Dr. Boom’s Scheme

Dr. Boom’s Scheme Card

Dr. Boom’s Scheme is a 4 Mana Cost Common Warrior Spell card from the Rise of Shadows set!

Card Text

Gain 1 Armor. (Upgrades each turn!)

Flavor Text

“We did it! We blew up the vault!”
“You mean the vault door?”
“Oh. The doooor…”

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38 Comments

  1. CrazyCameron127
    April 6, 2019 at 5:40 PM

    At 2 mana this would be somewhat viable. At 4 mana it is unplayable. -1/5 stars

  2. Evlysium
    April 5, 2019 at 6:26 PM

    The only problem with this card is the mana cost. 2 armor per turn (as some others have suggested) would probably be broken; you could reasonably expect to use this as a better branching paths against aggro and an absurd 30-40 armor in control mirrors. The effect here is fine, making the card weak against aggro but still useful in control mirrors (and maybe to out-armor combos); it just has no business costing 4 mana. The comparison to iron hide (a card that never saw play) is quite valid and a bit laughable. Quite honestly, this effect would be perfectly fair for a 1 or even 0 mana card.

  3. Werearewe
    April 4, 2019 at 1:18 PM

    I feel like it would be cool if this costed 5 or 6 and shuffled a bomb into the opponents deck. That way it would still be shit as a topdeck and for a little while but it wouls synerigize with blastmaster boom and late game it would just win. Also this fits the art much better

  4. Werearewe
    April 4, 2019 at 1:10 PM

    Too broken. Don’t understand why its so low rated this card should have been 10 mana. Imagine this. You are facing a mage with 10 health and you topdeck this cards and are now at 11 health. They pyroblaat you. This card just saved your life way too broken this is op omg game changer 100000/5 waaayy too good

  5. Deathstalker best boy
    April 4, 2019 at 7:27 AM

    1 mana for 5 Armor saw almost no play
    4 mana for WAY less then the value necessary or having a card sitting on your hand for 19 TURNS
    Just no

  6. Flustered
    April 2, 2019 at 3:15 PM

    Let’s compare this to Iron Hide. 1 Mana, gain 5 Armor. No buildup, no frills, just 5 Armor.

    Never seen real play because there’s cards that can do what Iron Hide can do, but better. Worse version of Flash Heal, basically.

    Now, for 3 more Mana, considering you keep this in your hand from the very beginning of the game, and KEEP it in your hand until it gets to something like 15 Armor, then it would be worth the absurd Mana cost for this card.

    Dreadfully slow, dead card until it builds up enough which will take a long time, worthless if drawn at the bottom of your deck. Really bad.

    Can’t believe Warrior is getting meme’d on with this card.

  7. Xalik
    March 26, 2019 at 7:18 PM

    Given the otherwise terrible nature of this card and it’s art, I am guessing it is a fuse to combo with a card that deals damage to your opponent = your armor gain this turn. If that is true then it is an interesting combo, a longer this crap sits in your hand the bigger the Boom. If there is no other combo card than 0 out of 10.

  8. DeanyWeany
    March 26, 2019 at 8:14 AM

    (Rating based on play it will see in the upcoming meta, similar to trump’s ratings)

    0 Stars

    Absolute garbage, worse than gurubashi offering.

  9. TPKPatchy
    March 26, 2019 at 7:09 AM

    Cards utter trash let’s get that out of the way, to even compare to greater healing potion it would need to sit 11 turns…

    But what does blowing up a door or vault have to do with gaining armour? I just don’t get it.

  10. Lluadian
    March 26, 2019 at 2:23 AM

    I’ll just state I agree with some others the art is a great and believable scenario but it just doesn’t fit with the cards power unless this card was changed to work in reverse then you’d want to play it right on turn 4 and keep it out of your Mulligan.

  11. JoyDivision
    March 26, 2019 at 12:39 AM

    Some people already mentioned the improper art … unbelievable how bad this card is. At least it’s no epic.

    -20/5

  12. Z3ro
    March 25, 2019 at 7:35 PM

    will be hard to print a card worse than this

  13. Tuscarora87
    March 25, 2019 at 5:44 PM

    This card represents everything bad what is currently going on in Hearthstone.

  14. Albionflux
    March 25, 2019 at 4:54 PM

    i feel like this should of had hagathas scheme effect, 1 damage to all minions upgrades per turn
    would make more sense to the artwork

  15. Soup And Salad
    March 25, 2019 at 4:10 PM

    Dr. Boom’s Scheme maybe could have seen play at two mana, but unless you’re going to let the card sit on in your opening hand and play it on turn fifteen, it’s not going to be worth playing at all.

  16. Taznak
    March 25, 2019 at 4:01 PM

    Tons of lategame armor vs. Control decks… which doesn’t win you the game. Armor gain is best vs. Aggro decks, but this card sucks against those and Midrange decks.

    So… is there a point to gaining tons of armor in the late game? Actually, yes! This completely shuts down damage-based combo decks with Malygos, or Shirvallah OTK. So, not completely useless… it’s just terrible in its average-case scenario. 1/5

  17. DukeStarswisher
    March 25, 2019 at 1:59 PM

    Leave it to Boom to have literally the WORST scheme. 5/5 when it comes to flavor lol

  18. EksSkellybur
    March 25, 2019 at 1:23 PM

    Actually, I’m going to be a bit omptimist with this card, becuase It’s still considered as armor and yes it’s really fucking slow, but espically if you have an early draw for this, you can use it for when for control at late game.

    Now obviously this card is proberply not going so see play, becuase it’s not upgrades 2 armor per turn, but I think their reason for it was becuase that Blizzard thought it would have been too OP? They could have easily just made it 2 armor upgrades each turn, but costs like 6-8 mana, would still be usual.

    Oh well.

  19. TallJake26
    March 25, 2019 at 12:33 PM

    If it upgraded two armor per turn it would actually be viable. By turn four it would be a shield block, except instead of drawing an extra card you’d just get three more armor.

    Sadly that’s not the case.

    • HadNoIdeas
      March 27, 2019 at 7:16 PM

      That’s exactly what I was thinking, 2 armor per turn would have fixed this other wise trash card.

  20. Lluadian
    March 25, 2019 at 12:29 PM

    For those dissing the card does it gain ONLY 1 armor per turn or does it give more also if it’s in opening hand this card can combo at 10 Mana to summon a 10 cost minion with heavy metal I’m guessing a few forgot about that 6 cost warrior spell. Depending on how these schemes work and what limits they may have this will probably appear more often than you think. The problem some card have like heavy metal is there’s ideal times when you’d want to play at 10 armor being key but you may not get that this could give 10+ armor possibly and a 10 cost minion basically a 2 card combo that can be similar to Kun for druid but just as armor gain.

    • TPKPatchy
      March 26, 2019 at 7:06 AM

      Because 2 cards and 10 mana to make a random ten drop is good?

      This card is only relevant in a fatigue game.

    • Flustered
      April 2, 2019 at 3:20 PM

      10 Armor is worth 2 Mana, max. Going by the rate Iron Hide provides Armor. (1 Mana, 5 Armor) 4 mana for 10 Armor is dreadfully overpriced.

      Even if you kept that card in your hand for 10 turns and pulled off that combo, that is a REALLY slow combo for one card that may very well be dead before it can do anything.

      • Lluadian
        April 2, 2019 at 3:29 PM

        With what your saying though that’s also 2 cards to get 10 armor and looks like warrior cards are geared towards the long game this expansion with high cost cards and delayed effects.

  21. JustYourAveragePayToWin
    March 25, 2019 at 12:15 PM

    Horrible in standard, but I’m wondering something about wild. If I play dead mans hand, will the upgraded copy be shuffled into my deck? This needs to be tested. If that is the case, I’d rate it 3/5. However, as this might not be true, this card is looking like a 1/5.

    • DukeStarswisher
      March 26, 2019 at 10:58 AM

      copies of cards shuffled back into a zone (field to hand, field to deck, hand to deck etc.) never keep enchantments unless specified on the card. So no this card is just as bad as we all think.

  22. ScrotyMcBoogerballs
    March 25, 2019 at 11:47 AM

    This card is so bad it probably wouldn’t even be played if it cost 1…
    You would still need to wait 4 TURNS to even reach freaking Iron HIde, which is a terrible, never played card for itself.

    I have no idea how anyone could consider this card adequately designed

  23. Sorahar
    March 25, 2019 at 11:18 AM

    It depends on how much armor will gain for each upgrade.

  24. Fareh
    March 25, 2019 at 11:00 AM

    I don´t get this card… seems so out of place… It doesnt match the legendary Blastmaster Boom… It doesnt match its art…

  25. Sm1ng
    March 25, 2019 at 10:51 AM

    F A T I G U E

  26. Daha
    March 25, 2019 at 10:40 AM

    It’s a common… that’s why it’s a bad card, right Activision?

    If this was an epic-card, it would been 3 armor every turn instead. SHAME

  27. Minti
    March 25, 2019 at 10:32 AM

    well no need to complain now schemes are not that powerfull. Only the rogue one. 1 out of 5 good is not bad.
    Gaining armor is important for control only warrior. Warrior not like priests can go aggro. And gaining armor is not that good at 4 mana. 4 mana regular cards can give you 12 points like pthe priest healing potion. the shaman healing wave gives tons more if you win the jaust, jaust for 3 mana. and having a card sit 15 turn in your hand to be usefull is not good.
    May be boosting it to 2 or 3 armor. or at least making something good like deal 1 dmg to your oponents face. And make the first ever otk warrior control deck :D. There is a long way before this becomes usefull, usable or interensting, let alone fun. I thought it was good being evil.

    • TPKPatchy
      March 26, 2019 at 7:07 AM

      The Rogue scheme sucks but Priest and Shaman have pretty powerful schemes.

      • Minti
        March 26, 2019 at 8:06 AM

        the shaman scheme is one of a kind effect for shaman. And shaman is just desperate for it. If you want your control shaman to work you will use it out of nessesity just becouse it will not overload you. Priest is just anothr piese to the Innerfire divine spirit so you will not want to use 2 at most of it. The warlock one is bad too but this is the weakest. I am happy because priest used to get the same stuf warrior gets. where warrior would get armor priest woul get healing. Although if priest had this as a healing option, the auchenai healing priest would become a viable OTK deck. Not that it is not viable now :D.

  28. Jed
    March 25, 2019 at 10:29 AM

    This card is laughable and I’ll take that to my grave.
    0/5