Coliseum Manager

Coliseum Manager Card

Coliseum Manager is a 3 Mana Cost Rare Neutral Minion card from the The Grand Tournament set!

Card Text

Inspire: Return this minion to your hand.

Flavor Text

Meets monthly with the gladiators to discuss career goals.

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8 Comments

  1. Mccain
    July 28, 2015 at 10:05 AM

    It whould be better if this card costs 4 mana but also charge

    • Ike
      July 31, 2015 at 10:47 AM

      But then it would just be an inspire version of stormwind knight. Blizzard typically frowns on creating better versions of the same card. We have yet to see the rest of the expansion, but so far this is unlikely to be played in any viable constructed deck. It’s an alright pick in arena though.

  2. Feuerfeder
    July 27, 2015 at 11:25 PM

    this will become a combo-card sooner or later

    • Zanon
      July 28, 2015 at 8:55 AM

      nope it won t, it way too slow, rogues won t use it and it doesn t have a place in other decks.

  3. Jafar
    July 27, 2015 at 3:40 PM

    It’s a 2/5 for 3 Mana… period.
    I’d say the inspire is more a downside, however, it can be played as card advantage.

    Interesting card, could be played as a vanilla 3-drop, but I don’t think it will.

    • Clark K.
      July 27, 2015 at 4:14 PM

      I judge cards in two categories: application in constructed, and application in arena.

      Constructed:
      -Handlock
      The deck I most see this card viable in is handlock. If you play this on three, it can combo with shadowflame on turn 4 and argus as well. This cards is a weaker version of zombie chow, in this deck.
      -Rogue
      If combo becomes more prominent in Rogue, then maybe, but I’m certain the card will still be bad.
      It is only viable in combating aggro decks. However, if what most people’s predictions are correct, the meta game will slow down quite significantly. Then, this card will be shit. However, it has the possibility of being an average to above average card if those predictions are incorrect.

      Arena:
      Most three drops in arena (hearthstone in general) suck. This falls into that category and may even be worse than the other poor three drops that already exist. Hero power used in the early game helps to combat small-cost minions. If this card is on the board when you have to fight off tempo (which essentially is the basis of arena) going to do nothing. If anything it will be the most if not all of the time.

      • Ike
        July 31, 2015 at 10:58 AM

        I’d have to agree that this is unlikely to see play in constructed, but in arena, the card isn’t horrible. It’s basically a worse neutral version of druid of the flame (since it’s usually played as a 2-5 stat line) which is actually a fairly good pick. The inspire effect is more likely to be a drawback, since arena is more tempo based, but it’s still viable enough to be above average (for three drops).

  4. Alex
    July 27, 2015 at 2:50 PM

    As a turn 3 play, seems like it would require a card like Argus on turn 4 and a leftover minion from turn 2 (haunted creeper, maybe?) to make it worthwhile, even against aggro. If you used a Sunfury protector on turn 4, then you better have another 1- or 2-mana card to plau cause you sure cant use your hero power with this minion.

    Good card to coin out on turn 2.

    It’s likely you’ll get 4 damage out of this the majority of the time for 3 mana, so I would say this card is similar to the 3-mana Ogre Brute 4/4.

    Survives most board-clearing spells like flamestrike, lightning storm, and auchnei + circle of healing, which is interesting for a 3-mana minion.