At least for "heavy" Control-Decks or Ramp/Tank. +1/+1 for a chance of failure... but mostly worth the risk which should be rather low in the used decks.
So this is a conditionally better Sunwalker. It's a nice idea, and the mechanic is interesting, but against aggro just a Sunwalker would be good enough if they can't silence it. If it gets silenced however, it won't be more useful than the Sunwalker just because it has that 1/1 over her.
I like the new mechanic. Blizz really solved the "aggro issue" in a very elegant way. You´ll get hurt if you run too low cost minions, not bad at all :)
I'm not sure about this card. Against aggro, Sunwalker is totally relevant. +1/+1 won't solve anything.
Against midrange, I'm not even sure my heavy-ramp deck can consistently get the effect. Without it, it's -1/-1 ogre. But it probably makes ramp vs midrange matchup better (and midrange matchup is the only matchup that really sucks in ramp).
The 5 attack, 1 more than Sunwalker, might be a pretty big advantage, but is it worth putting the Taunt/Divine Shield on one of your limited Taunt minions on a RNG roll for that 1 more attack? I don't think so.
If you get the effect, it's a better Sunwalker (which sees almost no play in constructed); if you don't get the effect it's a worse Boulderfist Ogre (which sees absolutely no play in constructed).
So the question is: even if I got the effect 100% of the time (impossible), would I even play a 5/6 Sunwalker in constructed? Over Sylvanas, Thaurissan, Cairne, Skygolem, Black Knight, and class cards like Cabal Shadow Priest and Fire Elemental?.....No. I wouldn't.
So the question is: even if I got the effect 100% of the time (impossible), would I even play a 5/6 Sunwalker in constructed? Over Sylvanas, Thaurissan, Cairne, Skygolem, Black Knight, and class cards like Cabal Shadow Priest and Fire Elemental?.....No. I wouldn't.
You definitely would play a 5/6 Sunwalker. The catch here is that you want the 5/6 against midrange and control because that trades so favorably into the most threatening minions in the game. Vs aggro the +1/1 doesn't matter. That's the reason I doubt we will see much of this card.
A 5/6 Sunwalker (due to its 5 attack) trades favorably with nearly every other 6 drop. The +1/+1 is very significant, because more than five health is a pretty unusual stat line for cards under six mana.
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"(rare neutral) 5/6 for 6 - Battlecry : Reveal a minion in each deck. If yours costs more, gain Taunt and Divine Shield."
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Will try in Ramp druid guaranteed.
RIP Sunwalker, we barely knew her.
If you can survive to turn 6 against face hunter it should work 9 times out of 10.
Wow. These cards are ACTUALLY making the meta slow down. I LOVE IT!
Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
At least for "heavy" Control-Decks or Ramp/Tank. +1/+1 for a chance of failure... but mostly worth the risk which should be rather low in the used decks.
What the BLOODY HELL?
What is it with you and all that revealing minions?
So this is a conditionally better Sunwalker. It's a nice idea, and the mechanic is interesting, but against aggro just a Sunwalker would be good enough if they can't silence it. If it gets silenced however, it won't be more useful than the Sunwalker just because it has that 1/1 over her.
Definitely putting this in my Ramp Druid deck. This looks like a fun card!
If you see the cards of aggro, don't you get too scared.
Just grab your Master Jouster, and say these magic words
Fuck you aggro! You can suck my dick!
You can't get me aggro because taunt and divine shield!
"hoot hoot hoot" "..."
TGT Deck Updates Are (Finally) Out!
http://www.hearthpwn.com/decks/194068-forecasts-priest-tgt-update
http://www.hearthpwn.com/decks/212671-forecasts-basic-priest
http://www.hearthpwn.com/decks/193196-hunter-rush-tgt
http://www.hearthpwn.com/decks/201238-definitely-not-tirion-dnt
This will be in my ramp druid deck for 100 percent!
The Light Shall Burn You!
I like the new mechanic. Blizz really solved the "aggro issue" in a very elegant way. You´ll get hurt if you run too low cost minions, not bad at all :)
Two things to ask yourself when thinking about this card:
1. Do I want to play a Sunwalker in my deck?
2. Do I need that Sunwalker to have +1/1 determined by an rng roll? (even if its 70/30 in your favor)
I don't see decks answering yes to both of those questions consistently enough to want to run this.
A fit into a taunt Druid deck but probably nothing else. The other Jouster is better against aggro.
Meta changes the moment you switch your deck.
I'm not sure about this card. Against aggro, Sunwalker is totally relevant. +1/+1 won't solve anything.
Against midrange, I'm not even sure my heavy-ramp deck can consistently get the effect. Without it, it's -1/-1 ogre. But it probably makes ramp vs midrange matchup better (and midrange matchup is the only matchup that really sucks in ramp).
The 5 attack, 1 more than Sunwalker, might be a pretty big advantage, but is it worth putting the Taunt/Divine Shield on one of your limited Taunt minions on a RNG roll for that 1 more attack? I don't think so.
Master Jouster, not quite a Sludge Belcher replacement yet.
If you get the effect, it's a better Sunwalker (which sees almost no play in constructed); if you don't get the effect it's a worse Boulderfist Ogre (which sees absolutely no play in constructed).
So the question is: even if I got the effect 100% of the time (impossible), would I even play a 5/6 Sunwalker in constructed? Over Sylvanas, Thaurissan, Cairne, Skygolem, Black Knight, and class cards like Cabal Shadow Priest and Fire Elemental?.....No. I wouldn't.
You definitely would play a 5/6 Sunwalker. The catch here is that you want the 5/6 against midrange and control because that trades so favorably into the most threatening minions in the game. Vs aggro the +1/1 doesn't matter. That's the reason I doubt we will see much of this card.
A 5/6 Sunwalker (due to its 5 attack) trades favorably with nearly every other 6 drop. The +1/+1 is very significant, because more than five health is a pretty unusual stat line for cards under six mana.