the next turn".
i actually i think this will be an excellent anti aggro card as it allows you to cope with moste current 1 and two drops if u go second.
if u go first though it might be worse.
I can see it work in pala mage warlock.,,(midrangy not zoo/aggro... shaman.. it also allows for more taunt style of decks with sunfury and argent protectors as late game stall...
but overall we have to consider that there are still abouut 100 more cards that might influence this card in some comboish way.
In mage its great because it essentially has 3 attack with the hero power. I think it'll be pretty good in druid too because of that as an alternate play to Wild Growth since you don't always draw it. Although after that druids generally want to stick on curve with other cards and if you draw Wild Growth this card is kind of dead so maybe not.
Smaller Ancient Watcher with possibility to attack. I think he's little to slow. 2nd turn this, 3rd hero power?
which is absolutely crap. You miss out like two turns and everything after that
If you're running this card you're probably not a tempo deck. This is a heavy control card meant to fight aggro. Control decks tend to hero power a lot early on anyway. Think of control warrior and handlock. Why not get a 2 mana 2/4 for it? I think this card is actually really good and its a shame that people are really underestimating it.
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That's what gets me. If it was a 3/5 for 3 then I could see dropping this then turn 4 doing a 2 drop+hero power.
You'd need a very awkward deck where you are putting down 1 drops at turn 3 to make things like this work out.
One does not simply walk into Mordor,
unless they want to be the best they can be.
Could be better.
This is bad as it is. To fix it my suggested way is to make it cost 1 mana, if they don't want to change its stats, cz for 2 mana and for can't attack those stats are weak. but instead of buffing the stats, because it has a good chance to attack unlike the ancient watcher, 1 mana cost could fix every problem this card has.
Yea but zombie chow has the drawback of 5 hp heal on death, and this has the drawback of can't attack, it's not gonna be used on some turns, could possibly be ignored on turn 3? For someone that hero powers for the first like 3-4 rounds like handlock it could be useful too.
There's no point getting angry over a videogame. I don't know why people expect all 130 new cards to be anti-aggro, or useful at all for that matter. Moreover we haven't seen many of the new cards so we can't know for certain about possible synergies between them.
Alot of people are talking about this card replacing Ancient Watcher in handlock but I think some are missing the bigger picture.
Its easy to see that this card is pretty crappy if used on turn 2 as you lose tempo on turn 3, fine, BUT people must realise that "Inspire" is a new mechanic and if this card is mixed in with other Inspire cards (many of which we have yet to see) it could actually be an insane combo card.
I think it would be used mainly on mage or rogue with the already published inspire cards and WILL NOT be played on turn 2 unless you have nothing else available. You cant compare this card to watcher as it has a completely different mechanic to it.
which is absolutely crap. You miss out like two turns and everything after that
Ancient Watcher is also used for Shadowflame quite often. This doesn't work for that and it doesn't do as well when taunted up.
You are not prepared!
mediocre card at best, not gonna see constructed play prob
What happens if your freeze this minion? Does it stay frozen until the owner use their hero power?
EDIT: the answers seems it's no. I was under the wrong impression that freeze meant "minion loses their next attack", but apparently it is "they lose attack on the next turn".
In mage its great because it essentially has 3 attack with the hero power. I think it'll be pretty good in druid too because of that as an alternate play to Wild Growth since you don't always draw it. Although after that druids generally want to stick on curve with other cards and if you draw Wild Growth this card is kind of dead so maybe not.
If you're running this card you're probably not a tempo deck. This is a heavy control card meant to fight aggro. Control decks tend to hero power a lot early on anyway. Think of control warrior and handlock. Why not get a 2 mana 2/4 for it? I think this card is actually really good and its a shame that people are really underestimating it.