I feel this card is quite broken in its current form. Rest of the game is way too strong for its effect. It should be for the NEXT turn only armor counts as damage and does not stack as ‘armor’ but instead becomes damage. Currently as it stands if it goes late game it is a near 100% win for warrior.
Way too easy to gain armor which then easily turns into pure damage AND gains massive life.
Next turn ONLY OR better yet, turn it into a 10 mana, 5/5. Heck you could make it a 10 mana 1/1 and it STILL would see massive gamebreaking play from that one effect.
What if for the rest of the game anytime the player would have gained armor they gain attack instead? That way they’re no longer gaining both the huge attack and huge buffer to their health? Probably not the best compromise, but it’s the best I could think of at the moment.
It’s a week of old data. Control Warrior is getting spanked even in low ranks with win rates of 49%.
It’s awful now.
It gets absolutely abolished by most of the T1 meta decks now, mainly Hunter but others too.
It’s bad.
Enrage Warrior was the top legend deck of choice which is why Tony Druid rose to fame in the first place, Tony was still bad at climbing because it had a load of unfavourable matchups in the “normal” meta
The card cost 8 Mana. Which means unless you were able to get it discounted, you can only play it on turn 8 for the most part. You’re not going to have a lot of options to trigger the effect you get from playing this card unless you have the weapon or something else that is discounted that you can generate armor with on the same turn you play it.
enough already. The card is 8 mana. I MIGHT get lucky and get it on a dredge so I can play it on turn 6. This game has bigger issues than Odyn. Treant druid comes to mind. Jailer decks come to mind.
Came here to post this. It’s not cost effective to make it a one turn only deal. Like when they nerfed the rogue lifesteal effect for that weapon (I think there was a balance between twice a game and all game).
At best, ten damage. This is another combo that take a while to pull off and relies on other cards. Really eay to disrupt.
Yes, which means hold even more cards in hand, and in the aggrostone meta means that this still doesn’t work. So turn 9 or later for this to work.
Might as well ask for it to be removed from the game.
You really want to get into how a completely different card, with a completely different mechanic, for a completely different class, with completely different functionality works differently than this one?
Well, for starters…it works COMPLETELY DIFFERENT!
But feel free to make a “sif needs a nerf” thread and we’ll have that discussion too.
Personally I hate any effect in the game that becomes permanent and unremovable. Odyn is particularily heinous. His effect, much like Sif, should only be in effect while he is on the board.
it’s not any different.
you get 8 armor per 3 mana
if you are wearing wind fury weapon that’s 16 damage for 3 mana
that’s enough damage per mana to otk full hp enemy with armor on top
no wonder 20+% of top 1000 legend were control warrior before rise of tony druid.
you think it’s not the same because warrior need wind fury weapon and have to save up armor cards to pull out that combo?
rainbow mage have cast lots of different spell school cards, save up bunch of spell cards, and reduce mana cost of spells with lady nazjar to do otk combo