4gamer just revealed a new Showdown in the Badlands card: Walking Mountain
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This is nasty if it stick you win.
If this sticks you basically win. I can't believe people are calling this bad. 16 health is absolute insanity. This community...its either "wahhhhh powercreep" or "too slow". This is busted
This will be absolutely bonkers in Arena. Basically heals you up to full and if you can't kill it the turn after it will likely kill you.
Turn 9 is a little late to start healing, without cost reduction this won't see play. 5/5 in Arena though.
Are you kidding me? It's a 4/16 lifesteal rush and you just say it's bad
Absolute unit
Lor'themar Theron just got a new friend
This thing costs 9 mana... Lor is 7.... If it happens to be in your deck when you drop him.. great. IF not... at least everything else got a buff.
walking fountain pounding the floor, losing hope
Wild Big shaman returns
Don't underestimate Mega-Windfury, this is by itself a 16/16 with Lifesteal and Rush (with a x4 Attack Bonus on each buff)
In Wild I don't think that you play this in a competitive deck, besides strategies as Eureka! or Ancestor's Call
But it feels pretty fair for its cost. The main problem is the same that always, against Aggro Turn 9 is too late, and against control, you don't really need a card like this. But is not hard to imagine an scenario like, your opponent played Amitus, the Peacekeeper you play this, trade Amitus and Heal for 8 Health, keep a 16/12 on board. And then trade or go face with the rest of your board.
crazy good
Can't believe people are saying this is bad. Hallowed hound is still broken. This will be broken since healing half your health is a broken effect.
There is a difference between turn 6 and turn 9. Might as well play Big D if the games go that late.
But yes, at least it looks cool.
It needs manacheat, because if an aggro deck lets you play a 9 drop to heal... it is a bad aggro deck
Will be fun to cheat this out!
This card is going to shine in Arena for sure.
I just realized, but Blizz is actually being quite tricky here. With Overload (2) it means that you can't play this same minion 2 turns in a row, unless some real shenanigans that don't seem worth it.
This is actually quite annoying and balancing, cause a very smart way of playing would be to play this, clear board, and if opponent doesn't answer it, play another one, clear board/taunts again and attack 4 times with the initial Walking Mountain you played. That option is off the table now, basically.
EDIT: also, means you lack the ability to use your best minions to keep the Elemental-played-each-turn streak going. You are FORCED into using several smaller minions to keep the chain moving.
Looks like something only usable in From De Other Side decks.
A 4 attack minion with lifesteal that attacks once and then dies doesn't seem that good