What you doing against flutterwing guardian?

turn 3 coin 4/4 divine shield taunt imbue turn 4 divine shield taunt imbue.

the game is lost on the spot at that point isn’t’ it? there is no way you can get back on the board against that?

the minion should cost 5 or have like 1 or 2 hp, change my mind

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…there are lots of ways dealing with it for any class

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So…what are you doing in the preceding turns that this 4/4 divine shielded meatbag is such a problem for you? Unless “I go face” is your whole schtick, he really isn’t that troublesome.

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there are so many ways to deal with this on turn 4 can you give me 2 each class has with 4 mana that does not require already having board presence?

didn’t draw a turn 1, turn 2 draw 2 cards, turn 3 play my little 2/2 dude, how is it so difficult to understand being behind on turn 3? TURN 3??

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I mean, DK can summon ghoul to pop the shield and use morbid swarm for 4 dmg.

Rogue has destroy minion abilities, combo spells and abilities, and weapons

Every class has more than a few sources to kill a 4 health minion

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its not just this minion but I will give you an example of what 3 turns looks like

i . imgur . com / fvDiOS0.png

this is typical setup, I have notihng in my hand that and didn’t generate a board that can answer a 4/4 divine shield taunt this game either.

oMg wHaT wErE yOu dOiNg fOr yOur tUrN!1!!1!!

I’ll let someone else take this one.

If a deck is playing imbue, its early game is bad enough, so this shouldn’t be much of a problem

At this point you’re supposed to at least have something to break the shield with, and then you either play the same card they did (if you’re imbue, as well) or you start playing threats (if your deck has any, at all)

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Also you don’t necessarily have to kill it right away, its just a 4/4, hardly a massive threat. On my imbue druid (which doesn’t even play flurterwing) I usually just wrath off the shield, or run a small minion into it and let it trade into my board while developing my own board/ramp up my imbue with cheap spells.

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Don’t bother here, these people will just turn this conversation into some weird gaslighting thing and point at all the different ways this is on you instead of call it for what it is.

Not many classes have 12 damage or techs to deal in 4 mana. However, it is not a 4 turn game so depending on what your deck does from behind matters. 3 bad draws and that happens, game is likely over and drawing it out is pointless. The concede button sets you free.

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You seem really emotionally fragile about this. Try practicing the game a bit more and you’ll do better! I have faith in you!

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I’d be embarrassed to make a complaint about a card like this on a public forum personally lol.

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ping and destroy it like any other divine shielded minion

6 mana just to summon a 2/2 isn’t gonna win you a lot of games, regardless of what you play against
Either your deck has a low curve and this scenario should be extremely rare and you don’t really care when it happens
Or your deck has a higher curve and should include removal and tempo-swing to compensate tempo loss and this shouldn’t be a problem
If none then you intentionally play a deck that can’t compete against tempo plays, so the answer to how to deal with tempo plays is : change deck

Well that’s a good example of what can deal with a simple DS 4/4
Glad to see an opponent helped you answer your question

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But if one were to adapt to the meta one might climb, and we cannot have people climbing in this game.

It’s an overturned card, no one can’t deny. It’s part of the power creep of the game tho.
4 mana pure stats is 4/5.
Don’t tell me sacrificing 1 HP is fair trade for Taunt, Divine Shield and Imbue.

It’s an annoying card, you don’t perceive IT to be the reason of your loss, but it may have been, due to snowball effect.

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if it was that good people would run it on classes without imbue

It is. Divine shield is calculated as attack dmg, because that minion can hit twice guaranteed, while we usually add +1 for taunt, which makes this minion worth:

24 + 5 + 1 = 14, while for 4 mana common minion we would expect 42 +1 = 9, which is 5 less (or 2 mana less, to be more exact)

In summary, the card should have cost 6 mana to be fair, but it doesn’t matter because it’s a neutral card, and because Imbue is a very bad mechanic, so this at least makes your deck semi-playable instead of completely unplayable.

When you look at it this way, would you put the card in your non-imbue deck simply because playing it cheats 2 mana? The answer is an easy, resounding NO, because that would screw up your hero power, and that’s much worse than overpaying 2 mana for your stats.

EDIT: IS it, though??? I’m not even sure xDD Actually, it might lowkey be worth it, as normal hero power seldom gets used anymore

Nothing will be done about it. Nothing needs to be done. Maybe play decks that start at turn 1 not at turn 10.

ehh deathknight and demon hunter have competiive decks
dont have imbue powers so wont lose their hero power

but not a single one of those decks runs this card… it isnt as good as you think it is