The Grand Tournament Cards Review PT. 1

In this series we're going to focus on The Grand Tournament cards that aren’t stellar and explain how they can be used to their best potential.

In this series we’re going to focus on The Grand Tournament cards that aren’t stellar and explain how they can be used to their best potential. I’ll start out with how each card can be used in constructed, and what type of deck it could be used in (even including a few deck lists), and then moving on to how it can be used in arena. I will be telling you when to pick it and what type of deck it should be in, as that can be more difficult with the RNG of arena.

Tournament Medic


Tournament Medic is honestly a pretty solid card. Having a 1/8 body that lets you heal for two any time your hero power is used is pretty great. The only downfall is that it’s effectively a turn six play with a pretty weak body for the turn. Dropping a 1/8 on turn six and only healing two is not a strong play.

In constructed, I see it being used in a health buff Priest deck. You know the ones I’m talking about, where your opponent has a small creature on the field, and then all of a sudden you’re being hit for 32 to the face on turn five. Putting Tournament Medic in the deck would allow you to not only have another high-toughness body on the field to buff, but stabilize your health while still healing your minions so you can buff them and hit face. I’d suggest Inner Fires, Divine Spirits, Tournament Medics, any buff spells for Priest, and then play any removal you can find.

In arena, I would look at what class you are playing. If you are playing something that you would be taking more damage than others such as Warlock, Warrior, Rogue, Druid or Priest (for the buff), I would take this card. But even more importantly: look at your mana curve. Watching your curve in arena is extremely important, and this card could really mess up your whole deck just because it is not best to play on curve.


Coliseum Manager


From the picture voting, I was pretty excited, but when this card came out, I was really disappointed. When you get a 2/5 that penalizes you for using your hero power, it’s not going to be seen very often.

In constructed, this is a tough one. I figured the best fit would be in Zoolock, where during the early game you don’t worry a lot about hero powering and then late game you can trade, then hero power to bring it back, and replay it and possibly trigger your Knife Juggler. This isn’t the strongest use for him, but trading with him early game allows you to save your stronger creatures for face.

This card already sees play in arena! It allows people to trade, which is very important in arena, healing it to full health, allowing it to trade more. It can be played in any deck (permitting the mana curve). The only thing I would be cautious with is the other rares it is placed with. If the other rares have nothing to do with your class (Murlocs), then go ahead and pick it.


Sideshow Spelleater


Sideshow Spelleater is such a unique card. It’s not a card that you can rely on every game for the same result, but it allows you to quickly change your game plan if you’re getting countered hard. It also allows you to “counter” Justicar Trueheart (which is played in quite a few decks these days). There are still a few bugs with this card, and will not copy hero powers of adventure mode bosses.

Constructed with this card is very strange, because you want to find something that is not going to hurt you if you decide to play it. I recommend either a control Shaman (whose hero power becomes weakened late game) or possibly even Rogue. If you play this in Shaman, don’t play many cards that rely on you having a lot of totems, such as Thunder Bluff Valiant. This sounds like it has potential, so keep your eyes peeled for a deck list. In Rogue, don’t play many weapon buff cards such as Deadly Poison or Tinker’s Sharpsword Oil. These will just fill up your hand. This card could fit into a Malygos Rogue deck.

Arena is another funny area. The biggest bug is in arena and tavern brawl, where it sometimes won’t copy hero powers. This has happened to me personally, and I lost the game because of it. I would be wary of picking this card up early, but if you think your deck can handle switching hero powers without penalizing you, then take it. Sometimes, the other epics aren’t very strong and this is a perfectly fine card to pick.


Bolf Ramshield


I’m pretty sure most of you have seen the video: one Youtuber opening about 225 packs of TGT, and unveiling six Bolfs. He is one of the most disappointing legendarys from TGT. His stats at 3/9 aren’t too bad, being able to trade with two Shredders, but it still feels like he’s missing something.

Constructed would be very difficult with Bolf. His mana cost feels too high for any curve with little return on the effect, but if you play him in buff Priest, you will never take damage again. Divine Spirit him twice and you’ll have 36 health to block off. Why not buff him with all those Spare Parts lying around the meta? Even if you can’t buff him, you can still heal him playing Priest.

I feel like Bolf is a pretty decent card in arena, even if you can’t heal or buff him. With little combos and synergy going on, you should have a stable field to play him on and keep him alive. The hard part about playing him is that any type of removal is taken almost immediately, and he would be a card that is targeted because of it. He suffers from what we will call “Knife Juggler syndrome”, meaning he is killed immediately because people simply don’t want to deal with him.

That’s all for now, but check out our other Hearthstone articles for more information about TGT cards! More to come…