Interesting card...i won't write it off just yet...what people needs to do is start having card tracking on to keep track of what cards are left in his deck.
It might have a home in heavy control decks...Ramp druid/CW comes into mind.
Ever though about that THIS CARD on curve interrupts the Dr.Boomon curve. In a control deck this could be either trade into him and re-play later, or your opponent has to deal with him instead of dropping Boom. I know it is an specific state in the game, but I still think this could be run in some kind of control archetype, if Dr.Boom still sees a lot of play. At least, I don't think it's bad! :)
People are actually calling this bad? Weak body? BGH-able?
Are you reading the freaking card? I mean, as the game is now it isn't any staple or something of the type, but who would spend a BGH in a minion which most likely will come back? Sure, you may trade again with BGH since it's 7/4 stats are really poor but guess what? He'll come back again.
If on top of this insane deathrattle the guy also had a fair body he'd be ridiculously OP and overused like Dr.Boom. As he is now he may see play in plenty of heavy control lists as a reliable finisher.
You don't play him when the tempo loss is already predictable (like having an opposing Shredder on board), but when most of the other faster decks are out of gas - just like when you are in a urge to clear the board you won't spend a whole turn playing Ysera and passing.
It may be a win more card, but it deserves a try for sure.
A lot of people are writing this card off, but if your opponent keeps trading into it, using removal, or drops BGH on it they're just wasting those minions / spells until he finally doesn't win the Joust.
Even if you play control vs control and the chances are 50/50 you might get it back in your hand. So if it gets bghd you might play it again. Ok, maybe they run 2 bgh so it's dead again. Guess what, there will be no more bgh. So you Dr boom is Saft, you can play ironbarks again plus rag and so on. So why is this a reason to say this card is bad? It provokes the opponent to potentially waist it's bgh thus making every other card better. So actually I would say this card is bgh bait and that means it's great!
I agree with your points here, but the main point people are trying to make is that you cannot recover when you spend your 6 mana and its traded down to a 3 mana card where your opponent can add additional board on top of a possibly already existing board.
If the opponent IS going to BGH this hes got a serious decision to make because its a poor poor target @ 6 mana, and even worse if you lose the flip. You spend 3 mana to gain tempo only if you can play an additional threat (or have threats out currently) that will keep the board in your favor.
My two cents is that this card will go very well in a taunty style deck LIKE handlock where you've got ample ability to regain the board through a myriad of ways that everyone here can picture. Handlock gives no shits if you have "board control". This is never a worry with cards like Shadowflame or taunted giants spewing out of nowhere.
People are actually calling this bad? Weak body? BGH-able?
Are you reading the freaking card? I mean, as the game is now it isn't any staple or something of the type, but who would spend a BGH in a minion which most likely will come back? Sure, you may trade again with BGH since it's 7/4 stats are really poor but guess what? He'll come back again.
If on top of this insane deathrattle the guy also had a fair body he'd be ridiculously OP and overused like Dr.Boom. As he is now he may see play in plenty of heavy control lists as a reliable finisher.
You don't play him when the tempo loss is already predictable (like having an opposing Shredder on board), but when most of the other faster decks are out of gas - just like when you are in a urge to clear the board you won't spend a whole turn playing Ysera and passing.
It may be a win more card, but it deserves a try for sure.
If you bgh this you gain tremendous tempo. Also, those decks that usually runs bgh tends to also be control decks, so maybe it's more likly for t to come back ~60% of the times. And if you play this as a "win more card", there are ALOT stronger ones.
The idea of BGH always is of gaining tempo, cleaning a fatty and gaining a 4/2 body for 3 mana - can't say much more. However, the card has potential of returning to your hand and in slow matches it may be a huge thing.
Being a 6 drop - even if with such poor stats - makes him way better than the other immortal minion Malorne as well. If there's no other T6 play you can throw him in the board no matter against which archetype you're playing.
I think the terrible stats (7/4, dies to true silver, deaths bite, BGH, shredder, etc.) are somewhat of a mixed blessing. If you win the "joust" as its being called, you can play the minion again next turn. It's kind of like your opponent sapped the skeleton knight, but instead spent either a weapon charge (and took 7 face damage) or used up something valuable like a BGH. This could be OK, because if your opponent can't remove it quickly, 7 damage to face is a lot. It forces the other player to use removal when they could save it for something much better, or go face with a weaponor minion.
it seems like an OK card in control decks, but I guess only time will tell.
Seems interesting but not game breaking. Might be very fun to pay in Shaman deathrattle with ancestral spirit and reincarnate. Not really super competitive, but fun!
Seems interesting but not game breaking. Might be very fun to play in Shaman deathrattle with ancestral spirit and reincarnate. Not really super competitive, but fun!
Turn 10: Baron Rivendare, Ancestral Spirit, 2x Reincarnate for ARMY OF SKELETONS! Both in hand and on the board!
#pointlessplays
I'm pretty sure it works similar to Malorne. It probably does not create additional copies of the card, it just moves the card itself back toy our hand.
Malorne with Baron Rivendare only return Malorne to your deck. It does not put 2 copies of Malorne inside of your deck.
There's already a vanilla 7/4 that costs one less that doesn't see play outside of budget decks.
I don't understand why Blizzard doesn't embrace the fact that adding a mechanic to something and making it cost 1 or 2 more makes it unplayable. Yes, it brings in power creep, but that's how card games work. It's why the Inspire cards are bad so far and why these Joust effects are extremely mediocre. Not only is not a guaranteed effect but you're paying more for the CHANCE that the card does something. Otherwise this is just a 7/4 for 6, which is bad stats regardless of a mediocre effect. These effects and the Inspire effects need to be much, much more powerful to be consistent. Make the Joust effect be that you get two copies of him if he dies. That's extremely powerful without being OP, like a Legendary should be.
Interesting card...i won't write it off just yet...what people needs to do is start having card tracking on to keep track of what cards are left in his deck.
It might have a home in heavy control decks...Ramp druid/CW comes into mind.
Ever though about that THIS CARD on curve interrupts the Dr.Boom on curve. In a control deck this could be either trade into him and re-play later, or your opponent has to deal with him instead of dropping Boom. I know it is an specific state in the game, but I still think this could be run in some kind of control archetype, if Dr.Boom still sees a lot of play. At least, I don't think it's bad! :)
must be hard to make 6/5 or 5/6
People are actually calling this bad? Weak body? BGH-able?
Are you reading the freaking card? I mean, as the game is now it isn't any staple or something of the type, but who would spend a BGH in a minion which most likely will come back? Sure, you may trade again with BGH since it's 7/4 stats are really poor but guess what? He'll come back again.
If on top of this insane deathrattle the guy also had a fair body he'd be ridiculously OP and overused like Dr.Boom. As he is now he may see play in plenty of heavy control lists as a reliable finisher.
You don't play him when the tempo loss is already predictable (like having an opposing Shredder on board), but when most of the other faster decks are out of gas - just like when you are in a urge to clear the board you won't spend a whole turn playing Ysera and passing.
It may be a win more card, but it deserves a try for sure.
A lot of people are writing this card off, but if your opponent keeps trading into it, using removal, or drops BGH on it they're just wasting those minions / spells until he finally doesn't win the Joust.
It's not the best card, but it's not terrible.
What a terrible card!
This is a Salty Dog legendary?
I agree with your points here, but the main point people are trying to make is that you cannot recover when you spend your 6 mana and its traded down to a 3 mana card where your opponent can add additional board on top of a possibly already existing board.
If the opponent IS going to BGH this hes got a serious decision to make because its a poor poor target @ 6 mana, and even worse if you lose the flip. You spend 3 mana to gain tempo only if you can play an additional threat (or have threats out currently) that will keep the board in your favor.
My two cents is that this card will go very well in a taunty style deck LIKE handlock where you've got ample ability to regain the board through a myriad of ways that everyone here can picture. Handlock gives no shits if you have "board control". This is never a worry with cards like Shadowflame or taunted giants spewing out of nowhere.
The idea of BGH always is of gaining tempo, cleaning a fatty and gaining a 4/2 body for 3 mana - can't say much more. However, the card has potential of returning to your hand and in slow matches it may be a huge thing.
Being a 6 drop - even if with such poor stats - makes him way better than the other immortal minion Malorne as well. If there's no other T6 play you can throw him in the board no matter against which archetype you're playing.
I think the terrible stats (7/4, dies to true silver, deaths bite, BGH, shredder, etc.) are somewhat of a mixed blessing. If you win the "joust" as its being called, you can play the minion again next turn. It's kind of like your opponent sapped the skeleton knight, but instead spent either a weapon charge (and took 7 face damage) or used up something valuable like a BGH. This could be OK, because if your opponent can't remove it quickly, 7 damage to face is a lot. It forces the other player to use removal when they could save it for something much better, or go face with a weaponor minion.
it seems like an OK card in control decks, but I guess only time will tell.
If you get him to stay for a turn:
Turn 10: Baron Rivendare, Ancestral Spirit, 2x Reincarnate for ARMY OF SKELETONS! Both in hand and on the board!
#pointlessplays
Seems interesting but not game breaking. Might be very fun to pay in Shaman deathrattle with ancestral spirit and reincarnate. Not really super competitive, but fun!
Seems interesting but not game breaking. Might be very fun to play in Shaman deathrattle with ancestral spirit and reincarnate. Not really super competitive, but fun!
This is how I feel about this set so far.
why 7/4???? killed the card
Will try this one in my handlock. You can shadowflame this guy in one turn in late game and have him merely return to your hand! Sounds to perfect.
I'm pretty sure it works similar to Malorne. It probably does not create additional copies of the card, it just moves the card itself back toy our hand.
Malorne with Baron Rivendare only return Malorne to your deck. It does not put 2 copies of Malorne inside of your deck.
If you made a card worse than Salty Dog, you know you did something wrong.
The Skeleton Knight
If the card text says, "resurrect it" then maybe it'll be a decent card.
7/4 is not good but people are gonna try it out in all sorts of things. I do like the card I just think 4 health is a bad spot right now.
I Designed A Card This Week
There's already a vanilla 7/4 that costs one less that doesn't see play outside of budget decks.
I don't understand why Blizzard doesn't embrace the fact that adding a mechanic to something and making it cost 1 or 2 more makes it unplayable. Yes, it brings in power creep, but that's how card games work. It's why the Inspire cards are bad so far and why these Joust effects are extremely mediocre. Not only is not a guaranteed effect but you're paying more for the CHANCE that the card does something. Otherwise this is just a 7/4 for 6, which is bad stats regardless of a mediocre effect. These effects and the Inspire effects need to be much, much more powerful to be consistent. Make the Joust effect be that you get two copies of him if he dies. That's extremely powerful without being OP, like a Legendary should be.
This looks like it may be good in a heavily stacked Ramp Druid deck.