It's half the cost and half the stats of Argent Commander but it's weaker because of the 1 health which makes it's 2 for 1 trading capability much more difficult, also the 2 damage to efficiently fully trade with 2 other minions. So that actually makes it much worse. It's very average card.
This is more of a aggro card then a anti-aggro card.
It's half the cost and half the stats of Argent Commander but it's weaker because of the 1 health which makes it's 2 for 1 trading capability much more difficult, also the 2 damage to efficiently fully trade with 2 other minions. So that actually makes it much worse. It's very average card.
This is more of a aggro card then a anti-aggro card.
I agree that it's bad for anti-aggro, but I think it's a good aggro card.
Only 4 classes can technically 'ping', so it's not that bad.
Although it depends on whether this creature being pinged is seen as a good or a bad thing. (your opponent didn't play a 3/4 mana minion and instead only has 1/2 mana to use for a card)
This is a great card. I'm surprised by some of these responses. This will definitely see play.
I agree. A great turn-3 drop to counter aggro. It's basically a 2/1 drop while dealing 2 damage.
Think about it then : 2/1, battlecry : deal 2 damage. For 3 mana. This is terrible and definitely too small to counter anything, by the time you kill a knife juggler with it, the opponent already put 3 other minions on the board. It's better than stormpike, but still awful. You basically spend 3 mana for 2 damage because the 2/1 dies to ping. So, basically, this is worse than lava shock.
That's the point. This card is decent for early control and tempo as you deal damage and summon a minion, and the opponent has to spend mana to ping it off or with remaining minions on board. It's definitely not too small to counter anything if it's played on turn 3 and it's not meant to be game changing, just more selections to deal with aggro early on
The problem is aggro classes can't properly use this card too good effect...Since this card like most we've seen so far will only be decent in Arena. It becomes much better if you can get a Mark of the Wild or something on it but even then it's a 5 Mana Argent Commander which cost 2 cards.
Am just getting tired of seeing these trash filler cards...I hope that hot elf chick revealed next is actually exciting/good. The cards have been very lackluster so far.
It's half the cost and half the stats of Argent Commander but it's weaker because of the 1 health which makes it's 2 for 1 trading capability much more difficult, also the 2 damage to efficiently fully trade with 2 other minions. So that actually makes it much worse. It's very average card.
This is more of a aggro card then a anti-aggro card.
I agree that it's bad for anti-aggro, but I think it's a good aggro card.
It's half the cost and half the stats of Argent Commander but it's weaker because of the 1 health which makes it's 2 for 1 trading capability much more difficult, also the 2 damage to efficiently fully trade with 2 other minions. So that actually makes it much worse. It's very average card.
This is more of a aggro card then a anti-aggro card.
I agree that it's bad for anti-aggro, but I think it's a good aggro card.
I can't wait to try it in backspace oil rogue :)
???? It's no different then a Bluegill Warrior..The Divine Shield won't add any value for Rogue.
3 mana 2 dmg card is an aggro card... Yup, for sure. Since they started revealing new cards I really miss "facepalm" emoticon on this forum. While reading discussions I'm constantly facepalming and I can't express it other than with reading "Facepalm", what looks bad.
Except the only current counters to a 3 mana divine shield minion are earthshock and mad bomber which aren't played. This card can be coined turn 2 and will deal almost a certain 4-6 damage, then if the opponent hero powers it they'll almost certainly lose the game because you can just play a follow up three drop charge... this reminds me of people thinking troggzor would be better than dr.boom lmao. It's not just "3 mana 2 damage" its 3 mana 2 damage and leaves a 2-1 divine shield on the board which puts board presence and will almost always hit again. You know what's a crazy? A 2 mana 1-2 in an aggro deck. Oh wait.
3 mana 2 dmg card is an aggro card... Yup, for sure. Since they started revealing new cards I really miss "facepalm" emoticon on this forum. While reading discussions I'm constantly facepalming and I can't express it other than with reading "Facepalm", what looks bad.
Except the only current counters to a 3 mana divine shield minion are earthshock and mad bomber which aren't played. This card can be coined turn 2 and will deal almost a certain 4-6 damage, then if the opponent hero powers it they'll almost certainly lose the game because you can just play a follow up three drop charge... this reminds me of people thinking troggzor would be better than dr.boom lmao. It's not just "3 mana 2 damage" its 3 mana 2 damage and leaves a 2-1 divine shield on the board which puts board presence and will almost always hit again. You know what's a crazy? A 2 mana 1-2 in an aggro deck. Oh wait.
Always coin. Always fucking coin. Under every card's discussion I read what happens if I coin something. Hey, I have Innervate, this card is crazy Innervated! Who cares I don't always have Innervate and every card is crazy Innervated. You know what is much more crazy than this coined out? Defias. Have you seen Defias being run recently? And what if I go second? I have turn 3 2/1, so great. You know what better you can do with coin? Double Lepper. Lepper + Squire. Lepper + Worgen.
This thing dies to ping and trade. Sure, it will cost more mana to deal with it, but it won't deal more dmg then first turn Lepper, I can guarantee you.
And aggro decks can run Arcane Golem and Wolfrider, which instantly put dmg on the board, not "if opponent doesn't trade, it will deal 4". Also the same thing you say apply to Commander, I can hardly remember current aggro decks running him. Maybe because it's too heavy as for dmg it offers and subpar compared to other options, huh?
The only reason argent commander is not run anymore is because it costs 6 mana so it doesn't provide early game board presence. Your leper plus squire point is silly because it's 2 cards instead of 1. Defias is a terrible comparison because it doesn't deal damage. Wolf rider puts ONE more damage out and dies to mortal coil, hero powers, whirl winds, taskmaster effect, inner rage, darkbomb, higher chance of dying to missile effects, wrath, keeper of the grove, backstab, si 7 agent, and a myriad of other highly run meta cards which is why wolfrider never deals 6 damage except in steamroll games. The card is better on an empty board and way better when you're ahead on board state, when behind it could still be better as your opponent may have to use too many resources to kill it making other charges harder to deal with in the future. The card doesn't need to deal more damage than leper to be good even though in the current meta it would in almost every matchup, it only needs to deal more damage than wolfrider.
Edit: I will however say that wolfrider is a better top deck turn 6+ and are just fishing for damage. The 1 damage is not negligible and can win games but I think the upsides of this card make it more viable for competitive play.
This card may replace wolfrider in aggro hunter since it's difficult to kill in the early game
If it pops it's Divine Shield it's a Hero Power away from getting killed on turn 2+. Even with an empty board I think 3 mana is asking a lot. I tend to play slightly slower/control though so maybe I'm overlooking something.
Instead of creating a quote wall I'll just start a new reply.
2) It does matter. Any card that deals more damage is better, so if a card is stickier and gets an extra attack it is better. Dealing 15 damage by turn 4 is fairly rare in face hunter matchups; the only times this happens is leper gnome coin leper gnome shenanigans and the opponent has ZERO answers which I find very rarely happens at <200 legend. Most realistic games I have dealt ~7-10 damage turn 4 and have no problem closing the game out at high level legend play. Obviously you mulligan for 1 drops, but often I don't get them and it's unfortunate but you then have to establish a stronger board in order to deal larger amounts of damage each turn to even have a chance of winning. Any game where you play haunted creeper turn 2 *a fairly decent amount in my experience* you are not going to deal 15 damage by turn 4.
3) Obviously squire + leper is stronger because it's 2 cards. I can point to almost any 2 card combo and it will be stronger than 1 card with a combined effect for a higher mana cost. You know what's way better than wolfrider? Three elven archers. There's also a downside to putting squire in your deck in that it is an abysmal topdeck and only works as turn 1 cheese because it does nothing the turn it is played unlike this card. Anyway, the scenario you listed I would most likely lose because I would have to rely on board control combos like unleash and mad scientist to bring the game back. You know what card wouldn't help in that scenario? A wolf rider.
I think you are way to harsh on this card. This is how expansion cards should be. Different. Opening up new possibilities. Not overpowered.
In arena, I think it is a good card. 3/2 are very common there. Against a mage, killing a 2 mana 3/2, and then drawing a ping is good trade. You effectively spent 3 mana and traded it with 4 mana. Even better, the mage was forced to ping on turn 3 or turn 4 (if he pings). As far as fairness goes, this card is fair. 2/1 body is not very threatening afterwards.
The problem is, as gilliamgaming said ^ fair is old fashioned for constructed because of powercreep like scientist and creeper. Juggler is a fair game though.
It's half the cost and half the stats of Argent Commander but it's weaker because of the 1 health which makes it's 2 for 1 trading capability much more difficult, also the 2 damage to efficiently fully trade with 2 other minions. So that actually makes it much worse. It's very average card.
This is more of a aggro card then a anti-aggro card.
I agree that it's bad for anti-aggro, but I think it's a good aggro card.
Only 4 classes can technically 'ping', so it's not that bad.
Although it depends on whether this creature being pinged is seen as a good or a bad thing. (your opponent didn't play a 3/4 mana minion and instead only has 1/2 mana to use for a card)
Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
That's the point. This card is decent for early control and tempo as you deal damage and summon a minion, and the opponent has to spend mana to ping it off or with remaining minions on board. It's definitely not too small to counter anything if it's played on turn 3 and it's not meant to be game changing, just more selections to deal with aggro early on
The problem is aggro classes can't properly use this card too good effect...Since this card like most we've seen so far will only be decent in Arena. It becomes much better if you can get a Mark of the Wild or something on it but even then it's a 5 Mana Argent Commander which cost 2 cards.
Am just getting tired of seeing these trash filler cards...I hope that hot elf chick revealed next is actually exciting/good. The cards have been very lackluster so far.
I can't wait to try it in backspace oil rogue :)
???? It's no different then a Bluegill Warrior..The Divine Shield won't add any value for Rogue.
Except the only current counters to a 3 mana divine shield minion are earthshock and mad bomber which aren't played. This card can be coined turn 2 and will deal almost a certain 4-6 damage, then if the opponent hero powers it they'll almost certainly lose the game because you can just play a follow up three drop charge... this reminds me of people thinking troggzor would be better than dr.boom lmao. It's not just "3 mana 2 damage" its 3 mana 2 damage and leaves a 2-1 divine shield on the board which puts board presence and will almost always hit again. You know what's a crazy? A 2 mana 1-2 in an aggro deck. Oh wait.
I liked this card!
Wow...minion buff deck is getting real...
something like this?
Meta changes the moment you switch your deck.
This card may replace wolfrider in aggro hunter since it's difficult to kill in the early game
The only reason argent commander is not run anymore is because it costs 6 mana so it doesn't provide early game board presence. Your leper plus squire point is silly because it's 2 cards instead of 1. Defias is a terrible comparison because it doesn't deal damage. Wolf rider puts ONE more damage out and dies to mortal coil, hero powers, whirl winds, taskmaster effect, inner rage, darkbomb, higher chance of dying to missile effects, wrath, keeper of the grove, backstab, si 7 agent, and a myriad of other highly run meta cards which is why wolfrider never deals 6 damage except in steamroll games. The card is better on an empty board and way better when you're ahead on board state, when behind it could still be better as your opponent may have to use too many resources to kill it making other charges harder to deal with in the future. The card doesn't need to deal more damage than leper to be good even though in the current meta it would in almost every matchup, it only needs to deal more damage than wolfrider.
Edit: I will however say that wolfrider is a better top deck turn 6+ and are just fishing for damage. The 1 damage is not negligible and can win games but I think the upsides of this card make it more viable for competitive play.
If it pops it's Divine Shield it's a Hero Power away from getting killed on turn 2+. Even with an empty board I think 3 mana is asking a lot. I tend to play slightly slower/control though so maybe I'm overlooking something.
That is what I think ;D
Instead of creating a quote wall I'll just start a new reply.
2) It does matter. Any card that deals more damage is better, so if a card is stickier and gets an extra attack it is better. Dealing 15 damage by turn 4 is fairly rare in face hunter matchups; the only times this happens is leper gnome coin leper gnome shenanigans and the opponent has ZERO answers which I find very rarely happens at <200 legend. Most realistic games I have dealt ~7-10 damage turn 4 and have no problem closing the game out at high level legend play. Obviously you mulligan for 1 drops, but often I don't get them and it's unfortunate but you then have to establish a stronger board in order to deal larger amounts of damage each turn to even have a chance of winning. Any game where you play haunted creeper turn 2 *a fairly decent amount in my experience* you are not going to deal 15 damage by turn 4.
3) Obviously squire + leper is stronger because it's 2 cards. I can point to almost any 2 card combo and it will be stronger than 1 card with a combined effect for a higher mana cost. You know what's way better than wolfrider? Three elven archers. There's also a downside to putting squire in your deck in that it is an abysmal topdeck and only works as turn 1 cheese because it does nothing the turn it is played unlike this card. Anyway, the scenario you listed I would most likely lose because I would have to rely on board control combos like unleash and mad scientist to bring the game back. You know what card wouldn't help in that scenario? A wolf rider.
A expensive 2 drop removal, i guess it's good vs decks that drops alot of 1 to 2 hp minions but rubbish against anything else.
I think you are way to harsh on this card. This is how expansion cards should be. Different. Opening up new possibilities. Not overpowered.
In arena, I think it is a good card. 3/2 are very common there. Against a mage, killing a 2 mana 3/2, and then drawing a ping is good trade. You effectively spent 3 mana and traded it with 4 mana. Even better, the mage was forced to ping on turn 3 or turn 4 (if he pings). As far as fairness goes, this card is fair. 2/1 body is not very threatening afterwards.
The problem is, as gilliamgaming said ^ fair is old fashioned for constructed because of powercreep like scientist and creeper. Juggler is a fair game though.
Tier 6 paladin on a horse
This should be paladin exclusive
Damm u plissard
Piloted Shredder, Knife Juggler, Mad Scientist, Dr. Boom
Need to be removed from this game
Looks pretty good to me but I can't say if it is going to see any play in constructed or not because we haven't seen the other cards yet.
I see no synergie with Power Overwhelming, the divine shield gets useless.