Time Out! is a 3 Mana Cost Common Paladin Spell card from the Rastakhan's Rumble set!
Your hero is Immune until your next turn.
Time Out! Additional Information
Time Out! Card Review
The first thing that comes to mind after seeing this card is obviously Ice Block. Both cost 3 mana, both make your Hero immune and both basically buy you an extra turn. However, in terms of application, I would say that this is closer to Frost Nova. Instead of playing it proactively, you just drop it whenever you see that your opponent has a lot of damage on the board, or when you think he can burn you down. It’s better than Frost Nova in a way that it can prevent your opponent from dropping that Fireball on your face, but on the other hand it doesn’t protect your minions, so you can’t let’s say combo it with Doomsayer.
When compared to Ice Block, it has some clear upsides and downsides. The main upside is the fact that you’re immune from the get-go. If you stare at 20 damage on the board, you just won’t take that damage, period. In case of Ice Block, you would still take that damage and then become immune at or around 1 health. This is relevant in case you clear the board – if you clear board after this, you’re still safe. After Ice Block – nearly anything can kill you. It also can’t be countered by something like Eye for an Eye, and you can even take a free weapon swing after casting it (free as in you won’t take damage from it).
On the other hand, the fact that you can’t set it up makes it much more difficult to use. Ice Block is something you play when you have 3 free mana and then don’t worry about it. With this, you HAVE to play it on the turn before you want to be immune, so you have 3 less mana to work with that turn. It’s also way, way weaker vs OTK combos. Let’s say that you face a Malygos Druid, who has just enough damage to kill you. With Ice Block up, he would need to throw all of his burn and then Ice Block would pop. Now Mage could play Alexstrasza, a second Ice Block etc. and Druid no longer had his combo available. But in this case, you can simply fire it at a wrong moment. If you play it before Druid has assembled the combo, you basically did nothing (and you can’t truly know whether he has the combo ready or not). Or if you think that he still doesn’t have it and you don’t play it, but it turns out that he has and you’re dead. And even if you fire it at the right moment, it doesn’t force Druid to still play his combo out. He just waits one turn, then the second turn, then he fires it up. Yes, you live for 2 extra turns, but then if you still didn’t win the game, Druid just does his thing.
Still, this is a good card. Giving your Hero immunity on demand is great. Now, the only problem is to find the deck that is going to use it, and that’s not easy. Control Paladin hasn’t been truly competitively viable for many expansions now, and unless it gets A LOT of new tools this time around, I don’t think that it will change. Or rather, he gets a solid win condition. Because right now, Control Paladin can indeed win vs Aggro, but he has no long term win condition against all of the insane late game value cards like Death Knight Heroes (Hunter, Mage, Warlock) or combo decks. The only deck that this card would fit into right now is OTK Paladin with Uther of the Ebon Blade, but let’s be honest, it’s not the best deck on the ladder and this card wouldn’t change that (the combo is just too clunky). Right now, it looks like a very good card that might not find its home in any deck.
Card rating: 8/10, but it might not see play, because slow Paladin decks aren’t really viable