Ofcause Truehart is op, instead of just putting more midrange threads into your deck. if face fails cards must be op...biggest noob thread ever.
^ change the word "threads" for threats and this is exactly my Opinion, control warrior may be relevant in the current meta and a little annoying sometimes but that's about it.. if you want to complain about something that should be nerfed let me link you the mysterious challenger thread:
I think a better way to handle things is implement some sort of anti-armor tech card. Make it expensive enough that face decks won't want to play it, but powerful enough that priests/freeze mages can tech it in if they end up facing a ton of warriors. Having some big legendary minion that destroys armor won't see very much play, but when it does it wil feel good to see an annoying fatigue deck crushed while not buffing annoying face decks at the same time.
No way, trueheart is easy to play around. Even with the buffed hero power it only has 3 health. Granted, it is the best legendary out of TGT, but every class can abuse its ability. We are talking about a neutral card. It sounds more like you dislike warriors, be happy they just lost patron.
Why not just nerf Warrior? These threads are getting out of hand. LETS JUST NERF ALL THE THINGS!
Nerf Hearthstone.
On topic:the card is fine, but I don't get why does warrior get 4 armour and hunter doesn't get 4 damage. Hunters still wouldn't run the card anyway on any of the current archetypes, but it could give control hunter a potential win condition and maybe make the deck semi-viable(basically you would only run survival and removal cards in the deck and kill your opponent slowly with your hero power).
I like Hunter at 3 TBH - an increase to 4 would be an major boost for them. Although I think Mage should get a boost to 3 to even out the increases to Druid & Warrior, so 4 would be okay if they made it a bit more 'even.'
How so?Face hunter certainly wouldn't use the card and midrange wouldn't either since their strategy relies more on building a board to pressure the opponent than on direct damage and justicar simply wouldn't fit their mana curve at all.
The only deck that MIGHT even consider running the card would be a slow paced hunter deck that kills you slowly with their hero power. Justicar's effect is only any good if you intend to use your hero power several turns over the course of the game,not if you intend the game to be over by turn 9/10.
The sad part is justicar does fit in with warrior's usual game plan, and justicar still changes the hero power to 4.
Hunter should get 4 damage, that would fix things. 2 armor, 2 damage then 4 armor, 3 damage? Doesn't make sense. Don't know if any hunter deck is slow enough to run Justicar but it is the principle of the matter. Of course they could reduce Warrior armor gain to 3 instead to make it fair.
Hunter should get 4 damage, that would fix things. 2 armor, 2 damage then 4 armor, 3 damage? Doesn't make sense. Don't know if any hunter deck is slow enough to run Justicar but it is the principle of the matter. Of course they could reduce Warrior armor gain to 3 instead to make it fair.
Honestly, I don't think them getting 4 armour is that bad. The card does exactly what it's supposed to do:it greatly increases your chances of winning the long game(via using your hero a lot over the course of the game and gaining incremental value) at the expense of giving you a tempo loss after you use it that can allow faster decks to punish you for making such a slow play. And by the way, the card is much more busted in paly than on warrior.
Hunter should get 4 damage, that would fix things. 2 armor, 2 damage then 4 armor, 3 damage? Doesn't make sense. Don't know if any hunter deck is slow enough to run Justicar but it is the principle of the matter. Of course they could reduce Warrior armor gain to 3 instead to make it fair.
Because Armor and Healing (for priest) don't deal damage, but are defensive tools, the effect is doubled, and all the damage get just +1. Mage 1 dmg -> 2 dmg, huntard 2 direct dmg -> 3 direct dmg, paladin 1 atk minion -> two 1 atk minions (two power in total), druid 1 atk + 1 armor -> 2 atk + 2 armor...
Giving hunters 4 damage hero power would break the game, and warriors' 4 armor can't kill the opponent, it's sooo passive, yes it does add more to shield slam but it's passive and defensive.
Imagine turn 7 against a face hunter, you're at 14 hp, and hunter played Justicar. Survive that. 3 damage would also be problematic, but an aggressive deck can't afford to run a cluncky 6 mana 6/3, not for Ballista Shot. It probably would run it for 4 and as i said, break the game.
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Ofcause Truehart is op, instead of just putting more midrange threads into your deck. if face fails cards must be op...biggest noob thread ever.
Justicar should have charge and enrage +4.
I know Rexxar and Alleria don't like that big stack of armor. Sorry for your rank 20 game lost to a control warrior.
Is the Justicar a legendary card? Yes
Is it OP like the most of legendaries? Yes
So keep calm, kill her and win the match. You've got too much problems with that, no needed. Really :)
armor up, justicar trueheart, tank up
kappa
Oh my god, this is the most toxic forum thread I have seen since I made my account. Everyone is just hatin' and no one says anything useful
T1- Innervate, Coin, Astral Communion
T2- Deathwing
T3- GG
Seems Legit
http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/58912-mysterious-challenger-is-op-nerf?page=34#c693
Lol nerf justicar (a fun, anti aggro card) before Dr. Boom (a game ruining, OP as crap card)
Nerf Ice Rager and Evil Heckler please. They're obvious power creep and extremely OP compared to Magma Rager and Booty Bay Bodyguard.
Balancing busted cards version 1.0.
I think a better way to handle things is implement some sort of anti-armor tech card. Make it expensive enough that face decks won't want to play it, but powerful enough that priests/freeze mages can tech it in if they end up facing a ton of warriors. Having some big legendary minion that destroys armor won't see very much play, but when it does it wil feel good to see an annoying fatigue deck crushed while not buffing annoying face decks at the same time.
No way, trueheart is easy to play around. Even with the buffed hero power it only has 3 health. Granted, it is the best legendary out of TGT, but every class can abuse its ability. We are talking about a neutral card. It sounds more like you dislike warriors, be happy they just lost patron.
...
I only play Justicar Trueheart in Rogue, Shaman and Hunter. I think it's needs to be buffed.
Kappa
Not sure if hyped yet.
I voted "Should be completely removed thus my Priest is even more unplayable that he is yet.
Hunter should get 4 damage, that would fix things. 2 armor, 2 damage then 4 armor, 3 damage? Doesn't make sense. Don't know if any hunter deck is slow enough to run Justicar but it is the principle of the matter. Of course they could reduce Warrior armor gain to 3 instead to make it fair.