Weapons Project
Weapons Project is a 2 Mana Cost Common Warrior Spell card from the The Boomsday Project set!
Card Text
Each player equips a 2/3 Weapon and gains 6 Armor.
Flavor Text
Harrison Jones was kicked off this project.- Mana Cost: 2
- Crafting Cost: 40 / 400 (Golden)
- Arcane Dust Gained: 5 / 50 (Golden)
- Rarity: Common
- Class: Warrior
- Card Type: Spell
- Set: The Boomsday Project
- Mechanics: Equip Weapon, Gain Armor
Cards Relating to Weapons Project
Gearblade Type: Weapon - Cost: 2 - Attack: 2 - Durability: 3 |
Weapons Project Card Review
Very interesting design, probably my favorite “Project” card of the set. While it seems weird, it has so many applications if you play it in the right deck and use at the right time. Despite the effect being mirrored, it really isn’t – majority of the time you’re going to take advantage of it more than your opponent will.
First, against Aggro. While you give your opponent a 2/3 weapon, you also gain 6 Armor, so those effects will usually negate each other (as your opponent will likely use that weapon to hit you anyway). Since he will be the one playing multiple small minions, you will utilize that weapon better. And his Armor is basically useless most of the time. Honestly, against a deck like the current Heal Zoo, giving them Armor before they take damage might even be a way to disrupt their game plan. Neat! Plus if you face a weapon deck, you might actually be able to replace their current weapon. Let’s say that Hunter plays an Eaglehorn Bow, by giving them a 2/3 weapon you will destroy it.
Against Control, on the other hand, this can be a tech card vs Legendary Weapons. Druid playing Twig of the World Tree for the combo? Warlock running Skull of the Man'ari? Mage with Aluneth? You can get rid of those. Plus, if you play some sort of weapon removal, especially Harrison Jones, you can combo those two cards really nicely. You will end up with 6 extra Armor, 2/3 weapon, 5/4 on the board and +1 card advantage for 7 mana, while your opponent ends up with 6 mana. Really solid move.
Plus, sometimes the extra Armor might come handy if you need a cheap way of activating Shield Slam or Reckless Flurry.
Very interesting card, not straightforward and has some downsides (it’s mirorred, after all), but I feel like it should see a decent amounts of play in Control builds.
Card rating: 8/10
This could be one of my favorite cards in the set. Firstly, it can fill the void after Fiery Win Axes nerf. The Witchwood Axe was also a 2-mana 2 attack weapon, but the extra durability is huge, whereas the other DR was normally meh. Also, this acts as an anti-weapon tech, gives value to your Oozes and Harrison, and the 6 extra Armor can be comboed with Reckless Flurry or Shield Slam. Finally, the 6 armor to opponent can actually be good, disrupting Heal Zoo’s plan. The main downside as I see it is giving Odd Rogue a better weapon than their hero power. This means they can use the extra mana to dump more stuff on the board, and Deadly Poison gets more value. But that’s just one matchup where this can be clunky. Otherwise it’s great, I love it, will be slotted in every Control Warrior deck except Odd. 4.5/5 stars.
This card is still the best weapon removal in the game because it has synergy with your other cards.
5/5.
Very cool card. I think it’s mostly a tech card but we will see… 3.5/5
Weapons Project is a better combo disruption tool than Warlock’s project at least as long as Twig of the World Tree enables them, but it also kills stuff like Aluneth while also healing yourself.
Additionally, the armor gained through this card will be more useful to a Warrior than any other class.
There is hope for this project.
A surprisingly good card. Against aggro, they will mainly attack the warrior hero, removing the 6 armor over 3 turns. The warrior on the other hand is using the weapon to kill the enemy players board generating more value. Against control, while the weapon doesn’t do as well, can be combo’ed with Harrison Jones to draw three cards at seven mana. The armor gain is very efficient for its cost to combo with reckless flurry or shield slam and the weapon is very similar to fiery war axe.
With all the armor gain cards we are getting, this could be good. It could allow reckless flurry to become viable out of odd-warrior to fit other control oriented decks. Its also decent as a means to get back on board early game.
Good tech against twig. Against aggro it benefits u much more then them. U get to use the weapon immediately vs ur opponent and aggro decks arent going to utilize the armour like you. Against baku rogues u might even just swap there 2/2 or 2/1 weapon for a 2/3 which is ok for u because they were going to dagger up anyways. Against control this card still benefits you more than the opponent. Decent tech option and decent control card. 3/5
No reason to tech against twig if it never sees play come the expansion. Why when malygos is 2 mana? You are giving aggro a weapon, most (except rogue) don’t play weapons. You are giving them innative, as an aggro deck. Weapons work because they give tempo. Giving your opponent an equal tempo swing is really bad. Its too fair going into what seems to be polarized between otk and tempo.
Disagree, giving yourself a weapon against Aggro is much better than giving Aggro a weapon, especially as a control warrior, plus the armor advantage is much better in warrior than say, ZooLock
This is only useful as weapon tech against like twig and stuff. Sucks other than that
2.5/5
Kind of… 2 mana do nothing. This is ALWAYS good for your opponent unless he already has a weapon equipped. So kinda good against mage and warlock with legendary weapon ( and priest but who cares )