Knights of the Frozen Throne card review: Bring It On!

Hearthstone’s Knights of the Frozen Throne expansion card reveal season has started! We can expect to see multiple cards revealed on daily basis for the next couple of weeks leading up to the expansion itself.

In this post, I take an in-depth look at Bring It On!

Bring It On!

Bring It On! is an epic Warrior class card from Knights of the Frozen Throne expansion. It is a two-mana spell that gives you 10 Armor and reduces the cost of minions in your opponent’s hand by two.

Control Warrior used to love its Armor. Justicar Trueheart captured the essence of Control Warrior back in the day, just tanking up to tens of Armor and outlasting anything. Jades put an end to that with their inevitability, and Exodia Mage can do the same with its infinite damage combo. Therefore, a large amount of Armor simply is not what it used to be before.

Still, there is something attractive about Bring It On! That huge amount of Armor just feels good. It is also easy to come up with scenarios where the benefits are great and the serious downside is minimized: play it just as an aggro deck has finished emptying their hand, or use it against a Freeze Mage to slip just out of reach.

Reality might be different. Iron Hide does not see any play. Control Warrior already has tools to stabilize against aggro, and the areas where it struggles are withstanding wave after wave of pressure from midrange decks and trying to pressure even greedier control decks or combo decks – it is not easy or natural for Control Warrior to assume the beatdown role. Bring It On! does not accomplish anything in either of those scenarios, in fact it may even be unplayable against some decks, providing mere temporary relief before throwing you into an even worse situation.

There are specific metas and scenarios where Bring It On! can shine: against some aggro decks and against (especially spell-based) decks that have limited damage, such as Freeze Mage. I simply do not see the upcoming meta shaping up to be like that, in which case Bring It On! might not see play in Control Warrior.

What about some other deck than Control Warrior? Any faster Warrior decks do not care for a card that gives Armor but does nothing else, so Pirate Warrior and Tempo Warrior are not interested.

What about Taunt Warrior? After the quest is completed and Warrior takes Ragnaros’ Hero Power, they lose the ability to gain Armor naturally. Ten Armor is worth one or two Hero Power hits in the mirror match, and could be strong enough to swing it. Yet, it needs to compete with Shield Block, which is currently a tech choice that is sometimes included: both of them will not make it, so it is a choice between five Armor and draw or ten Armor. I’m not sure how this choice will turn out, but because Taunt Warrior wants to change its Hero Power away from Armor generation, Bring It On! does a better job shoring up the weaknesses in that deck than in pure Control Warrior.