I start feel bad that i preordered this expansion. But hope dies last.
Following this kind of logic... the expansion should be filled with OP cards to make yourself confident about the release. That's not how I expect things. I expect a lot of crappy cards (like GvG had), some high-priority neutral/class picks and few OP cards (Piloted Shredder, Antique Healbot and Dr. Boom being the 3 OP cards that are often seen in nearby every deck out there). Of course, I'm not discussing the MechWarper hype for MechDecks... that's the main winner in term of mechanic of this expansion.
We need to wait for TGT. We have not yet seen half of the cards.
Rollback Post to RevisionRollBack
Used to be a proud Handlock player.
Legend 17 times.
Still flirting with the ladder from times to times with Renolock.
I assume this mana worth of 2.5 . stats of 3 mana -1 to "cant attack" and +0.5 because inspire.
I wouldn't call 2/4 acceptable 3 mana stats with no good ability to back it up. It is more like 2.5 mana worth of stats, then -1 for "can't attack without inspire" thing. I value this card at 1.5 mana
This is an arena card, not meant for ranked. In arena this is excellent. Coined or just played on turn 2, it threatens any 3/2.
Imagine you coin this guy. They can't play their 3/2 now because all you do is, say, make a totem and take the 3/2, which leaves you pretty far ahead in tempo and card advantage.
It can even eat a 3/3 with certain classes like rogue, mage and druid.
Wait...can this card attack on the same turn it comes out on turn 4 with hero power?
No. The card reads "...attack as normal...", and normally a minion cannot attack on the turn it is played, with the exception of charge minions. You can test this currently; play Ancient Watcher, then silence it immediately. It no longer has "Can't attack", but it still can't attack this turn, because it has summoning sickness (little green zzzzz).
Love the design. A way to be an anti-aggro card without giving aggro more ammo. Hunters wouldn't hero power turn 3/4 but control decks may not have on curve plays. Especially amazing for Pally as we don't always have muster - play this turn 2 and turn 3 hero power still builds board.
Rollback Post to RevisionRollBack
Vision without action is a dream. Action without vision is a nightmare.
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
You are angry and you are trying to get a shot about game balance. WTF ! The stats you are providing doesn't make sense.
Following your logic, every card should meet what you want. That's not a game should be designed. They won,t release an expansion of OP cards. That's not of you keep a balanced game balance.
Rollback Post to RevisionRollBack
Used to be a proud Handlock player.
Legend 17 times.
Still flirting with the ladder from times to times with Renolock.
Lot of negativity here, but I don't think the card is so bad. Even if you won't use the card to attack on the next turn, your opponent (on turn 2 or 3) will have to consider whether it's worth destroying this minion or not, and if they decide yes, they'll have to allocate cards to this purpose. Dealing with 4 health on turn 2/3 is not so straightforward for all classes. In all likelihood, they will probably ignore it, concentrate on their own mana-curve, and you may find yourself on turn 3 drawn towards using your hero-power plus a 1 drop (and, who knows, you might have a 1-drop inspire minion on the board, like Lowly Squire. Or you could concentrate on your own curve, and keep the Inspire buff in your back pocket. I must say, I am rather taken with these new TGT cards.
Am I supposed to be a man? Am I supposed to say, "It's OK, I don't mind, I don't mind"? Well, I mind! I mind big time! And you know what the worst part is? I NEVER LEARNED TO READ.
To post a comment, please login or register a new account.
Only good if you coin it out on turn 1? Then hero power turn 2. Still very situational.
It's too big a drawback for one extra health compared to some other 2 drops.
One of those "interesting" cards that makes you think, but that's about it.
The card is terrible and MUST get buffed to 3/4. 4 mana for 2/4 is a joke.
This card seems OK to me... might see some play for control mage? control warlock? or even control warrior?
It is an anti-aggro card though which is a good start....keep them coming Blizz...
Following this kind of logic... the expansion should be filled with OP cards to make yourself confident about the release. That's not how I expect things. I expect a lot of crappy cards (like GvG had), some high-priority neutral/class picks and few OP cards (Piloted Shredder, Antique Healbot and Dr. Boom being the 3 OP cards that are often seen in nearby every deck out there). Of course, I'm not discussing the MechWarper hype for MechDecks... that's the main winner in term of mechanic of this expansion.
We need to wait for TGT. We have not yet seen half of the cards.
Used to be a proud Handlock player.
Legend 17 times.
Still flirting with the ladder from times to times with Renolock.
I assume this mana worth of 2.5 . stats of 3 mana -1 to "cant attack" and +0.5 because inspire.
Wait...can this card attack on the same turn it comes out on turn 4 with hero power?
Pay two mana to attack in exchange for one minion health. No thanks.
well you can always live the dream and wailing soul all 4 watchers ! lol. hmm yeah 3/4 would be more like it.
Looks like they are trying really hard to fill the new packs with trash.
i guess a little too slow..
This should have been 1 mana or at least 2 mana 3/4... What a waste of nice artwork...
I wouldn't call 2/4 acceptable 3 mana stats with no good ability to back it up. It is more like 2.5 mana worth of stats, then -1 for "can't attack without inspire" thing. I value this card at 1.5 mana
This is an arena card, not meant for ranked.
In arena this is excellent. Coined or just played on turn 2, it threatens any 3/2.
Imagine you coin this guy. They can't play their 3/2 now because all you do is, say, make a totem and take the 3/2, which leaves you pretty far ahead in tempo and card advantage.
It can even eat a 3/3 with certain classes like rogue, mage and druid.
Very interesting arena card.
Batman V Superman: Dawn of Justice - Sneak Review! http://www.thepoxbox.com/challenges.php?id=batmanvsuperman
Please, tell me more about game balance. This card is balance... simply too slow for what it's designed to deal with.
Used to be a proud Handlock player.
Legend 17 times.
Still flirting with the ladder from times to times with Renolock.
No. The card reads "...attack as normal...", and normally a minion cannot attack on the turn it is played, with the exception of charge minions. You can test this currently; play Ancient Watcher, then silence it immediately. It no longer has "Can't attack", but it still can't attack this turn, because it has summoning sickness (little green zzzzz).
It's an ok anti-aggro tool but still a bit slow. This card should ideally be 1 mana.
Love the design. A way to be an anti-aggro card without giving aggro more ammo. Hunters wouldn't hero power turn 3/4 but control decks may not have on curve plays. Especially amazing for Pally as we don't always have muster - play this turn 2 and turn 3 hero power still builds board.
Vision without action is a dream. Action without vision is a nightmare.
You are angry and you are trying to get a shot about game balance. WTF ! The stats you are providing doesn't make sense.
Following your logic, every card should meet what you want. That's not a game should be designed. They won,t release an expansion of OP cards. That's not of you keep a balanced game balance.
Used to be a proud Handlock player.
Legend 17 times.
Still flirting with the ladder from times to times with Renolock.
Lot of negativity here, but I don't think the card is so bad. Even if you won't use the card to attack on the next turn, your opponent (on turn 2 or 3) will have to consider whether it's worth destroying this minion or not, and if they decide yes, they'll have to allocate cards to this purpose. Dealing with 4 health on turn 2/3 is not so straightforward for all classes. In all likelihood, they will probably ignore it, concentrate on their own mana-curve, and you may find yourself on turn 3 drawn towards using your hero-power plus a 1 drop (and, who knows, you might have a 1-drop inspire minion on the board, like Lowly Squire. Or you could concentrate on your own curve, and keep the Inspire buff in your back pocket. I must say, I am rather taken with these new TGT cards.
Am I supposed to be a man? Am I supposed to say, "It's OK, I don't mind, I don't mind"? Well, I mind! I mind big time! And you know what the worst part is? I NEVER LEARNED TO READ.