If you're running the card, then it's porbably in a control deck, which means the damage you heal them for is most likely irrelevant. By running jouster, you trade a guaranteed 2/3 for a potential 2/3, which has a very low chance of hitting.
I think the idea is that you take the hit on early dependability, trading for better chance of not getting a potentially dead card later.
It might be a very bad idea, but that should be the gist of it.
True there are games where you just can't afford to play zombie chow. But there's so many more games where having a 1/2 instead of a 2/3 on turn 1 will just lose you the game. Running jouster seems crazy to me.
I'm not running it, but I can actually see some use in Paladin.
Consider the fact that Control decks don't actually want to have 1 drops.
Before GvG, no 1 drops was pretty standard for control but there was one exception, and that was Paladin.
Paladin board control is so very important cause it is literally the only thing that they can do, that is how they win games. That is why Zombie Chow has been so important to Paladin. Pre-GvG it was played almost exclusively by Paladins.
Zombie Chow does have a drawback though, and it comes later in the game.
As a control deck, I would much rather take my hits at the beginning, the Chow was never played for tempo in the Control variety, only to establish board, and gain initiative, so turn 2 doesn't get immediately removed. As a control Paladin, you are planning on a board clear between turn 4-8 usually, so it doesn't really matter how weak the 1 drop is, just get something on board to contest.
Gadgetzan Jouster does all these things without the late game draw back. And late in the game I would much rather have a 1/2 with no drawback and a chance at +1/+1, than a 2/3 heal my opponent for 5.
So yeah Zombie is better early but Gadgetzan is better later. In a few decks though, even in this meta, it makes sense to not worry about the early game, to make sure your late game is that much more consistent.
Lose some early game consistency, gain some late game consistency. Maybe it leans to Zombie but there is merit for both.
If you're running the card, then it's porbably in a control deck, which means the damage you heal them for is most likely irrelevant. By running jouster, you trade a guaranteed 2/3 for a potential 2/3, which has a very low chance of hitting.
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I think you mean Gadgetzan Jouster. Gadgetzan Auctioneer draws a card when you play a spell.
yea
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I think the idea is that you take the hit on early dependability, trading for better chance of not getting a potentially dead card later.
It might be a very bad idea, but that should be the gist of it.
Gadgetzan Jouster doesn't heal.
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I don't consider the heal as a downside... You're trying to get into the late game anyway.
but running Gadgetzan Jouster in control priest would be stupid. ^^
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True there are games where you just can't afford to play zombie chow.
But there's so many more games where having a 1/2 instead of a 2/3 on turn 1 will just lose you the game. Running jouster seems crazy to me.
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I'm not running it, but I can actually see some use in Paladin.
Consider the fact that Control decks don't actually want to have 1 drops.
Before GvG, no 1 drops was pretty standard for control but there was one exception, and that was Paladin.
Paladin board control is so very important cause it is literally the only thing that they can do, that is how they win games. That is why Zombie Chow has been so important to Paladin. Pre-GvG it was played almost exclusively by Paladins.
Zombie Chow does have a drawback though, and it comes later in the game.
As a control deck, I would much rather take my hits at the beginning, the Chow was never played for tempo in the Control variety, only to establish board, and gain initiative, so turn 2 doesn't get immediately removed. As a control Paladin, you are planning on a board clear between turn 4-8 usually, so it doesn't really matter how weak the 1 drop is, just get something on board to contest.
Gadgetzan Jouster does all these things without the late game draw back. And late in the game I would much rather have a 1/2 with no drawback and a chance at +1/+1, than a 2/3 heal my opponent for 5.
So yeah Zombie is better early but Gadgetzan is better later. In a few decks though, even in this meta, it makes sense to not worry about the early game, to make sure your late game is that much more consistent.
Lose some early game consistency, gain some late game consistency. Maybe it leans to Zombie but there is merit for both.