You can't judge a card without consideration of the deck it goes in. If you can last until you can summon this against aggro, you win. A heal-heavy control Paladin with dragon flavor seems like it could work (though I haven't tried building it). Thekal is a nice combo against other control decks, too.
As for "two bad cards", that's just nonsense. Combos specifically elevate bad cards. No one played Warsong Commander before Grim Patron was introduced.
Time will show, my opinion is that no one is going to play this, but I hope I am wrong, as for auto win against aggro it's true only if you cleared turn earlier and then play at almost half full board, since if you play it against full board it does absolutley nothing in way that it doesn't have taunt, rush or something like that. Now when I think of it this card with taunt would be awesome
I don't see a world in which I would play this. Just to clarify I am only going to talk about standard. First off healing is in the most cases bad if it's not against aggro since you will probably be at full.
Against aggro: Too slow
Against heavy control:No point of healing since you are full HP most of the time. I am aware of combo to get 29 armor but for that you need 13 mana, 2 turn setup, 2 bad cards. Not to mention you are healing your opponent in process which isn't huge deal in control matchups
Against midrange: Only matchup where this could be meh, but again the biggest problem is you are paying 10 Mana for 4-12 with downside. I'll just leave at meh for this one
And finally
Against combo: Useless
Overall MY opinion on this cards: Dust it!
Which might be a little bit harsh coming from diehard paladin fan. Card just on first feels bad, even if it was bad but with cool effect or flavour (Bolvar comes into this category) I would play it but like this no thanks
Tbh this might be first expansion ever that I won't be trying to get paladin legendaries as a paladin main. Overall disappointed with what they are pushing with paladin it's like they can't decide. So far we got dragon, heal, secret, handbuff..... Not to mention we got 0 support for mechs while paladin legendary spell is based on mech synergy.... Don't know what to think or say seems like paladin as a class got too many identities
I'll go and say it "It's bad..."At 8 Mana as a warlock you probably are done with tapping. Yes there are other cards that can draw. That being said 8 mana for 5-7 is also bad. Drawing not a minion makes it do nothing when you play it. DK is out of town, so how actually you benefit from this card? It's too slow to counter aggro and if you play against control you don't want to go even faster into fatigue. Only way I see this card being played is if you play with high value deathrattle minions. Anyways too situational card that requires you to draw this asap and then draw exactly minion that gets benifit from this, which means it's hard af to build viable deck for this
They said go play arena it's fun... My ass is fun I played 4 runs today and every game was just a coin flip of going second (losing) or going first (winning). And don't start with bs that I played bad, every game I went second my opponent played on curve and then there was me playing minions to try to get on board and if I did manage to get on board I was already so low that they bursted me down with random topdeck spells or charges (already "wasted" all my taunts while trying to stay alive while fighting for board), not to mention two guys who topdecked deathwings... Sorry but this is bigger cancer than ladder, at least there I don't lose to the coin flip
Not bad but still doesn't fix the problem of grind. So far I hit legend once (top 50 wild) and that was almost year and half ago since then I only go for rank 5 because 40 dust is not worth that much grind and time. What we need is more gold per 3 wins, achievement system with rewards
0
What you talking about? It came out on every region, on both my mobile and PC Edit: Nvm you are talking about duels, my bad :D still sleepy
0
Its far left and far right minion
1
Every game win or lose is no fun, no point of playing fun deck to die to aggro or barely squeeze win
0
Battletag: CreepyKING#2113
Region: EU
Trade Only?: Yes, you go first
0
Time will show, my opinion is that no one is going to play this, but I hope I am wrong, as for auto win against aggro it's true only if you cleared turn earlier and then play at almost half full board, since if you play it against full board it does absolutley nothing in way that it doesn't have taunt, rush or something like that. Now when I think of it this card with taunt would be awesome
-1
Too expensive, bad stats, has a down side....
I don't see a world in which I would play this. Just to clarify I am only going to talk about standard. First off healing is in the most cases bad if it's not against aggro since you will probably be at full.
Against aggro: Too slow
Against heavy control:No point of healing since you are full HP most of the time. I am aware of combo to get 29 armor but for that you need 13 mana, 2 turn setup, 2 bad cards. Not to mention you are healing your opponent in process which isn't huge deal in control matchups
Against midrange: Only matchup where this could be meh, but again the biggest problem is you are paying 10 Mana for 4-12 with downside. I'll just leave at meh for this one
And finally
Against combo: Useless
Overall MY opinion on this cards: Dust it!
Which might be a little bit harsh coming from diehard paladin fan. Card just on first feels bad, even if it was bad but with cool effect or flavour (Bolvar comes into this category) I would play it but like this no thanks
Tbh this might be first expansion ever that I won't be trying to get paladin legendaries as a paladin main. Overall disappointed with what they are pushing with paladin it's like they can't decide. So far we got dragon, heal, secret, handbuff..... Not to mention we got 0 support for mechs while paladin legendary spell is based on mech synergy.... Don't know what to think or say seems like paladin as a class got too many identities
6
I'll go and say it "It's bad..."At 8 Mana as a warlock you probably are done with tapping. Yes there are other cards that can draw. That being said 8 mana for 5-7 is also bad. Drawing not a minion makes it do nothing when you play it. DK is out of town, so how actually you benefit from this card? It's too slow to counter aggro and if you play against control you don't want to go even faster into fatigue. Only way I see this card being played is if you play with high value deathrattle minions. Anyways too situational card that requires you to draw this asap and then draw exactly minion that gets benifit from this, which means it's hard af to build viable deck for this
0
They said go play arena it's fun... My ass is fun I played 4 runs today and every game was just a coin flip of going second (losing) or going first (winning). And don't start with bs that I played bad, every game I went second my opponent played on curve and then there was me playing minions to try to get on board and if I did manage to get on board I was already so low that they bursted me down with random topdeck spells or charges (already "wasted" all my taunts while trying to stay alive while fighting for board), not to mention two guys who topdecked deathwings... Sorry but this is bigger cancer than ladder, at least there I don't lose to the coin flip
1
Not bad but still doesn't fix the problem of grind. So far I hit legend once (top 50 wild) and that was almost year and half ago since then I only go for rank 5 because 40 dust is not worth that much grind and time. What we need is more gold per 3 wins, achievement system with rewards
0
Its limited due Death man's hand infinity which means games would never end, that's why they decided to limit it