Almost exactly the same effect and similar stats. Didn't even got close to reach the finals. Go figure...
Seriously now, as I said in this forum before, this card, the Fencing Coach, is the one that'll make a lot of inspire cards efficient. Love it.
Except with your card and Saboteur the hero power would either cost 0 or 5. With Fencing Coach it will cost 3.
Precisely, which is why I wrote "almost". I didn't foresee the HP Loatheb. I made that card wishing really hard that they made it for TGT and they did! I honestly think it's an auto include in any inspire based decks. And it seems even more balanced them the card I conceived.
The absolute most important thing for this card in my mind is that it enables double HPs for 4M with Garrison Commander and allows triple HP for 10M with Coldarra Drake, which sounds HORRIBLE except for in that one mage deck that can consistently turn into Ragnaros and survive via secrets. Oh yea, that deck now has a viable way to regain tempo from that transition via TRIPLE TAPPING RAG SHOTS and dropping a 6/6 for further use if that didn't already decide the game.
Useful only for setting up an Inspire combo for next turn. If you don't use this to cheese out an Inspire activation in a later turn, it's just a 1-mana 2/2, which you can't play on turn 1 or 2, which is absurdly bad.
Meanwhile, if you do want to use it to instantly Inspire next turn, you've now spent a card slot on it. You can make the argument that it's Innervate, which also takes up a deck slot, in exchange for 2 mana. However, Innervate can be used to ramp out much bigger minions than you ought, and this card--since in order to be useful, the effect needs to be used on a later turn. I mean, what's The Dream? Use this on turn 3, then coin out Nexus Champion Saraad? Then you've got a 2/2, a Yeti, and a Spell. Is that worth wasting a 3-mana slot on a 2/2? Maybe. Use this on turn 6 along with a 3-drop, followed by Paltress for a "free" legend? Maybe it's turn 5 hero power before playing Fencing Coach, followed by 6 drop (Sylvanas?), then Paltress+Free Hero Power.
Even in the best case, it still feels really weak to me. Too often, you might not be able to make the Inspire combo play you want due to a board which requires immediate reaction, and then you're functionally locked out of your hero power, unless you want to lose all the potential benefit that this card has to offer.
The weirdest part: When this card was up during the second voting, I actually suspected this exact kind of effect or it. I Don't know why. I just... feels like its art fits its effect so well
This card makes the inspire mechanic much more interesting. I just can't tell how painful is the tempo loss of playing a 3 mana 2/2 on curve so I guess it is a combo card that you should play later in the game when you have a card with a powerful inspire in hand
might see play with Confessor Paletress
Nice card. I didn't see it at first, but, with inspire effects it does rock.
Galavant Animation
So u telll me that mad scientist is is balanced ?
2 mana 2/2 auto play your secret ?
3 mana 2/2 auto play hero power?
Awesome! Allows inspire cards to gain instant value which is what most people were complaining about.
Cost is good for activating Argent Watchman or a Savage Combatant turn 4.
The curse of the unwanted sig space.
Except with your card and Saboteur the hero power would either cost 0 or 5. With Fencing Coach it will cost 3.
Well Met!
Initially underestimated this card. I think it will be really nice in focused inspire decks.
Vision without action is a dream. Action without vision is a nightmare.
Precisely, which is why I wrote "almost". I didn't foresee the HP Loatheb. I made that card wishing really hard that they made it for TGT and they did! I honestly think it's an auto include in any inspire based decks. And it seems even more balanced them the card I conceived.
The absolute most important thing for this card in my mind is that it enables double HPs for 4M with Garrison Commander and allows triple HP for 10M with Coldarra Drake, which sounds HORRIBLE except for in that one mage deck that can consistently turn into Ragnaros and survive via secrets. Oh yea, that deck now has a viable way to regain tempo from that transition via TRIPLE TAPPING RAG SHOTS and dropping a 6/6 for further use if that didn't already decide the game.
Useful only for setting up an Inspire combo for next turn. If you don't use this to cheese out an Inspire activation in a later turn, it's just a 1-mana 2/2, which you can't play on turn 1 or 2, which is absurdly bad.
Meanwhile, if you do want to use it to instantly Inspire next turn, you've now spent a card slot on it. You can make the argument that it's Innervate, which also takes up a deck slot, in exchange for 2 mana. However, Innervate can be used to ramp out much bigger minions than you ought, and this card--since in order to be useful, the effect needs to be used on a later turn. I mean, what's The Dream? Use this on turn 3, then coin out Nexus Champion Saraad? Then you've got a 2/2, a Yeti, and a Spell. Is that worth wasting a 3-mana slot on a 2/2? Maybe. Use this on turn 6 along with a 3-drop, followed by Paltress for a "free" legend? Maybe it's turn 5 hero power before playing Fencing Coach, followed by 6 drop (Sylvanas?), then Paltress+Free Hero Power.
Even in the best case, it still feels really weak to me. Too often, you might not be able to make the Inspire combo play you want due to a board which requires immediate reaction, and then you're functionally locked out of your hero power, unless you want to lose all the potential benefit that this card has to offer.
Now Mukla's champion can be used effectively!
The Light Shall Burn You!
What happens if you play two on the same turn? Do you get to use the hero power for free twice?
amazing card, opens up so many possibilities
sad part is, face hunter can possibly use this.....
3 drop body, go, shoot face.
The weirdest part: When this card was up during the second voting, I actually suspected this exact kind of effect or it. I Don't know why. I just... feels like its art fits its effect so well
Who else felt that way?
Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
This card makes the inspire mechanic much more interesting. I just can't tell how painful is the tempo loss of playing a 3 mana 2/2 on curve so I guess it is a combo card that you should play later in the game when you have a card with a powerful inspire in hand
That recombobulator value
Really good card in an inspire deck!! Love it!
ye i really hope this makes inspire more viable, so many cards got 2 mana cheaper with this.
cause you can set it up earlier and play the hero power some turns later with the right inspire card on board - nice!
yeah, this card will be key to inspire decks.