At best jousting will work against face hunter where the most expensive minion is usually 3.The idea looks good, but as the article points out, you will only want a minion that's already good without winning.Take for instance , and , would you be willing to trade a sunwalker for a boulderfist ogre that has -1/-1 and a 30-ish% chance of becoming with ?I don't think so.Or perhaps, Blizzard is looking for these minions to be effective in Arena, there, they might actually have a chance since everyone's deck is crazy...
Personally i think the deck choices here are short sighted. Firstly it's assumed you would just shove the card in a preexisting deck instead of one more specialized to it which would not happen. The point of these cards are to enable decks with more big minions as such they will be placed in them. Also the choice of the mid-range deck is peculiar. Of the decks in the example surly you would place the minion in the handlock deck as that would be the one that benefits more, its even demonstrated here. I'm not saying the mechanic is immaculate but defiantly not as flawed as it is shown to be here. Unless you go through every archetype for every class both currently used and possible once TGT is released you cannot tell how good these cards will be.
How does the joust work with giants? Does it go by basic cost or playable cost after text is token into account? Like would joust fit in hand lock type of deck.I dont mean what we have seen yet but what might come.
The REAL problem with Joust, is that the joust minions themselves are NOT good at winning if they are pulled out, aside from a few. So a full joust deck just plainly doesn't exist. It's just not a good mechanic, not even "for fun." Unless your idea of fun is gambling with very low chances.
This is just dumb to take a deck that is not suited for jousting and say "Jousting suck".
Off the top of my head, the only decent jouster at this point (in constructed) is the Tuskarr one. And the thing is - in the matchups where you really want his battlecry to go off, you should be favoured - if not heavily, at least slightly, but likely heavily. In other matchups, such as vs control, his body is fine and the battlecry isn't nearly as important.
If we agree that antique healbot is MOST useful against aggressive decks, and that therefore the tuskarr will be considered as an option against aggressive decks, then we should evaluate it against aggressive decks. Or actually, to be perfectly fair, we should evaluate it against all ranges of decks and consider the relative quality of healbot vs tuskarr in each matchup.Against aggro: Probably better (exact chances are not certain until we know decklists) because aggressive decks have mostly low cost creatures. Most of the time you'll lose 1 health in exchange for +2/+2 in stats which translates to a much greater healing potential.Against Midrange: This is probably the most neutral case. You'll sometimes miss the heal (assuming both decks have similar curves) but on the other hand, 5/5's are much more relevant than 3/3's in a midrange matchup. If you consistently want the 5/5 you'll want the tuskarr, if you consistently want the heal you'll want a healbot.Against Control: Because you'll usually miss the heal (control decks have high curves) we can evaluate this as a 5/5 vs a 3/3 with 8 health attached. The heal is usually less relevant against control but so is the body. Against combo control the heal will matter somewhat so you'll want the healbot more. Against straight control (think control warrior/control paladin of old) the body will matter a bit more but mostly this slot will be dead either way.Overall I like this card over healbot in non-midrange matchups and especially if you're playing control paladin. Is it strictly better? absolutely not, but it is by no means a terrible card.
I believe that players are missing a BIG component on the Jousting mechanic.This analysis is being made while taking into account the minions of the whole deck.However, at the start of the match, the deck isn't composed of 30 cards. It has 26, because 4 will be already in our hand, one more if you're second. You'll mulligan for cheaper cards to use on curve, so in most cases (when RNG is helping) players will have some of the worst cases in their hands, increasing the joust success.The Joust mechanic favors players who manage their deck over the course of time. They'll know which cards were played and the remaining to draw, so they can calculate on a whim their chance of success (or estimate at least).My advice on jousting is: if you're using it, make sure you know which cards you still have left, and trigger it the most when the odds are in your favor, not when you desperatly need the heal (and pray that your Frost Giant is at the bottom of the deck).
Hashtag counting cards.
Ok. And now think of a deck, that is not just "tempo midrange", but a deck, that uses spells and heropower for early board control and most of minions in it are heavy. Youll get much more % (ofc not versus handlock, but there are always some counters).
I would say that the jouster should ALWAYS win ties.. since they played the card.
In a way you can think of Joust cards as tech cards. They're designed to combat aggro, like counters weapons and counters secrets. Sure, they're sub-optimal againt non-aggro but it doesn't mean you shouldn't play them if the meta is full of aggro.
Certainly worth discussing with some Shaman decks, arguably the best one revealed, that's a lot of health.
As others have said, it's difficult to truly assess a card based on prior decks. There might be good joust decks that the community can come up with following TGT's release, but there might not be. And yes, some of these joust cards can be seen as tech cards.But I don't think it's something to be incredibly worked up over. For starters, it's not as if the entire expansion is based around jousting. It's only a small selection of cards.Most importantly, I think, we shouldn't really want jousting to be an incredibly powerful new mechanic. Not everything that comes out has to be immediately competitive in top-end tournaments. These joust cards are a lateral power move, possibly providing the community with interesting new stuff to try out. We might get some crazy new archetypes out of it, or we might just get some variety in existing decks. It's also yet another unique mechanic that can cause all sorts of fun and games in Arena, coming out of unstable portals, etc.I don't have a crazy big card collection. If I pull a bunch of joust cards out of the 50 packs I've pre-ordered, then I might just have to experiment with them. Could be that they make for some good substitutions for other more powerful/rare cards in decks.I mean, I don't disagree with the sentiment that jousting is a risk that might make joust cards unplayable in competitive play. But we're about to have a huge number of cards enter the meta, including a whole host of Inspire-based cards, kind of silly to get so doom and gloom about all this.