Hot Air Balloon

Hot Air Balloon Card Image

Card Stats


Card Text

At the start of your turn, gain +1 Health.


Flavor Text

The Gadgetzan Pilgrim's Bounty parade is missing a float this year.


Hot Air Balloon Sounds

Play DRG_057_HotAirBalloon_Play

Attack DRG_057_HotAirBalloon_Attack

Death DRG_057_HotAirBalloon_Death


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Comments

  • Imho too weak, even for a one drop. Mecharoo is always a better choice.

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  • Good for token decks. Ok card in wild for mech decks too. 

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  • Its a battlegrounds card!  :D

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  • 1 turn for mech deck ehh

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  • I think I'll see it only played in arena.. Or maybe it can be played in aggro mech decks.. Not sure about it.

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  • seems a bad 1 drop for me, decent in arena, but not good at all

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  • THis is a good 1 drop for mech deck, but to be more worthy than Mecharoo it need to survive at least 2 rounds.

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  • This stacks pretty damn well but i think it came in the wrong expansion, might see play in highlander paladin.

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  • Definitely a solid “it has stats” 1 drop, since it will usually be a 1/3 by the time it matters.

    Good arena card

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  • Very good turn 1 play, especially if you go first. Not a massive card, but stick something magnetic on it and you can potentially snowball hard in the early game.

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  • Maybe the growing effect can be abused by aggro decks. I think we will see a lot of things magnetized onto that.

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  • Good to see less busted 1 cost cards. This one can snowball but at least it can be dealt with early. F*** these 1 mana 1/3.

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  • It's kinda like a Secretkeeper, except it only really scales with Magnetize

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  • Interesting take on the classic 1 mana 1/3, although it has potential to grow even bigger if left untreated. The delay health gain makes it much weaker than if it were to be "end of turn". Therefore, this is too slow for wild, especially for mech paladin as they already have a magnetic 1/3 mech

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  • 1/2 is not super strong to begin with but the effect is not too shabby at all. it does not gain atk so its not snowball a game on its own but it might be a decent target for magnetic

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  • Arena card and most of all, battlegrounds card. 2/5

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  • I wonder if this could find a place in Inner fire priest decks.

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  • Surely this will see play. Even if not played early, it's a great magnetic target

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  • If it is played on turn one, it is probably at least as good as Dire Mole in Arena, since 1/2s tend to live until turn two at least. Maybe later on as well, since you won't always have exactly a two attack minion online to efficiently dispatch it. In any form of Constructed, it seems kinda weak.

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  • Its essentially a 1/3 1 drop on curve. Little else and not that interesting.

    More likely its a contender to be added into battlegrounds where gaining 1 health per turn is actually worth considering.

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