Will probably be an essential tool in Control Paladin, if the deck makes it into the meta, and I believe it will at some point in the next year and a half. I think it’s a great tool vs Aggro and can provide a huge swing if you have a Truesilver Champion equipped or you can also swing a Chillblade Champion with BoK on top of it. Like Arcane Artificer, your opponent SHOULD prioritise removing it, since otherwise you’ll be getting a ton of value. Plus, it grants Divine Shield and Lifesteal to Corpsetaker, and can be tutored with Withchwood Piper or Countess Ashmore. Arcane Artificer is better as it gives you armor instead of health, but on the other hand this minion is stickier thanks to Divine Shield, and if the opponent has to trade into it, it also gives you 4 extra health. This reminds me of Arcane Artificer: 1/2 stats that you’ll prefer to drop later in the game to get value and health. It’s a solid card overall, and has a potential to become very powerful in the right deck and in the right meta.Ĭard rating: 6/10 standalone, 8/10 in a deck with healing Because of the effect, the Lifesteal on him will double, so he will usually heal for 4 (although healing on Turn 2 is sometimes irrelevant, because you might be at full health anyway). Like, you wouldn’t mind pulling it out from Call to Arms, it has 1 Attack so it can get drawn by Crystology, 1/2 body with Divine Shield ain’t that bad to drop on T2 against Aggro, it can be useful in Corpsetaker deck. Right now, I’d say that if anything, the card will be played for its body, and the effect will be a nice addition that can come handy sometimes. I feel like it’s one of those effects that are strong in vacuum, but might just not be very useful in the actual in-game decks and scenarios. You want to double it against Aggro, where every point of health matters, as well as against combo decks, but only the kind that can’t OTK you. If you have 20 health and you aren’t under any threat of dying, then doubling healing is a bit pointless. Doubling the healing is relevant only when you’re pretty low on health. It synergizes really well with Uther of the Ebon Blade too – doubles the weapon healing from 5 to 10. The sad thing is that lots of them, such as Forbidden Healing, have rotated out with Year of the Raven, so there aren’t many thrilling options (more might get printed). You probably want to run it in a Control-ish Paladin with other healing cards. While doubling the Lifesteal of this card is cool, it’s not really enough. First, you need a deck that actually heals. The effect itself is really powerful on a 2 mana body, but only in the right deck and in the right scenario. But no Mech tag makes it significantly weaker, because you won’t be able to synergize it with Magnetic cards. If it was a Mech, I would see it being played in Mech Paladin just for the body – 2 mana 1/2 with Lifesteal and Divine Shield is comparable to cards such as Shielded Minibot (trades 1 Attack for Lifesteal) or Annoy-o-Tron (trades Taunt for Lifesteal). ![]() The problem I have with this card is that it simply doesn’t fit into many decks right now. This is a great example of a well-designed cheap Legendary – okay body, can be dropped on the curve, the effect is strong, but it’s not very impactful early in the game and it can scale well into the late game. They’re really hard to make interesting – on the one hand, you want the effect to be cool and strong, but on the other, you can’t make it too impactful, since it would be overpowered if you could drop it very early in the game. But I’m always interested to see cheap Legendaries, from the design standpoint. I honestly expected something bigger, potentially with Mech synergy.
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