After Shielded Minibot left standar format Paladin lacked good 2 drops and the Skychaser Templar not only smooths the curve is also a card oriented towards midrange and control Paladin rather than aggro, which is something that Paladin has been craving since G&G.
So when you first play this, it's just a 3/4 for 3, but if it survives until your next turn you get to know what card you opponent would draw on their turn and you can use your hero power to "remove" that card (I got the wording from Fel Reaver), which could at times be gamechanging. Besides, it helps fatigue decks.
It says until played, so this means that while in their deck or hand, these 3 cards remain face up.
-Excellent combo enabler -Lets you know ( guess ) what kind of deck you're up against - Helps you anticipate your opponent's next move through the revealed cards. -You can play around the timing of certain cards ( mana cost wise )
If there are less than 3 cards in your opponent's deck those options will be replaced with The Coin. You can discover duplicate copies of the same card depending on how many copies there are in your opponent's deck.
Most of the time: You'll likely get at least one minion with a pretty decent effect depending on what your deck is. If not, you at least have a good chance of seeing one card from your opponent's hand. Or you could just get a normal Living Roots.
What I think is good about this card is how it does two different things that aren't particularly good on their own, but together they make for a pretty good 1 mana card. The reason why Call Pet wasn't really played much is because there was always a very high chance that it would do nothing. There weren't really enough good high cost Beasts for it to be reliable. With this Priest card, even if you draw a Spell or an effectless minion, there is still a chance your opponent will draw a minion, and you get to see one of the cards in their hand, while potentially getting a minion with a really good effect. At the same time, this card can't be too powerful, because like Call Pet, you have only a small chance of drawing the card that you need.
This could swing a game with a judicious use. Wipe out that Brann, or gamble and wipe a C'Thun early. Or you miscalculate and wipe the wrong minion, only to have the one you didn't choose wipe you later.
A card I'd like to think requires some skill to use, as it is both beneficial and detrimental for both players: If this gets played against you, what do you value more? The cost reduction, or letting your opponent know everything you draw? If you're going to play this: when is the additional information worth the tempo boost from a cost reduction?
Play Sound: ""This wasn't part of the deal!"
Attack Sound: "I don't get paid enough for this!"
Death Sound: "Shoulda *cough* been a baker...."
"Science isn't about why! Its about why not!"
After Shielded Minibot left standar format Paladin lacked good 2 drops and the Skychaser Templar not only smooths the curve is also a card oriented towards midrange and control Paladin rather than aggro, which is something that Paladin has been craving since G&G.
So when you first play this, it's just a 3/4 for 3, but if it survives until your next turn you get to know what card you opponent would draw on their turn and you can use your hero power to "remove" that card (I got the wording from Fel Reaver), which could at times be gamechanging. Besides, it helps fatigue decks.
Check out my Hearthstone expansion: The Shifting Sands
Sorry, accidental shitpost
Works exactly like Holy Wrath. While you don't draw a card, it's not based on your draw, so you can (kinda) control the amount of damage.
It says until played, so this means that while in their deck or hand, these 3 cards remain face up.
-Excellent combo enabler
-Lets you know ( guess ) what kind of deck you're up against
- Helps you anticipate your opponent's next move through the revealed cards.
-You can play around the timing of certain cards ( mana cost wise )
https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/240800-hearthstone-board-improvement-idea#c6
Maybe... nah nah nah nah
I didn't have a signature so Flux added one for me.
"Every deck hides potential turncoats. They just need to be called..."
Here's my submission for the week. Good luck to everyone!
If there are less than 3 cards in your opponent's deck those options will be replaced with The Coin. You can discover duplicate copies of the same card depending on how many copies there are in your opponent's deck.
The reveal effect works exactly like Gnomish Experimenter.
Balance explained:
Best case scenerio: A really op Living Roots
Worst case scenerio: Nothing happens
Most of the time: You'll likely get at least one minion with a pretty decent effect depending on what your deck is. If not, you at least have a good chance of seeing one card from your opponent's hand. Or you could just get a normal Living Roots.
What I think is good about this card is how it does two different things that aren't particularly good on their own, but together they make for a pretty good 1 mana card. The reason why Call Pet wasn't really played much is because there was always a very high chance that it would do nothing. There weren't really enough good high cost Beasts for it to be reliable. With this Priest card, even if you draw a Spell or an effectless minion, there is still a chance your opponent will draw a minion, and you get to see one of the cards in their hand, while potentially getting a minion with a really good effect. At the same time, this card can't be too powerful, because like Call Pet, you have only a small chance of drawing the card that you need.
Not my best idea yet, but I still like it. I hope you do, too!
Flavor: "This power always comes with a cost..."
This could swing a game with a judicious use. Wipe out that Brann, or gamble and wipe a C'Thun early. Or you miscalculate and wipe the wrong minion, only to have the one you didn't choose wipe you later.
Here's my card for the week:
A card I'd like to think requires some skill to use, as it is both beneficial and detrimental for both players: If this gets played against you, what do you value more? The cost reduction, or letting your opponent know everything you draw? If you're going to play this: when is the additional information worth the tempo boost from a cost reduction?
DOOM FOR YOU!
Works great in a Zoo deck.