4 mana common spell
Gain 1 armor, upgrades each turn.
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/231386-new-warrior-card-dr-booms-scheme
4 mana common spell
Gain 1 armor, upgrades each turn.
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/231386-new-warrior-card-dr-booms-scheme
hmm, how much armor do you need to get to be worth it, druid gets 12 from branching for 4 mana which is a decent choice. So if you keep it in opening hand it will be on par around turn 12. turn 25 would be 25 armor,that would be pretty sick but it takes away a card from you in your mulligan. I don’t know if this is good,probably not that great unless fatigue becomes a real thing again.
its an interesting card though.
… well now.
Shield Block is 3 mana, gains 5 armor, but has draw, and sees play.
Iron Hide was 1 mana to gain 5 armor, no draw, and saw no play.
We’ve also had some curious others like Bring It On which gave 10 armor for only 2 mana, but had a downside.
4 mana for an undetermined amount of armor - I’m not sure how I feel about that. I feel the only way this would see play is if it upgraded by 2 per turn; otherwise, it could cost 2, and probably still not see play.
Don’t look much into this, this is dust.
I mean, considering that Unidentified Shield could yield 15 armour for 6 mana, this would need to sit in your hand for a looooong time before being useable.
For comparison, Priest’s Healing Potion could heal 12 for the same cost.
Yeah, this looks real bad. Too expensive for too little.
Kind of sad that it is, but I have to agree that this just seems bad for now unless there is some crazy scheme synergy card.
I wonder if DMH copy the final buffed effect.
If that’s the cast, it’s ridiculously strong in Wild. DMH Warrior can in late game armor-up way beyond any reach of danger.
If not, it’s just typical bad common card.
Come on Blizzard throw us a bone here…
You give druid armor for days for the past year, then drop a 4 mana 1 armor card for warrior?!
Even at 3 armor per turn thats 4 mana for 7 armor after 2 turns in hand…come on Iron Hide gave 5 armor for 1 without needing to sit in the hand…
Shield block gives 5 armor for 3 AND a card without needing to sit in hand…
Not a good card imo. Has to sit waaayyy to long doing nothing to be even close to decent.
This card has to sit in your hand for 12 turns to be on par with Branching Paths/Greater Healing Potion. Not only that, it has no other feature and flexibility.
1/5 card. Trash.
Depends on meta. In heavy control this card will see a lot of play as its warriors strongest potential armor gain. But in an aggro meta this cards is dust. At the start of every meta all you see is aggro for the first couple of weeks so it might take some time to see.
It says each turn, so it’s actually 6. It’s still dust tho.
Upgrade only works on your turn. This has been stated multiple times.
12 turns.
Oh then yeah, super dust.
That’s a double whammy.
Poor Warriors always getting the gimp cards.
Maybe Blizzard will a neutral to tutor a spell?
From hearthpwn
My theory: Up until yesterday this card (1) summoned boom bots or (2) put bombs in you opponents deck. Bliz realized that was insane and changed at the last minute to armor gain. Hence the image not matching the text and the terrible card consistent with Blizzard over-nerfs
This is the only way it makes sense.
Heck, this card would be still bad at 1 mana, Iron hide didn’t see any play whatsoever.
This is an incredibly disappointing card.
How can they print such a bad card. Even the art doesnt make sense. Why is Dr. 7’s scheme gain armor? 4 mana to gain 12 armor is considered normal and you have to hold this card for 12 turns for that?? What were they thinking?