You can't harass members who play Face Hunter, nor are they compelled to make preemptive apologies or justifications for playing it. They don't hack or crack their opponents' game, they simply play existing cards that form a specific deck. If you suck at countering Face Hunter, you should blame the designers, not the community.
I think Eardic could stand 1 more attack point, but if you hit 2 or more minions he's decent. Tskarr really depends on how popular aggro is in the PPP, the same with Argent Lance.
Argent Lance should be 3/1 in order to make me think it over Coghammer. The other two cards are simply very good and they will both see play in the midrange and control strategies.
Everything but the lance looks great. I'm excited. Only thing is the art on Eadric is awful. Can we call him Bolvar instead and use that sweet, sweet art?
i think we might see more midrange pallies of pre gvg updated with some joust card while more silverhand sheninagans of course..... enter the coliseum might help make a new archetype as control pally (using it as a brawl) similar to control warrior. seal of champion also give another pump card to the aggro pally deck as well as giving 2 neutral legendary 3 drops to stick a blessing of kings on.
Enter the coliseum is going to be a lot of fun. Think of a brawl that you can control by playing bigger minions than your opponent. Just smash his lesser creature with your winner. Eadric the Pure and aldor can also play roles in this.
Now that the full set is out, I must say, quite disappointing.
Was really hoping for more control Paladin cards. I think alot of us were, and yet looking at the full set, it appears aggro got more help than control did. The recent rise of aggro Paladin only took as long as it did because people didn't realize it was as good as it was. And why is that? Because most people that play Paladin, want to play control. So just give us the control cards already. And is anyone really excited for aggro Paladin buffs? Pretty sure no one asked for that. I guess the new token/combo Paladin might be kind of cool, but will it work?
The thing that control Paladin needed is early game help. we have enough late game tools, we needed some early game cards that can help us get to the late game. Something that helps us establish or maintain early game board control such as a decent cheap draw card, or a 3 damage spell, or any efficient damaging spell, or a 3 damage weapon, or a 3 mana on curve minion, or some type of finisher, or some end game combo cards, or some type of card that interacts with recruits in a non-aggro way, or Dragons.
I guess control Paladin did get a little help, but there are so many more things they could have given us to help control Paladin, it isn't even currently playable. They buffed control Warrior in huge ways, and it's already one of the best control decks out there. Not really sure why they are trying to force aggro on us Paladin players when it is clearly not the type of game that the majority of Paladins want to play. We certainly deserved more buffs to our control deck.
The Good
Tuskarr Jouster - Hands down the best card from our set. Great for control Paladin. Good against other control decks, and even better against aggro. Will help shape the new meta.
After only one card we are already into questionable territory.
The Bad(Decent)
Eadric the Pure - Eadric does have a great effect, but a terrible body. Realistically you're only going to hit 2 or maybe 3 big minions with the Battlecry. What's that worth? About 2-3 Humility, or 2-3 mana. Compared to most of the other class Legendary cards this set, he is certainly weaker. Pretty disappointing, could have had 2-3 more stats, I think 4/8 or 5/7 would have been totally reasonable.
Enter the Coliseum - I guess it might have some application in control Paladin, but did we really need a board clear? Most don't even run the 2nd Equality, and it seems like you would run that before you start adding EtC. Like I've said, the problem with control Paladin isn't the lack of late game removal or late game situational control cards, it is the lack of early game that we need to hold us over til we get to the late game. Cool card, but in the end I don't see it being a huge boost to control Paladin.
Argent Lance - Initially everyone said it was bad, but compared to the rest of our set, I kind of like it now. Certainly will be good in arena. As for constructed, it does seem like it is weak compared to Coghammer, but just the fact that we can equip a weapon on turn 2 might actually be useful and create a few more types of play. More likely to line up good with a turn 4 Truesilver Champion.
Murloc Knight - Kind of cool that we get a new tribal deck to try out. Paladin was already one of the best Murloc classes, but will one Murloc really make the deck competitive? I doubt it. The card text doesn't really fit into a Murloc style deck. You want to dump your Murlocs and refil with Divine Favor. Hero Powering doesn't really fit into that plan. And in my experience, a Murloc deck is similar to Mech Mage, it's already decided by turn 4 if you will win or lose. Maybe it could fit in an Inspire deck, but would you really want a random Murloc in a non-Murloc deck? Probabaly not. Murloc Knight is a Murloc, made for a very fast tribal deck, but with text that is very slow, kinda screws itself.
Competitive Spirit - Cool that it activates secrets in a new way. Cool that is is the +1/+1 of Defender of Argus for everyone, which is already a good card in Paladin. But secrets aren't really that strong in Paladin, hard to include 1 mana cards in control decks. So just by the nature of their cost/effect, they tend to lend themselves better to aggro decks. And secret Paladin isn't a competitive deck, and I doubt this 1 secret will make it competitive.
& The Ugly
Mysterious Challenger - Another card kind of like Murloc Knight in that the text and card don't go well together. With Mysterious Challenger you have a slow, 6 mana card with text that goes in a very fast secret Paladin deck. If you have a late game deck, you can't include that many secrets, and so his text isn't all that great. On the other hand if you run lots of secrets, you are playing a very fast deck, and don't really want a 6 drop. Great art, but hard to see how this card will be useful. Just not enough good Paladin secrets.
Warhorse Trainer - Another situational 3 mana minion. We needed a 3 mana minion that we could throw down on 3, no questions asked, the kind of minion that would help a late game deck. This, however, is a card that I can only see being useful in aggro or mid Paladin. It is too situational to play on 3. You have to set it up by having recruits out the turn before you want to play this card or it's pretty much useless. Warlock gets Imp Gang Boss, Mage gets Flamewaker, and we get this. Not cool.
Seal of Champions - So bad. 1 mana Blessing of Might + 1 mana Hand of Protection = 3 mana???? This feels like another card that kind of contradicts itself. Blessing of Might is usually for face damage and not trading, while Divine Shield is made for trading. The effects oppose each other. Can't see a control deck wanting this, I'd much rather have Blessing of Kings or Argent Protector. Can't even see an aggro deck wanting this, as they'd also probably want Blessing of Kings or Blessing of Might. Can't see where this will be useful. Buffs are already hard to use in this game due to all the silences. This one isn't even a good one.
I'd play a Warhorse Trainer on curve. I also have run Avenge, Redemption (and would Competitive Spirit) in a potentially slower deck, so maybe Mysterious Challenger would have a place there. Paladin don't really have many 6 drops outside of maybe a Sylvanas. I think Murloc Knight could be run in a deck without other murlocs.
After the reveal of both Tuskarr Jouster and Argent Lance, I was under the mistaken impression that Control Paladin would continue to be pampered in the last reveals. In the end we got a power card in the 5 mana slot and a turn 2 weapon. I'll take them gladly, but I expect to still struggle against tempo decks and their crazy early game minions.
I also have no idea how to use Enter the Coliseum, but it will most likely be a replacement for the removal Paladin runs since I can't see Paladin running that much lategame removal.
I played Murloc Knight with all murlocs with even Old Murk-Eye, with all the basic Paladin buffs/board clears. It can work for ranking up to 15 if you're wanting to get out of playing out of rank 20 which i did yesterday with ease. Though I'm concerned that playing a deck that murloc heavy has a hard time with an opponent having an aggro mindset as well as I almost lost to a Wrathguard buff Warlock who kept buffing it.
If I were to edit my pre-release review, I would probably bump up Murloc Knight into the Good group, bump up Mysterious Challenger to Decent, and drop Tuskarr Jouster down to Decent or maybe even Ugly.
FFS Tuskarr Jouster if you could just stop fishing for a second and actually heal me I'd like you much better.
Actually, Tuskarr is one of the disappointments for me. Even in a very heavy late game deck with no 1 drops, and more than 1/2 the minions in the deck costing 5 mana or more, he still loses way too many Jousts.
Originally thought he should have been heal for 3-4 and 3-4 more on a Joust, but the hype got me convinced it was good. In the end though, looks like my original prediction was correct, he could of used something more. Jousting as a whole is just a bad mechanic. Less of the card needs to rely on the Joust or the Joust needs to be more consistent by making ties go to the Jouster.
Other than that looks like I underestimated Murloc Knight. Sometimes you just need to play a card to know. The moment TGT came out, I knew he was the one, the best card of the Paladin set. Just felt so much fun from putting him in a deck, and effective too, those first few days are great. Plus his golden animation version has the falling snow, which is probably my favorite animation.
Always loved the Stormwind Knight for the snow, even though he sucks, his gold animation is so nice.
Really don't like Tuskarr Jouster, he just doesn't work, in a Healadin style control deck, you can't put your Health total on a RNG roll. Tuskarr is healing but only for Midrange Tempo deck that doesn't really rely on healing, the kind of deck that wants to win fast enough to not really need the healing anyways. For the control deck, one that actually makes effective use of the heals, it can't afford to miss one, and also can't afford the slots to make up for the bad RNG Tuskarr has. He just doesn't do enough when he's fishing, and he's always fucking fishing.
I was wrong about Mysterious Challenger being terrible, but I still don't think it is a top notch card, would only move it up to the Decent group. Murloc Knight is still better imo. MC did spawn a new deck type, but it's no Grim Patron. Just as I predicted, it is slowly but surly falling in the ranks of top rated decks. Only 2 weeks at Rank 1, then 2 weeks at Rank 2, then 2 weeks at Rank 3, it will continue to fall. Paladin secrets are still bad, and once you get over the overwhelming feeling of seeing so many secrets it's really not that hard to play against. Also now everyone actually knows what those secrets are, and how to play around them, one attack and half the secrets are gone, not so scary. And you have to build a deck filled with bad cards, just to get that turn 6, decent but not great, MC play.
I guess it should be noted that MC is a step above the other cards I put in the Decent grouping. I guess realisticlly the other cards I put in the Decent group and Seal of Champions should probabaly form a 4th group between Decent and Ugly. I don't think they are absolutly useless, but still feels like 2 Aldors is better than 1 Aldor Peacekeeper and 1 Eadric the Pure, and 2 Equality is better than 1 Equality and 1 Enter the Coliseum, and Argent Lance is good but only in Arena, and Seal of Champions costs slightly too much or should be allowed to target Uther with it.
This thread is dedicated to The Grand Tournament expansion's Paladin class cards discussion. .. Have fun!
Legendary
Epic
Rare
Common
You can't harass members who play Face Hunter, nor are they compelled to make preemptive apologies or justifications for playing it. They don't hack or crack their opponents' game, they simply play existing cards that form a specific deck. If you suck at countering Face Hunter, you should blame the designers, not the community.
I think Eardic could stand 1 more attack point, but if you hit 2 or more minions he's decent. Tskarr really depends on how popular aggro is in the PPP, the same with Argent Lance.
Argent Lance should be 3/1 in order to make me think it over Coghammer. The other two cards are simply very good and they will both see play in the midrange and control strategies.
Everything but the lance looks great. I'm excited. Only thing is the art on Eadric is awful. Can we call him Bolvar instead and use that sweet, sweet art?
i think we might see more midrange pallies of pre gvg updated with some joust card while more silverhand sheninagans of course..... enter the coliseum might help make a new archetype as control pally (using it as a brawl) similar to control warrior. seal of champion also give another pump card to the aggro pally deck as well as giving 2 neutral legendary 3 drops to stick a blessing of kings on.
Enter the coliseum is going to be a lot of fun. Think of a brawl that you can control by playing bigger minions than your opponent. Just smash his lesser creature with your winner. Eadric the Pure and aldor can also play roles in this.
why even bother with Argent Lance when you can have Coghammer
Now that the full set is out, I must say, quite disappointing.
Was really hoping for more control Paladin cards. I think alot of us were, and yet looking at the full set, it appears aggro got more help than control did. The recent rise of aggro Paladin only took as long as it did because people didn't realize it was as good as it was. And why is that? Because most people that play Paladin, want to play control. So just give us the control cards already. And is anyone really excited for aggro Paladin buffs? Pretty sure no one asked for that. I guess the new token/combo Paladin might be kind of cool, but will it work?
The thing that control Paladin needed is early game help. we have enough late game tools, we needed some early game cards that can help us get to the late game. Something that helps us establish or maintain early game board control such as a decent cheap draw card, or a 3 damage spell, or any efficient damaging spell, or a 3 damage weapon, or a 3 mana on curve minion, or some type of finisher, or some end game combo cards, or some type of card that interacts with recruits in a non-aggro way, or Dragons.
I guess control Paladin did get a little help, but there are so many more things they could have given us to help control Paladin, it isn't even currently playable. They buffed control Warrior in huge ways, and it's already one of the best control decks out there. Not really sure why they are trying to force aggro on us Paladin players when it is clearly not the type of game that the majority of Paladins want to play. We certainly deserved more buffs to our control deck.
The Good
Tuskarr Jouster - Hands down the best card from our set. Great for control Paladin. Good against other control decks, and even better against aggro. Will help shape the new meta.
After only one card we are already into questionable territory.
The Bad(Decent)
Eadric the Pure - Eadric does have a great effect, but a terrible body. Realistically you're only going to hit 2 or maybe 3 big minions with the Battlecry. What's that worth? About 2-3 Humility, or 2-3 mana. Compared to most of the other class Legendary cards this set, he is certainly weaker. Pretty disappointing, could have had 2-3 more stats, I think 4/8 or 5/7 would have been totally reasonable.
Enter the Coliseum - I guess it might have some application in control Paladin, but did we really need a board clear? Most don't even run the 2nd Equality, and it seems like you would run that before you start adding EtC. Like I've said, the problem with control Paladin isn't the lack of late game removal or late game situational control cards, it is the lack of early game that we need to hold us over til we get to the late game. Cool card, but in the end I don't see it being a huge boost to control Paladin.
Argent Lance - Initially everyone said it was bad, but compared to the rest of our set, I kind of like it now. Certainly will be good in arena. As for constructed, it does seem like it is weak compared to Coghammer, but just the fact that we can equip a weapon on turn 2 might actually be useful and create a few more types of play. More likely to line up good with a turn 4 Truesilver Champion.
Murloc Knight - Kind of cool that we get a new tribal deck to try out. Paladin was already one of the best Murloc classes, but will one Murloc really make the deck competitive? I doubt it. The card text doesn't really fit into a Murloc style deck. You want to dump your Murlocs and refil with Divine Favor. Hero Powering doesn't really fit into that plan. And in my experience, a Murloc deck is similar to Mech Mage, it's already decided by turn 4 if you will win or lose. Maybe it could fit in an Inspire deck, but would you really want a random Murloc in a non-Murloc deck? Probabaly not. Murloc Knight is a Murloc, made for a very fast tribal deck, but with text that is very slow, kinda screws itself.
Competitive Spirit - Cool that it activates secrets in a new way. Cool that is is the +1/+1 of Defender of Argus for everyone, which is already a good card in Paladin. But secrets aren't really that strong in Paladin, hard to include 1 mana cards in control decks. So just by the nature of their cost/effect, they tend to lend themselves better to aggro decks. And secret Paladin isn't a competitive deck, and I doubt this 1 secret will make it competitive.
& The Ugly
Mysterious Challenger - Another card kind of like Murloc Knight in that the text and card don't go well together. With Mysterious Challenger you have a slow, 6 mana card with text that goes in a very fast secret Paladin deck. If you have a late game deck, you can't include that many secrets, and so his text isn't all that great. On the other hand if you run lots of secrets, you are playing a very fast deck, and don't really want a 6 drop. Great art, but hard to see how this card will be useful. Just not enough good Paladin secrets.
Warhorse Trainer - Another situational 3 mana minion. We needed a 3 mana minion that we could throw down on 3, no questions asked, the kind of minion that would help a late game deck. This, however, is a card that I can only see being useful in aggro or mid Paladin. It is too situational to play on 3. You have to set it up by having recruits out the turn before you want to play this card or it's pretty much useless. Warlock gets Imp Gang Boss, Mage gets Flamewaker, and we get this. Not cool.
Seal of Champions - So bad. 1 mana Blessing of Might + 1 mana Hand of Protection = 3 mana???? This feels like another card that kind of contradicts itself. Blessing of Might is usually for face damage and not trading, while Divine Shield is made for trading. The effects oppose each other. Can't see a control deck wanting this, I'd much rather have Blessing of Kings or Argent Protector. Can't even see an aggro deck wanting this, as they'd also probably want Blessing of Kings or Blessing of Might. Can't see where this will be useful. Buffs are already hard to use in this game due to all the silences. This one isn't even a good one.
I'd play a Warhorse Trainer on curve. I also have run Avenge, Redemption (and would Competitive Spirit) in a potentially slower deck, so maybe Mysterious Challenger would have a place there. Paladin don't really have many 6 drops outside of maybe a Sylvanas. I think Murloc Knight could be run in a deck without other murlocs.
I agree with most of your other sentiments.
Control paladin is looking pretty good with Eadric, EtC, Tuskarr. Still gonna run Murkadin
OG Shockadin
After the reveal of both Tuskarr Jouster and Argent Lance, I was under the mistaken impression that Control Paladin would continue to be pampered in the last reveals. In the end we got a power card in the 5 mana slot and a turn 2 weapon. I'll take them gladly, but I expect to still struggle against tempo decks and their crazy early game minions.
I also have no idea how to use Enter the Coliseum, but it will most likely be a replacement for the removal Paladin runs since I can't see Paladin running that much lategame removal.
I played Murloc Knight with all murlocs with even Old Murk-Eye, with all the basic Paladin buffs/board clears. It can work for ranking up to 15 if you're wanting to get out of playing out of rank 20 which i did yesterday with ease. Though I'm concerned that playing a deck that murloc heavy has a hard time with an opponent having an aggro mindset as well as I almost lost to a Wrathguard buff Warlock who kept buffing it.
If I were to edit my pre-release review, I would probably bump up Murloc Knight into the Good group, bump up Mysterious Challenger to Decent, and drop Tuskarr Jouster down to Decent or maybe even Ugly.
FFS Tuskarr Jouster if you could just stop fishing for a second and actually heal me I'd like you much better.
Actually, Tuskarr is one of the disappointments for me. Even in a very heavy late game deck with no 1 drops, and more than 1/2 the minions in the deck costing 5 mana or more, he still loses way too many Jousts.
Originally thought he should have been heal for 3-4 and 3-4 more on a Joust, but the hype got me convinced it was good. In the end though, looks like my original prediction was correct, he could of used something more. Jousting as a whole is just a bad mechanic. Less of the card needs to rely on the Joust or the Joust needs to be more consistent by making ties go to the Jouster.
Other than that looks like I underestimated Murloc Knight. Sometimes you just need to play a card to know. The moment TGT came out, I knew he was the one, the best card of the Paladin set. Just felt so much fun from putting him in a deck, and effective too, those first few days are great. Plus his golden animation version has the falling snow, which is probably my favorite animation.
Always loved the Stormwind Knight for the snow, even though he sucks, his gold animation is so nice.
Really don't like Tuskarr Jouster, he just doesn't work, in a Healadin style control deck, you can't put your Health total on a RNG roll. Tuskarr is healing but only for Midrange Tempo deck that doesn't really rely on healing, the kind of deck that wants to win fast enough to not really need the healing anyways. For the control deck, one that actually makes effective use of the heals, it can't afford to miss one, and also can't afford the slots to make up for the bad RNG Tuskarr has. He just doesn't do enough when he's fishing, and he's always fucking fishing.
I was wrong about Mysterious Challenger being terrible, but I still don't think it is a top notch card, would only move it up to the Decent group. Murloc Knight is still better imo. MC did spawn a new deck type, but it's no Grim Patron. Just as I predicted, it is slowly but surly falling in the ranks of top rated decks. Only 2 weeks at Rank 1, then 2 weeks at Rank 2, then 2 weeks at Rank 3, it will continue to fall. Paladin secrets are still bad, and once you get over the overwhelming feeling of seeing so many secrets it's really not that hard to play against. Also now everyone actually knows what those secrets are, and how to play around them, one attack and half the secrets are gone, not so scary. And you have to build a deck filled with bad cards, just to get that turn 6, decent but not great, MC play.
I guess it should be noted that MC is a step above the other cards I put in the Decent grouping. I guess realisticlly the other cards I put in the Decent group and Seal of Champions should probabaly form a 4th group between Decent and Ugly. I don't think they are absolutly useless, but still feels like 2 Aldors is better than 1 Aldor Peacekeeper and 1 Eadric the Pure, and 2 Equality is better than 1 Equality and 1 Enter the Coliseum, and Argent Lance is good but only in Arena, and Seal of Champions costs slightly too much or should be allowed to target Uther with it.