I'm not even sure if it was 'Deathrattle: Return this to your hand' if that would save it given the stats/cost.
I don't even know how many times this will be the pick in Arena. Fairly meh even there.
Exactly my thought. It's just not good enough for the 6 cost spot, which would be fine maybe if it weren't Legendary. I feel like if you could run 2x of these it might actually be better because then you could dedicate Skeleton Knight as your entire late game. Just a constant 7/4 barrage turn after turn. But, as a one of it's just too inconsistent and you're not even guaranteed to get it back. Just a poorly designed card.
The comparisons to Malorne are foolish. If you're even a little bit ahead, this card makes you STAY ahead. If you play this on curve to an empty board, and win your coinflips, you probably win the game. You can engineer the coinflips by designing the deck with low cost removal spells and high cost minions. Your odds of getting good flips would be pretty high.
There is a nightmare scenario though: If you play this turn 6 and your opponent plays his BGH on his turn 6, he has 3 mana with which to develop another minion. Let's say you play this fella again turn 7. BGH trades into the Skeleton Knight again and your opponent is ahead with his 3 mana minion on his turn. If you had a 1-mana spell that could kill the BGH, you'd be ok though. This card isn't bad, it's just kindof difficult to use. Not insanely difficult though. If this ate up BGH, you may not mind so much in a deck you built in order to win jousts.
Not a big fan of the stats. Not really sure why it has 'em. The DR makes you want to run it in a control, late game deck, but the stats make you want to go face. I wish it was 4/6 or something that encouraged trading.
The Skeleton Knight seems to have the same problem as Justicar Trueheart. Text that is made to be run in control, trading, late game decks, and stats that are for complete the opposite type of decks. Why Blizz, why? These cards should be traders, not high attack, make you want to go face. High attack ends the game quicker which is kind of the opposite of what you want with their text. the text is meant to be run in decks where you plan on playing for much longer.
Justicar Trueheart has a powerful ability that continues to influence the rest of the game, even after she dies. Her high attack means that whatever hits her will die, and that she's enough of a threat that the opponent needs to run something into her. The fact that she can be killed by a smaller card due to her low health balances her huge buff to the hero power.
This guy, similarly, has a pretty powerful effect. The opponent will trade a 4-drop into him and then there's a good chance he comes back. That said, I think Cairne is better. I think this guy could have been something like a 5/4 for 5 with "Deathrattle: Return this card to your hand," and Cairne might still have been better.
This card is odd, and I want to test him out. He has no immediate effect on the board and that is bad, but he seems difficult to get rid of (potentially). Gah in my heart of hearts I know he won't be used, but I really like him. It's painful.
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.
You pay 6 mana to summon him.
Your opponent pays 3 mana to kill him. If we are at the point where you have 6 mana, that means your opponent now has 3-4 mana to work with and build up his board.
You pay 6 mana again, to summon him.
Your opponent runs the his BGH into him. Zero mana cost.
He has now 6-7 Mana to work with building his side of the board further up. You just lost the match.
The fact that you're spending a hard removal on a dude which has decent chances of coming back is what should prevent you from using it on this guy to begin with. We aren't obligated to play him over and over again if the tempo loss is so predictable, but having him back in your hand after baiting anything is good.
If someone throw his BGH at him then you can proceed with T7 Dr.Boom while also having a 7/4 body to cast when it's convey you.
They should really just change the text to "Deathrattle: Joust, return this card to your hand."
Joust would be the effect. its too lengthy for a card text to explain the "show two cards from each players deck the higher mana card wins the joust" effect.
this card can be use in a control deck more often.
think about it, it said reveal a minion in your deck, not the top card, so its any minion in your deck. and most control deck uses a variety of large creature to help them secure games: alexstraza, kelthuzad, ysera, doctor boom, hellscream... etc..... you get the idea, so as a control deck, more than half the time you can get the trigger.
however, the stat well, leaves a little to be desire, this card does make a good BGH bait and can be taken down by most removal....which is fine and all, but the fact that it goes back to the hand to for recast... well, balance it out, but doesn't make it too great (its okay at best)
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.
You pay 6 mana to summon him.
Your opponent pays 3 mana to kill him. If we are at the point where you have 6 mana, that means your opponent now has 3-4 mana to work with and build up his board.
You pay 6 mana again, to summon him.
Your opponent runs the his BGH into him. Zero mana cost.
He has now 6-7 Mana to work with building his side of the board further up. You just lost the match.
The fact that you're spending a hard removal on a dude which has decent chances of coming back is what should prevent you from using it on this guy to begin with. We aren't obligated to play him over and over again if the tempo loss is so predictable, but having him back in your hand after baiting anything is good.
If someone throw his BGH at him then you can proceed with T7 Dr.Boom while also having a 7/4 body to cast when it's convey you.
Using that logic, why doesn't Stalagg see any play as a BGH-baiter? Dr. Boom is already plenty powerful, I'm not going to play a card with mediocre stats and a bad cost just to make my good card even better. It's not even a greedy play, it's a bad play. Maybe if the Deathrattle were guaranteed, but the risk of just a 7/4 for 6 with no impact isn't worth it at all.
Ok, first off, this will not be a coinflip. Against rush decks you will always win. If they are forced to kill this you will be getting insane value off of it. Taunting it up will be very useful vs. face decks as they will usually have to 2 for 1 into a 4 health minion, and then you get to play it again.The opponent will keep 0-for-1 ing himself. Also resistant to BGH in many situations. The only problem is the enemy can sometimes disregard him.
1) It doesn't have taunt 2) It doesn't have taunt 3) Now you're catching on
They should really just change the text to "Deathrattle: Joust, return this card to your hand."
Joust would be the effect. its too lengthy for a card text to explain the "show two cards from each players deck the higher mana card wins the joust" effect.
Agreed, joust should just be a key word.
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Looks like a pretty bad card to me.
I'm not even sure if it was 'Deathrattle: Return this to your hand' if that would save it given the stats/cost.
I don't even know how many times this will be the pick in Arena. Fairly meh even there.
Galavant Animation
Exactly my thought. It's just not good enough for the 6 cost spot, which would be fine maybe if it weren't Legendary. I feel like if you could run 2x of these it might actually be better because then you could dedicate Skeleton Knight as your entire late game. Just a constant 7/4 barrage turn after turn. But, as a one of it's just too inconsistent and you're not even guaranteed to get it back. Just a poorly designed card.
Cool mechanism idea. But bad... bad stats for 6. No point in playing a card over and over if it's gonna die the turn you summon it.
How about that for flavor ?
No matter how hard he tries, and how many times he comes back from the dead, this skeleton knight will never be half the Dark Knight he used to be !
"My life... for Aiùr."
The health makes the card unattractive
Just wait till the Northrend expansion when "Undead" becomes a tribal, then this dude will have some cool plays.
The comparisons to Malorne are foolish. If you're even a little bit ahead, this card makes you STAY ahead. If you play this on curve to an empty board, and win your coinflips, you probably win the game. You can engineer the coinflips by designing the deck with low cost removal spells and high cost minions. Your odds of getting good flips would be pretty high.
There is a nightmare scenario though: If you play this turn 6 and your opponent plays his BGH on his turn 6, he has 3 mana with which to develop another minion. Let's say you play this fella again turn 7. BGH trades into the Skeleton Knight again and your opponent is ahead with his 3 mana minion on his turn. If you had a 1-mana spell that could kill the BGH, you'd be ok though. This card isn't bad, it's just kindof difficult to use. Not insanely difficult though. If this ate up BGH, you may not mind so much in a deck you built in order to win jousts.
lol the stat is kinda bad, BGH can just kill it twice via effect and attacking.
Justicar Trueheart has a powerful ability that continues to influence the rest of the game, even after she dies. Her high attack means that whatever hits her will die, and that she's enough of a threat that the opponent needs to run something into her. The fact that she can be killed by a smaller card due to her low health balances her huge buff to the hero power.
This guy, similarly, has a pretty powerful effect. The opponent will trade a 4-drop into him and then there's a good chance he comes back. That said, I think Cairne is better. I think this guy could have been something like a 5/4 for 5 with "Deathrattle: Return this card to your hand," and Cairne might still have been better.
Pretty junk-y -- too bad it doesn't have one more health or one less mana cost :/
For those wondering about this guy's lore: He's just The Black Knight, but undead. Simple as that.
'Just a flesh wound.'
Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
Maybe it can get usefull with crazy cientist effect. Swap his attack & health and lets see what he can do!
But i believe he is just a bad 6 drop compared to the others.
This card is odd, and I want to test him out. He has no immediate effect on the board and that is bad, but he seems difficult to get rid of (potentially). Gah in my heart of hearts I know he won't be used, but I really like him. It's painful.
The fact that you're spending a hard removal on a dude which has decent chances of coming back is what should prevent you from using it on this guy to begin with. We aren't obligated to play him over and over again if the tempo loss is so predictable, but having him back in your hand after baiting anything is good.
If someone throw his BGH at him then you can proceed with T7 Dr.Boom while also having a 7/4 body to cast when it's convey you.
They should really just change the text to "Deathrattle: Joust, return this card to your hand."
Joust would be the effect. its too lengthy for a card text to explain the "show two cards from each players deck the higher mana card wins the joust" effect.
you know
this card can be use in a control deck more often.
think about it, it said reveal a minion in your deck, not the top card, so its any minion in your deck. and most control deck uses a variety of large creature to help them secure games: alexstraza, kelthuzad, ysera, doctor boom, hellscream... etc..... you get the idea, so as a control deck, more than half the time you can get the trigger.
however, the stat well, leaves a little to be desire, this card does make a good BGH bait and can be taken down by most removal....which is fine and all, but the fact that it goes back to the hand to for recast... well, balance it out, but doesn't make it too great (its okay at best)
i m thinking warrior control:
7 5 please. an ok fun leg to use in joust deck then,
Otherwise you'll really be disappointed how its easy to remove a 4 hp minion after turn 6 -_-
TBH I would be pretty bummed if I ripped this as a legendary.
Using that logic, why doesn't Stalagg see any play as a BGH-baiter? Dr. Boom is already plenty powerful, I'm not going to play a card with mediocre stats and a bad cost just to make my good card even better. It's not even a greedy play, it's a bad play. Maybe if the Deathrattle were guaranteed, but the risk of just a 7/4 for 6 with no impact isn't worth it at all.
1) It doesn't have taunt
2) It doesn't have taunt
3) Now you're catching on
http://www.twitch.tv/szsoulzek
Agreed, joust should just be a key word.