Starting Point: Lone Champion is a good card. This costs 1 more, that's really bad. It doesn't have the summoning condition, that's decent. It has magnetic synergy, that's probably pretty good.
I'd say this is an average card. Magnet decks need to be good to play this over other options. But also, Corpsetaker synergy.
Step 1: Play annoy-o-tron. Step 2: Play this minion and attach it. Step 3: ?? Step4: PROFIT..?
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I'm just another one of those. You know, those who do things. Things that need to be done by those that do these things in order to do those things that don't do these things themselves. Has the word 'things' lost meaning to you already?
A worse Chain Gang as a class card - it's worse because as soon you attach two cards together you give your opponent value from their removal or silence. Unless there is a bunch of "can't be targeted " upgrades this Magnetic theme will fail. Either that or something radical like big nerfs on silence or hall of faming spellbreaker.
The magnetic cards give you great options. You can either play the card by itself OR choose to merge it with another mech. You can go wide, or go tall.
I really like this...
If there are some good mech based 2 drops (in addition to the one revealed recently), Call to Arms will also take off again.
As a card alone, he looks... bad. It is a 1 mana more Lone Champion, but Lone Champion is used on control decks because it comes out early. For 3 mana you have a better option (either Lone or Tar Creeper). But as a buff, it can be useful. It's Blessing of Kings but with added Taunt and Divine Shield instead of +2 Attack. It can work, but only on a more value type of midrange deck.
Its main sin is being a 4-drop in Paladin as they have so many good ones already. True, it becomes the BEST 4-drop in Paladin if Mechs take off, but we need some pretty impressive synergy to be shown. (It's like the 3-drop problem in Hunter.)
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"The quickest way to 'think outside the box' is to realize the truth: the only real box is the one you create by limiting your thoughts."
A worse Chain Gang as a class card - it's worse because as soon you attach two cards together you give your opponent value from their removal or silence. Unless there is a bunch of "can't be targeted " upgrades this Magnetic theme will fail. Either that or something radical like big nerfs on silence or hall of faming spellbreaker.
"silence riins it" is not an excuse why a card isn't good, your opponent has 1 or 2 silences maximum if he silence this magnetic effect (which has "charge" sometimes) he won't silence spikeridge steed or another buff/silence effect.
Starting Point: Lone Champion is a good card. This costs 1 more, that's pretty bad. It doesn't have the summoning condition, that's good. It has magnetic synergy, that's probably pretty good.
I'd say this is an above average card.
Assuming we're talking about constructed I would say lone champion is a pretty bad card based on the fact it pretty much hasn't seen any play since it's release (and I know recruit hunter runs a single copy but it's a tier 2 deck and only runs a single copy anyway). On top of that it's a paladin card and paladin has a super heavily contested 4 drop slot (Truesilver, Concencrate, BoK, even Saronite kinda) and this doesn't seem like it does enough. A 2/4 statline is awful for 4 mana (even with divine shield and taunt) as it kills practically nothing at that point in the game. Of course magnetic might have some utility but that also means you're running other mechs and to me it seems as though magnetic is a mechanic that cares about tempo not defensive power which this card has the latter but not the former.
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Double the Annoy-o-Tron, triple the fun.
this bot annoy me
ok im leave
Blizz, can i play class other than paladin?
Hello Hello. FUNNEL CAKE
They're going to push the Paladin - Mech thing for sure.
Seems like a decent 4 drop to me, given it can merge with another Mech.
Starting Point: Lone Champion is a good card.
This costs 1 more, that's really bad.
It doesn't have the summoning condition, that's decent.
It has magnetic synergy, that's probably pretty good.
I'd say this is an average card. Magnet decks need to be good to play this over other options. But also, Corpsetaker synergy.
Mech Pally was already on my radar. This is good.
Step 1: Play annoy-o-tron.
Step 2: Play this minion and attach it.
Step 3: ??
Step4: PROFIT..?
I'm just another one of those. You know, those who do things. Things that need to be done by those that do these things in order to do those things that don't do these things themselves. Has the word 'things' lost meaning to you already?
[Game] Name another card that has the same...
Think about it as a 4 mana +2/+4 taunt and divine shield spell, that's actually pretty good!
I like elementals and totems.
Not as annoying as Annoy-o-Tron. It seems like an okay card, not great.
But often it has to be played on turn 4 without another Mech.
Maybe there will be another aggressive Mech archetype, otherwise Truesilver, Consecration, and even Corpstaker are better options.
That's some Five Night at Freddy's creepy-looking ass puppet
Call to Arms Mech Paladin in Wild is going to be really good.
A worse Chain Gang as a class card - it's worse because as soon you attach two cards together you give your opponent value from their removal or silence. Unless there is a bunch of "can't be targeted " upgrades this Magnetic theme will fail. Either that or something radical like big nerfs on silence or hall of faming spellbreaker.
The magnetic cards give you great options. You can either play the card by itself OR choose to merge it with another mech. You can go wide, or go tall.
I really like this...
If there are some good mech based 2 drops (in addition to the one revealed recently), Call to Arms will also take off again.
Will definitely see a lot of play
As a card alone, he looks... bad. It is a 1 mana more Lone Champion, but Lone Champion is used on control decks because it comes out early. For 3 mana you have a better option (either Lone or Tar Creeper). But as a buff, it can be useful. It's Blessing of Kings but with added Taunt and Divine Shield instead of +2 Attack. It can work, but only on a more value type of midrange deck.
Its main sin is being a 4-drop in Paladin as they have so many good ones already. True, it becomes the BEST 4-drop in Paladin if Mechs take off, but we need some pretty impressive synergy to be shown. (It's like the 3-drop problem in Hunter.)
"The quickest way to 'think outside the box' is to realize the truth: the only real box is the one you create by limiting your thoughts."
Bruce Garrabrandt
"silence riins it" is not an excuse why a card isn't good, your opponent has 1 or 2 silences maximum if he silence this magnetic effect (which has "charge" sometimes) he won't silence spikeridge steed or another buff/silence effect.
Assuming we're talking about constructed I would say lone champion is a pretty bad card based on the fact it pretty much hasn't seen any play since it's release (and I know recruit hunter runs a single copy but it's a tier 2 deck and only runs a single copy anyway). On top of that it's a paladin card and paladin has a super heavily contested 4 drop slot (Truesilver, Concencrate, BoK, even Saronite kinda) and this doesn't seem like it does enough. A 2/4 statline is awful for 4 mana (even with divine shield and taunt) as it kills practically nothing at that point in the game. Of course magnetic might have some utility but that also means you're running other mechs and to me it seems as though magnetic is a mechanic that cares about tempo not defensive power which this card has the latter but not the former.