It might not sound like much but this could help make the deck a lot more conisistent. a lot of Steward of Darkshire decks aren't really all that bad, they just lose steam. this can help them keep up the pace.
Wow, I can't even start to comprehend how people are bad at evaluating cards.
I don't even feel like trying to explain how this card is undervalued, even potentially busted.
Let's just start with the basic comparison with Arcane Intellect . Arcane Intellect is played in every versions of Tempo Mage, obviously it has synergies with Mana Wyrm and Flamewaker, but most importantly it just refuels the hand with burn spells to finish off someone.
Now Small-Time Recruits does the same thing, refuels the hand but with one extra card. Of course they are 1-drops and less impactful than mage spells, but it essentially refuels the hand of the aggressive player with more threats. Unlike mage, paladin depends on minions to do establish their boards AND to finish the player off. Aggro paladin decks have never worked prior because ou would empty our hand too early and you would end up top decking buff spells. Even when you would get a good Divine Favor you could potentially not get enough minions to refuel the board.
It also thines the deck. So the idea is to play Small-Time Recruits, get rid of your 1-drops in your deck, refill the board, and then topdeck busted cards like Blessing of Kings or Leeroy Jenkins to finish the player off.
Ayways it's better than Divine Favor in a low curve aggro deck because it's not dependent on anything. Draws you less cards but won't kill your starting hand if you have it.
The fact that it cycle your deck by removing 1 drop cards is awsome too. It has the same effect that Mysterious Challenger that remove the secrets from your deck. More of it, it can draw a Secretkeeper whenever you need it. The secretpaly become way more reliable.
Very good in eboladin, excellent in midrange deck. Meta defining for me.
Swarm paladin is already a proven deck archetype worthy of going to legend. In the past it simply used Divine Favor to reload. I feel this card is even better and far more consistent. We'll definitely see some swarm paladins in constructed.
Let's just start with the basic comparison with Arcane Intellect . Arcane Intellect is played in every versions of Tempo Mage, obviously it has synergies with Mana Wyrm and Flamewaker, but most importantly it just refuels the hand with burn spells to finish off someone.
You could also compare it to Ancestral Knowledge which also had synergy with Tunnel Trogg and ask why that card was not played in aggro shaman. In fact most of the best aggro decks have not run card draw and just played a more efficient curve.
Tempo mage shares more attributes with midrange decks than aggro decks so the question becomes if this card is good enough to be played in midrange pally. And it is. You could even play a midrange N'zoth deck with six 1 drops and 1 of this and draw into the win-condition faster.
And it is also good in aggro pally in conjunction with Divine Favor.
However, the question remains whether paladin can compete in card quality with other classes.
Also combined with your "minions in hand get +1/+1 - smuggler's run, grimestreet outfitter/ enforcer. - it really becomes draw 3 2-mana cards that you can play for 1.
Probably the most exciting paladin card in the set.
Been running a murloc aggro deck with one Small-Time Recruits and 2x Divine Favor. Been just steamrolling through my deck and having lots of success. I can recover from board wipe and generally around turn 6 or 7 I'm down to my last few cards and finishing off an opponent. I'll tweak it around and put up a deck list when I'm happy with the consistency. When I'm done saving up for another Small-time Recruits I may swap out for two of those and one Divine FAvor and try out a different deck list to compensate.
Been running a murloc aggro deck with one Small-Time Recruits and 2x Divine Favor. Been just steamrolling through my deck and having lots of success. I can recover from board wipe and generally around turn 6 or 7 I'm down to my last few cards and finishing off an opponent. I'll tweak it around and put up a deck list when I'm happy with the consistency. When I'm done saving up for another Small-time Recruits I may swap out for two of those and one Divine FAvor and try out a different deck list to compensate.
Yeah, I did the same thing because of the murloc quest. 2 small time and 1 divine favor, highest cost card murloc knight. It's actually doing pretty well.
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a midrange murloc paladin that is able to draw 3 murloc support cards whenever is pretty nice.
Vilefin Inquisitor, Grimscale Oracle, Murloc Tidecaller, Hungry Crab.
It might not sound like much but this could help make the deck a lot more conisistent. a lot of Steward of Darkshire decks aren't really all that bad, they just lose steam. this can help them keep up the pace.
Who will use this card existing such a retarded card like Divine Favor??
Pushes murloc and aggro pally a bit forward.
I'll probably try it in my aggrodin :
Might rework the deck entirely to also include Meanstreet Marshal and re-include Abusive Sergeant.
so you run max 4 mana cards with a lot of 1 drops this and divine favor.. need some deck testing but eboladin might be back :P
If release a 1 cost minion with discover this card can be used in control, Divine Favor can't.
Wow, I can't even start to comprehend how people are bad at evaluating cards.
I don't even feel like trying to explain how this card is undervalued, even potentially busted.
Let's just start with the basic comparison with Arcane Intellect . Arcane Intellect is played in every versions of Tempo Mage, obviously it has synergies with Mana Wyrm and Flamewaker, but most importantly it just refuels the hand with burn spells to finish off someone.
Now Small-Time Recruits does the same thing, refuels the hand but with one extra card. Of course they are 1-drops and less impactful than mage spells, but it essentially refuels the hand of the aggressive player with more threats. Unlike mage, paladin depends on minions to do establish their boards AND to finish the player off. Aggro paladin decks have never worked prior because ou would empty our hand too early and you would end up top decking buff spells. Even when you would get a good Divine Favor you could potentially not get enough minions to refuel the board.
It also thines the deck. So the idea is to play Small-Time Recruits, get rid of your 1-drops in your deck, refill the board, and then topdeck busted cards like Blessing of Kings or Leeroy Jenkins to finish the player off.
Ayways it's better than Divine Favor in a low curve aggro deck because it's not dependent on anything. Draws you less cards but won't kill your starting hand if you have it.
Well Met!
Excellent card for Eboladin. Draw 3 cards (that you can anticipate) for 3.
Good for combo in aggro or midrange deck with Steward of Darkshire.
The fact that it cycle your deck by removing 1 drop cards is awsome too. It has the same effect that Mysterious Challenger that remove the secrets from your deck. More of it, it can draw a Secretkeeper whenever you need it. The secretpaly become way more reliable.
Very good in eboladin, excellent in midrange deck. Meta defining for me.
Swarm paladin is already a proven deck archetype worthy of going to legend. In the past it simply used Divine Favor to reload. I feel this card is even better and far more consistent. We'll definitely see some swarm paladins in constructed.
Arcane Intellect also has synergy with Sorcerer's Apprentice which is one of the key reasons to run it.
You could also compare it to Ancestral Knowledge which also had synergy with Tunnel Trogg and ask why that card was not played in aggro shaman. In fact most of the best aggro decks have not run card draw and just played a more efficient curve.
Tempo mage shares more attributes with midrange decks than aggro decks so the question becomes if this card is good enough to be played in midrange pally. And it is. You could even play a midrange N'zoth deck with six 1 drops and 1 of this and draw into the win-condition faster.
And it is also good in aggro pally in conjunction with Divine Favor.
However, the question remains whether paladin can compete in card quality with other classes.
you could use it to try to get shifter zerus in your hand early game, thus getting the most value out of him.
i really like this card.
broken card, aggro-paladin will be OP.
It just occurred to me that this could be used as ANTI-aggro to pull a couple of Mistress of Mixtures.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Also combined with your "minions in hand get +1/+1 - smuggler's run, grimestreet outfitter/ enforcer. - it really becomes draw 3 2-mana cards that you can play for 1.
Probably the most exciting paladin card in the set.
Been running a murloc aggro deck with one Small-Time Recruits and 2x Divine Favor. Been just steamrolling through my deck and having lots of success. I can recover from board wipe and generally around turn 6 or 7 I'm down to my last few cards and finishing off an opponent. I'll tweak it around and put up a deck list when I'm happy with the consistency. When I'm done saving up for another Small-time Recruits I may swap out for two of those and one Divine FAvor and try out a different deck list to compensate.