Other than Ramp Druid or maybe Tauntadin, as already stated by a few, there's little reason to justify playing this card as turn 6 is supposed to be power turns when one would drop more powerful game-changing minions like Emperor Thaurissan or Sylvanas Windrunner. Might see a good amount of play in Arena though.
What's up, its Nez! On our channel, you'll find gaming editorials, let's plays, and a weirdo that's genuinely passionate about video games. https://www.youtube.com/c/Nezeru
do you want a sunwalker that trades favorably with belcher, loatheb, emperor, ancient of lore, and yet still remains quite relevant against the aggro decks? the base stats on this are much better than sunwalker, because of how good 5/5 minions are in the meta, and how many more we're getting. a relevant threat against control even if you aren't getting the bonus, and against aggro you should almost always get the bonus.
probably the best of the jousting cards so far. 5/6 is a very, very good body (as guardian of kings has shown us) so even if you don't hit the buff you aren't totally left for dead.
yea this joust mechanic will slow down the meta, especially if its on cards like this and tuskarr jouster. I feel like this card could see a lot of play, and if it does it wouldn't just slow down the meta a bit, but it would also make six attack more necessary. 5/5 is often considered good enough stats, but this guy destroys 5/5s.
Should say though that we need to see a little more good joust cards for it to make a significant impact. Love the direction with this mechanic though.
More powerful than Sunwalker. Sunwalker is still a better choice for the majority of the decks.
This card is highly conditional, only worth running for its effect in "Cling to life" style decks (Paladin healing, Warrior Armor) with no low cost minions, only high cost minions paired with low cost removal spells/weapons.
I am thinking of replacing 1 of my Sunwalkers for this guy, to see more of this "cute" showing off mechanic (And also information gathering mechanic) and possibly get a few of those wins caused by my cute "higher mana curve advantage".
A cute card that pushes for advantage, I like it. People should run Sunwalker if they don't want to risk it, since 4/5 is already super good and is not affected by cards like shadow word death.
This is wayyyyy worse than Sunwalker, even in control decks you play 1 drops, so this has a chance to be horrible, for only + 1/1 at best, which is totaly irelevant vs agro, to which this card is used. Poor mans sunwalker, terrible game design to rng 0/10
This will be an insane card in any control Kel'Thuzad deck. Even if it dies and comes back via KT without the taunt and shield, it then becomes a great little battering ram for other stuff, similar to how Handlock will often choose NOT to taunt a giant in favor of a Drake and Watcher.
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I love the artwork on this card. To me, it's one of the best new card pictures.
Has a MTG feel to it.
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And thinking back on it, Master Jouster might not be a great 2x card, but I could actually see running 1x in a Paladin deck. I've been trying a Taunt heavy Paladin deck with 2x Coghammer, 2x Defender of Argus, and Tirion Fordring and it often feels like 1 more late game Taunt works good in this deck. Don't really like Sludge Belcher in this deck as I have enough small attack Taunts with the 2x Argus and 2x Coghammer and 5 is a full spot anyway. Would much rather have something in the 6 mana spot but the 4 attack from Sunwalker is often not enough.
Master Jouster, not the best, but might be good enough to run 1x of this in a deck that already has more than enough Taunts so that if the Joust goes badly, missing out on the Taunt isn't a big deal.
Should have had Taunt by default, with just Divine Shield as the bonus. But owl just wrecks this card too much anyway.
Other than Ramp Druid or maybe Tauntadin, as already stated by a few, there's little reason to justify playing this card as turn 6 is supposed to be power turns when one would drop more powerful game-changing minions like Emperor Thaurissan or Sylvanas Windrunner. Might see a good amount of play in Arena though.
What's up, its Nez! On our channel, you'll find gaming editorials, let's plays, and a weirdo that's genuinely passionate about video games.
https://www.youtube.com/c/Nezeru
Nice card! can't wait to try this new mechanic
Oh man, this card. I cannot wait to play ramp druid with all this value in it!
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do you want a sunwalker that trades favorably with belcher, loatheb, emperor, ancient of lore, and yet still remains quite relevant against the aggro decks? the base stats on this are much better than sunwalker, because of how good 5/5 minions are in the meta, and how many more we're getting. a relevant threat against control even if you aren't getting the bonus, and against aggro you should almost always get the bonus.
The art is kinda weird for hs.
probably the best of the jousting cards so far. 5/6 is a very, very good body (as guardian of kings has shown us) so even if you don't hit the buff you aren't totally left for dead.
Turn 6 you play this against aggro still seems a bit slow. But who knows, maybe other cards can slow down aggro enough for you to play this.
Against control, this is pretty garbage, as you never know if you can proc its benefit or not.
Time to get The Black Knight out of the closet?
My comments refer mostly to the wild format.
Seems like it could fit easily into Ramp Druid at the very least.
yea this joust mechanic will slow down the meta, especially if its on cards like this and tuskarr jouster. I feel like this card could see a lot of play, and if it does it wouldn't just slow down the meta a bit, but it would also make six attack more necessary. 5/5 is often considered good enough stats, but this guy destroys 5/5s.
Should say though that we need to see a little more good joust cards for it to make a significant impact. Love the direction with this mechanic though.
More powerful than Sunwalker. Sunwalker is still a better choice for the majority of the decks.
This card is highly conditional, only worth running for its effect in "Cling to life" style decks (Paladin healing, Warrior Armor) with no low cost minions, only high cost minions paired with low cost removal spells/weapons.
I am thinking of replacing 1 of my Sunwalkers for this guy, to see more of this "cute" showing off mechanic (And also information gathering mechanic) and possibly get a few of those wins caused by my cute "higher mana curve advantage".
A cute card that pushes for advantage, I like it. People should run Sunwalker if they don't want to risk it, since 4/5 is already super good and is not affected by cards like shadow word death.
This is wayyyyy worse than Sunwalker, even in control decks you play 1 drops, so this has a chance to be horrible, for only + 1/1 at best, which is totaly irelevant vs agro, to which this card is used. Poor mans sunwalker, terrible game design to rng 0/10
A Druid version of Highmane. Not too good, not too bad, just right.
And it appeals to those suffering PTSD from BGH and cant play Mech-Bear-Cat.
sunwalker is still better in a priest meta
This will be an insane card in any control Kel'Thuzad deck. Even if it dies and comes back via KT without the taunt and shield, it then becomes a great little battering ram for other stuff, similar to how Handlock will often choose NOT to taunt a giant in favor of a Drake and Watcher.
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I really like this one. Will work extremely well in my Druid deck I think.
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its a better sunwalker if the effect goes off
I can't get past how awful the art is.
Really?
I love the artwork on this card. To me, it's one of the best new card pictures.
Has a MTG feel to it.
<section class="u-typography-format"></section>And thinking back on it, Master Jouster might not be a great 2x card, but I could actually see running 1x in a Paladin deck. I've been trying a Taunt heavy Paladin deck with 2x Coghammer, 2x Defender of Argus, and Tirion Fordring and it often feels like 1 more late game Taunt works good in this deck. Don't really like Sludge Belcher in this deck as I have enough small attack Taunts with the 2x Argus and 2x Coghammer and 5 is a full spot anyway. Would much rather have something in the 6 mana spot but the 4 attack from Sunwalker is often not enough.
Master Jouster, not the best, but might be good enough to run 1x of this in a deck that already has more than enough Taunts so that if the Joust goes badly, missing out on the Taunt isn't a big deal.