Spending mana on hero powers is often a sign that things haven't gone great that turn. I don't think the new Inspire minions, as good as they appear, changes this substantially.
And the reward is underwhelming. Seems like too much work for 6 damage.
In TGT, there were a couple of Inspire cards that were actually good and saw regular play.
Phase Stalker and Dragonbane seem playable to me -- the mana cost of the Hero Power seems to have been better accounted for than it was in TGT.
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"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
In TGT, there were a couple of Inspire cards that were actually good and saw regular play.
Phase Stalker and Dragonbane seem playable to me -- the mana cost of the Hero Power seems to have been better accounted for than it was in TGT.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
First, let's remember that it doesn't have to be played on 1. It may not even appear in your opening hand.
I think it's actually a really good midrange tool. It's a lot more flexible than people are giving it credit for.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland