XarkkalServant of Illidan 9001321 PostsJoined 03/29/2019
Posted 3 years, 9 months ago
I think this has potential to be the best sidequest.
It can force your opponent in a situation where they have to decide between trading and clearing your board, or going face to prevent this from completing. Don't underestimate a card that can cause your opponent to make a bad play.
This card is insane, particularly in more aggro builds and even in midrange, providing that you can keep control of the board. 2 mana for a 3/6 with taunt is great value. It's also super interesting design in how it creates a different kind of interaction between you and your opponent. I expect this to see quite a bit of play across a few different Paladin builds.
I think its cool interaction. if aggro deck runs out of gas for 1 turn u will get nice taunt to slow them a lil bit more. dat may be just enough. I remember so many games when i finally get control on the board against aggressive opponent and they still won because of my low health. so might be useful...if u not playing against hunter
If you behind on board this card is useless. This simple fact means this doesn't belong in any meta deck. Otherwise value looks obviously very good, but I don't believe it will be consistent enough.
Assuming the minion is summoned on your turn, you cannot attack with it. This seems really good early game but as sidequests goes, in the late game this is pretty bad. Going second with this against rogue, druid, hunter, or mage will make it even harder to activate it on turn 2.
i think this is the best sidequest so far, even if you don't get the minion you're forcing your opponent to use the hero power and loss tempo, GREAT CARD 4/5
The synergy with Time Out! is the most obvious application, but I feel like there are more applications as well. Some classes/playstyles generally can’t deal damage on t2 (like slower Priest decks), while others have to disrupt their gameplan (coining this on t1 vs Quest Druid seems good, since they generally don’t want to hero power on 2 because it won’t go towards their quest). Even against classes with more damage, this can create situations where your opponent needs to go face with something when they would rather trade, which could be pretty good.
Pay 2 mana for a 3/6 taunt is quite good. We can use this card in a control deck or even in aggressive deck to put another minion on board and protect other important minions
looks like a good card that can punish slow starts from aggro as well as quest druids and other slower decks. enemies will have to hit face just not to proc it so it causes potentially inferior play. probably it will find value sometime in the game anyways and a 2 mana 3/6 taunt is quite a good card even when it is delayed.
Comments
The other Paladin quest is better.
I think this has potential to be the best sidequest.
It can force your opponent in a situation where they have to decide between trading and clearing your board, or going face to prevent this from completing. Don't underestimate a card that can cause your opponent to make a bad play.
This card is insane, particularly in more aggro builds and even in midrange, providing that you can keep control of the board. 2 mana for a 3/6 with taunt is great value. It's also super interesting design in how it creates a different kind of interaction between you and your opponent. I expect this to see quite a bit of play across a few different Paladin builds.
I think its cool interaction. if aggro deck runs out of gas for 1 turn u will get nice taunt to slow them a lil bit more. dat may be just enough. I remember so many games when i finally get control on the board against aggressive opponent and they still won because of my low health. so might be useful...if u not playing against hunter
Turn 1 coin + this the dream in arena xD , in constructed i dont see it
hard to make it work vs aggro and it mostly needed for that match up
Good at early turns, shit at later turns
So you either draw this and play at turn 2 or you try to activate it later, which is way more difficult, not much room for versatility
If you behind on board this card is useless. This simple fact means this doesn't belong in any meta deck. Otherwise value looks obviously very good, but I don't believe it will be consistent enough.
Great early game card but it's mediocre in late game..
Assuming the minion is summoned on your turn, you cannot attack with it. This seems really good early game but as sidequests goes, in the late game this is pretty bad. Going second with this against rogue, druid, hunter, or mage will make it even harder to activate it on turn 2.
I think the condition for this card is thougher than u might think vs aggro.
There are a lot of situations where you don't receive damage, even against aggro decks. So this is pretty good.
2 mana 3/6 with taunt, can be used even in agro decks
i think this is the best sidequest so far, even if you don't get the minion you're forcing your opponent to use the hero power and loss tempo, GREAT CARD 4/5
The synergy with Time Out! is the most obvious application, but I feel like there are more applications as well. Some classes/playstyles generally can’t deal damage on t2 (like slower Priest decks), while others have to disrupt their gameplan (coining this on t1 vs Quest Druid seems good, since they generally don’t want to hero power on 2 because it won’t go towards their quest). Even against classes with more damage, this can create situations where your opponent needs to go face with something when they would rather trade, which could be pretty good.
This seems good to me! Looks pretty easy to trigger.
The going first dream. Best sidequest so far you can play it after time out too!
Pay 2 mana for a 3/6 taunt is quite good. We can use this card in a control deck or even in aggressive deck to put another minion on board and protect other important minions
looks like a good card that can punish slow starts from aggro as well as quest druids and other slower decks. enemies will have to hit face just not to proc it so it causes potentially inferior play. probably it will find value sometime in the game anyways and a 2 mana 3/6 taunt is quite a good card even when it is delayed.
Seems a bit on the strong side to me. I mean, another taunt can just prevent the damage and there your 2 mana new taunt card is there.