Playable, but IMO just another reason to always keep Paladin's board clear of Recruits after turn 4 (in addition to Blessing of Kings, and Keeper of Uldaman in Wild).
Rollback Post to RevisionRollBack
Life before death. Strength before weakness. Journey before destination.
Why is this card a 4 mana 3/4 while gentle megasaur is a 4 mana 5/4? Murlocs are easier to spam and even have more health than recruits!
I hadn't even thought of that. Paladin gets a class card that has worse stats and an equivalent (if not worse, for the reason you stated) effect than a neutral in the same set. That's the opposite of how its supposed to work.
My only theory, is that the theme of the last three expansions (evil gods, mean gangs, ancient dinosaurs) have had nothing to do with the Paladin theme. Maybe that's why this expansion seems to be going all-in on Hunter. Maybe the next expansion will be somehow light/justice themed, and will find a way to make Paladin great again.
Even if this card never sees play in your decklist, can we agree on the fact that opponents will make unfavorabel trades to prevent Lightfues / Sunkeeper Tarim / Dinosoize value turns ( Turn 4, 6, 8 ), even if you don't play the cards in your deck?
Now people will fear paladins SHR even more and I like this change because it will maybe give us some advantage without investing in bad cards.
seems pretty bad, unless your playing some kind of small time recruit synergy deck 3/4 for 4 is under budgeted, and getting silver hands to stick isn't easy.
Justicar Trueheart saw some amounts of play in lategame pally decks, this is actually a much better card than the Justicar so if the meta allows for grindy paladin decks to be a thing we might very well see a bunch of play out of this card.
Since i highly doubt that this will be the case though it probably won't see play. Not because the card is inherently bad though.
justicar was actually very good in grindy paladin vs cw/control priest. this could be a good card in wild if you build a deck around justicar, quartermaster and this. Not sure is has enough impact in standard unless we get more SHR synergy. though with Steward of Darkshire this could be decent if u can get a few of them with Lost in the Jungle
The only real way to see this work would be if Galvadon actually says adapt ALL your minions 5x, then it's a one trick poney for a stand in the darkness+galvadon 10 mana combo.
What's all this talk about Galvadon? Did I miss a reveal, or was there a leak about the Paladin quest/reward cards?
What a shitty card. Only valuable in late game if you havent died and adapt mutiple dudes. And even if... Blessing of Kings is just straight up better in almost every stage if the game.
Stats feel too low for a class minion especially compared to the neutral Gentle Megasaur. Would a 4/4 really be as broken? In Wild maybe but Standard? May not be "unfair" enough to warrant a spot.
Great for wild, not for standard at least yet. Let's be honest, most of the time they get pinged off or aoe removed. In wild, muster into this is godly, but otherwise, nothing is truly making this good except quarter master who is in wild and united which is the turn after you want to play this.
Even if this card never sees play in your decklist, can we agree on the fact that opponents will make unfavorabel trades to prevent Lightfues / Sunkeeper Tarim / Dinosoize value turns ( Turn 4, 6, 8 ), even if you don't play the cards in your deck?
Now people will fear paladins SHR even more and I like this change because it will maybe give us some advantage without investing in bad cards.
Your opponent doesn't actually lose tempo for trading into your SHR's.. You spent 2 mana to give their minion -1 health. Much wow :p
Besides, nobody is going to fear paladins if hardly anyone plays the class in ranked.
Sry but I have to disagree. There will be situation in ranked/arena where a single SHR on the board will impact the game because of Adapt into poison and your opponent won't be able to trade off every single turn and sometimes they won't play a high value card into a single SHR if they fear Lightfused and that are the scenarios i am talking about or they have to use 1-2 mana to ping your dudes and can't play on curve which is good for a handbuff paladin who wants to generate more handbuff value by holding his cards back during the early game.
A Druid will most likely swipe on turn4 if you play Lost in the Jungle + Hero Power on turn3 and that would have not happened during the current meta.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Don't forget you can also use Rallying Blade and Blood Knight after you adapt into divine shields
Playable, but IMO just another reason to always keep Paladin's board clear of Recruits after turn 4 (in addition to Blessing of Kings, and Keeper of Uldaman in Wild).
Kaladin's RoS Set Review
Join me at Out of Cards!
how does this adapt work? one buff for all dudes or 6 adapt choices for every one?
This is a really really good card in Wild. In standard right now, still good.
this is the replacement for that awful keeper in secret pally. other then that it is trash.
Even if this card never sees play in your decklist, can we agree on the fact that opponents will make unfavorabel trades to prevent Lightfues / Sunkeeper Tarim / Dinosoize value turns ( Turn 4, 6, 8 ), even if you don't play the cards in your deck?
Now people will fear paladins SHR even more and I like this change because it will maybe give us some advantage without investing in bad cards.
That's sad, but Its not playable without Justicar Trueheart At least I hope that some other viable recruts generator will be in this or next set...
What a shitty card. Only valuable in late game if you havent died and adapt mutiple dudes. And even if... Blessing of Kings is just straight up better in almost every stage if the game.
Stats feel too low for a class minion especially compared to the neutral Gentle Megasaur. Would a 4/4 really be as broken? In Wild maybe but Standard? May not be "unfair" enough to warrant a spot.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
Oh hey more win-more cards for paladin.
This card would be good if they rereleased muster for battle. There's barely any silver hand recruit synergy right now.
Great for wild, not for standard at least yet. Let's be honest, most of the time they get pinged off or aoe removed. In wild, muster into this is godly, but otherwise, nothing is truly making this good except quarter master who is in wild and united which is the turn after you want to play this.
7 mana :)
Wild players are crying with anguish
NOT bad card
A Druid will most likely swipe on turn4 if you play Lost in the Jungle + Hero Power on turn3 and that would have not happened during the current meta.