Keep in mind I'm probably biased because my line of thought whenever I see a Murloc in Paladin is GET THE MURLOCS AWAY FROM MY PALADIN BLIZZARD ever since Blizz started actually pushing Murlocs in Paladin.
And okay, they could actually push out a few more Murloc cards and that "could" make this good because obviously in an ideal world, and leaving aside my hatred of Murlocs in Paladin with gritted teeth, the card is very obviously insane. 8 mana for Recruit 7 cards. Assuming the average Murloc is about 2 mana's worth you break even if you pull 4. If you're actually going to put this in your deck you're going to put quite a few Murlocs in there, it'll probably pull 6+ Murlocs reliably, I'd reckon, at least the first time you play it. Obviously there are problems like the complete lack of midgame options that are Murloc, meaning it is pretty draw reliant (e.g. if you end up drawing a bunch of low value Murlocs in the midgame, could fall behind too quickly, and coming back from a losing board is one thing Paladin traditionally struggles at due to bad removal options).
So far though whether it'll actually be a thing is an unknown quantity. I can think of two Murloc cards they've printed so far that could be used in Paladin - Fishflinger and (new) Finley (edit: forgot about Murmy); both of them are okay cards in a vacuum, Fishflinger is kinda eh and Finley...is not really something you want to put in a deck that runs this card, I'd imagine, since I doubt there are enough (good) Murlocs in Standard to make this card work.
The second option people have been speculating is running a bunch of Murlocs, this, and then trying to activate the Shirvallah Holy Wrath combo. Personally I doubt that works, because you're putting a bunch of very low value (even the good Murlocs) cards in a deck and hoping a little too much to luck into Tip the Scales on 8 - in other words, Yes Paladin would have been consistent if this worked; difference between this and CtA lies in the fact that Paladin combo/control decks that ran CtA in the past ran it with a bunch of defensive minions - Doomsayers, 1/1 Divine Shield Taunts, you could stretch it and say Wild Pyro was defensive if you're thinking about Equality/Shrink Ray combos and that allowed you to stall out the game or get ahead on tempo whereas with this...when's the last time you've seen a Murloc that has Taunt? Never, so far as I know. Now they "could" break that trend, go crazy and start printing Murlocs with Taunt and Divine Shield or Murlocs that passively damage your opponents' non-Murloc minions or something, but I doubt it. And if you don't have to defend and can reliably out-tempo opposing decks with this single card and stuffing a bunch of Murlocs in your deck then I don't really see why you'd actually be using the OTK in the first place because you'd be a more successful deck without the OTK components then.
That aside, can I just say how the cards printed by Blizzard have been all over the place for Paladin for a good while now? The themes they push for Pala are really kinda bad imo.
This card works exactly like Forest's Aid in Token Druid. Token Druid DOES NOT want to get to turn 8. But if it has to, it will and it will spit out so much value that if you wasted all your board removal early, you will now die. It's the Token Druid version of 'reach' as it makes it possible to get those last bits of damage in to win.
But it ONLY works in Token Druid for 2 reasons. The spell was a Twinspell, meaning you could only run 1 in your deck and still get extreme value out of it, by playing it twice. Second, Token Druid has a spell called Savage Roar which means you can win even with a bunch of 1/1 or 2/2s on the board.
Paladin has neither going for it here. This spell IS powerful in concept. Cheating out minions into play is always going to be powerful. But at 8 mana, what are you doing up until then? If you shove your deck with minimal Murlocs, then when you play this spell, drawing a second copy of this spell does absolutely nothing. So that means playing with minimal Murlocs and only 1 copy of this in your deck. And you are supposed to NOT draw any Murlocs by turn 8 AND draw this card by turn 8.
If you decide to try the OTK build, you have the opposite problem. The OTK Shirvallah deck needed card draw, healing and general survival cards in order to draw the whole deck and play your combo. While this card in theory can help you with this, what are you taking out of the OTK deck to make this happen? I play and played the Shirvallah deck and the deck list is pretty tight. How are you going to fit in a bunch of Murlocs, the Shirvallah combo AND this card without dying to most other decks?
My Wild Anyfin deck WOULD play this for sure, but at most 1 copy. There are times and games in which I don't draw enough murlocs by turn 10 and my Anyfin is not worth playing. This would make it so I don't care if I draw them and gives me a psuedo third copy of Anyfin.
I dunno, the more and more I see these new cards, I am now convinced that this set is not only meant for Wild, it was specifically designed to change Wild up, not Standard.
Nothing so far really makes me see new deck types yet that will dethrone the current metagame. Need more cards released to shake this feeling.
Paladins don't have savage roar but they have other tools to synergize with a full board, like Silver Sword or the new classic mass divine shield, and who knows what else. And it's not like you cannot win a game as token druid without drawing savage roar.
In wild if you just put the necessary murlocs in your deck and add this card’s one copy (maybe two for increasing the chance of drawing this) you’ll have an easy access to your game winning Otk+ if you don’t draw any murlocs till turn 8 you can deal a good chunk to your opponent’s face. This card is good for wild
Horrible card unless you can cheat it out, and even if you do nowadays Murlocs have "good" battlecries that you want played out of your hand. Maybe with 2-4 more expansions to come this will find more Murlocs that will make it perform like Anyfin Can Happen.
To use it to thin out your deck you would need to run 15 Murlocs maybe, and then what?
This is so out of flavor for this Set. Its lije def Team could Not decide on Paladin this set. Paladin doesnt even have any murlocs this Rotation so far.
People only see this in wild due to the similarity with Anyfin Can Happen but I expect this card to be even better in standard. Having a comeback mechanic in murloc paladin ? Sure I do want. Cheating this for low mana with Prismatic Lens ? Clearly broken.
Yeah, the community was so wrong about this card lol. If Prismatic Lens gets nerfed then maybe it will stop seeing play but interesting to see just how off the posters are at times.
Community: useless without strong paladin murlocks
me: wtf are you even talking about if they give some good murlocks this would be broken.
Yet I was right again I am happy that they didn't support this card with some broken murloc or else the deck would be god tier right now it has a little inconsistency because murlocs are not that strong to maintain board control until turn 8 so time to time if you don't draw prismatic lense you lose.
missing the prismatic lens combo is as big of a blunder on the community as getting crystal core wrong
More like the inconsistency of getting it by turn 4 is way too big to make the deck good. I'm not sure anyone missed the synergy with Lens. But probably most people thought it'd be even more terrible than it actually is, including me. An aggro deck revolving around drawing one specific card by turn 4 ? Because let's be honest, without Lens this deck is not even tier 3.
So I did some shorthand math on the odds for this deck. On coin you've a 19% chance to play tip on turn 4, after coining out lens. Overall it's a 40 percent chance to play a turn 5 tip. These numbers basically means more than half the time you're playing with no combo and must win a game with a handful of shitty tribe cards.
It's a high roll deck. And most of the decks right now are greedy singleton decks that don't have enough board clears.
To claim this deck is good, this card is good or anything like that is premature and oblivious to actual facts. The Metagame will settle and go back to what it was and this will drop to tier 3 at best.
Ask yourself some questions. What classes is the Tip the Scales deck beating right now? If it's not Warrior, then come back in a few weeks and this card will have been a blip on the radar.
Prince Keleseth was also a high roll card. If you hit this on turn 2, it gave you such a bump in win percentage. If you didn't, you had a normal game.
When my opponent misses the Lens into Tip combo on turn 4, I know I have already won.
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I actually agree with Jonesy - it's confusing.
Keep in mind I'm probably biased because my line of thought whenever I see a Murloc in Paladin is GET THE MURLOCS AWAY FROM MY PALADIN BLIZZARD ever since Blizz started actually pushing Murlocs in Paladin.
And okay, they could actually push out a few more Murloc cards and that "could" make this good because obviously in an ideal world, and leaving aside my hatred of Murlocs in Paladin with gritted teeth, the card is very obviously insane. 8 mana for Recruit 7 cards. Assuming the average Murloc is about 2 mana's worth you break even if you pull 4. If you're actually going to put this in your deck you're going to put quite a few Murlocs in there, it'll probably pull 6+ Murlocs reliably, I'd reckon, at least the first time you play it. Obviously there are problems like the complete lack of midgame options that are Murloc, meaning it is pretty draw reliant (e.g. if you end up drawing a bunch of low value Murlocs in the midgame, could fall behind too quickly, and coming back from a losing board is one thing Paladin traditionally struggles at due to bad removal options).
So far though whether it'll actually be a thing is an unknown quantity. I can think of two Murloc cards they've printed so far that could be used in Paladin - Fishflinger and (new) Finley (edit: forgot about Murmy); both of them are okay cards in a vacuum, Fishflinger is kinda eh and Finley...is not really something you want to put in a deck that runs this card, I'd imagine, since I doubt there are enough (good) Murlocs in Standard to make this card work.
The second option people have been speculating is running a bunch of Murlocs, this, and then trying to activate the Shirvallah Holy Wrath combo. Personally I doubt that works, because you're putting a bunch of very low value (even the good Murlocs) cards in a deck and hoping a little too much to luck into Tip the Scales on 8 - in other words, Yes Paladin would have been consistent if this worked; difference between this and CtA lies in the fact that Paladin combo/control decks that ran CtA in the past ran it with a bunch of defensive minions - Doomsayers, 1/1 Divine Shield Taunts, you could stretch it and say Wild Pyro was defensive if you're thinking about Equality/Shrink Ray combos and that allowed you to stall out the game or get ahead on tempo whereas with this...when's the last time you've seen a Murloc that has Taunt? Never, so far as I know. Now they "could" break that trend, go crazy and start printing Murlocs with Taunt and Divine Shield or Murlocs that passively damage your opponents' non-Murloc minions or something, but I doubt it. And if you don't have to defend and can reliably out-tempo opposing decks with this single card and stuffing a bunch of Murlocs in your deck then I don't really see why you'd actually be using the OTK in the first place because you'd be a more successful deck without the OTK components then.
That aside, can I just say how the cards printed by Blizzard have been all over the place for Paladin for a good while now? The themes they push for Pala are really kinda bad imo.
This card works exactly like Forest's Aid in Token Druid. Token Druid DOES NOT want to get to turn 8. But if it has to, it will and it will spit out so much value that if you wasted all your board removal early, you will now die. It's the Token Druid version of 'reach' as it makes it possible to get those last bits of damage in to win.
But it ONLY works in Token Druid for 2 reasons. The spell was a Twinspell, meaning you could only run 1 in your deck and still get extreme value out of it, by playing it twice. Second, Token Druid has a spell called Savage Roar which means you can win even with a bunch of 1/1 or 2/2s on the board.
Paladin has neither going for it here. This spell IS powerful in concept. Cheating out minions into play is always going to be powerful. But at 8 mana, what are you doing up until then? If you shove your deck with minimal Murlocs, then when you play this spell, drawing a second copy of this spell does absolutely nothing. So that means playing with minimal Murlocs and only 1 copy of this in your deck. And you are supposed to NOT draw any Murlocs by turn 8 AND draw this card by turn 8.
If you decide to try the OTK build, you have the opposite problem. The OTK Shirvallah deck needed card draw, healing and general survival cards in order to draw the whole deck and play your combo. While this card in theory can help you with this, what are you taking out of the OTK deck to make this happen? I play and played the Shirvallah deck and the deck list is pretty tight. How are you going to fit in a bunch of Murlocs, the Shirvallah combo AND this card without dying to most other decks?
My Wild Anyfin deck WOULD play this for sure, but at most 1 copy. There are times and games in which I don't draw enough murlocs by turn 10 and my Anyfin is not worth playing. This would make it so I don't care if I draw them and gives me a psuedo third copy of Anyfin.
I dunno, the more and more I see these new cards, I am now convinced that this set is not only meant for Wild, it was specifically designed to change Wild up, not Standard.
Nothing so far really makes me see new deck types yet that will dethrone the current metagame. Need more cards released to shake this feeling.
Paladins don't have savage roar but they have other tools to synergize with a full board, like Silver Sword or the new classic mass divine shield, and who knows what else. And it's not like you cannot win a game as token druid without drawing savage roar.
In wild if you just put the necessary murlocs in your deck and add this card’s one copy (maybe two for increasing the chance of drawing this) you’ll have an easy access to your game winning Otk+ if you don’t draw any murlocs till turn 8 you can deal a good chunk to your opponent’s face. This card is good for wild
1 Supporting class card that requires a highlander deck, and 1 new neutral card.
New meta!
Horrible card unless you can cheat it out, and even if you do nowadays Murlocs have "good" battlecries that you want played out of your hand. Maybe with 2-4 more expansions to come this will find more Murlocs that will make it perform like Anyfin Can Happen.
To use it to thin out your deck you would need to run 15 Murlocs maybe, and then what?
Sadly no good murlocs for this. Maybe next expansion.
For arena this card is shit. Going for only murlocs is not that easy. 1/5
This is so out of flavor for this Set. Its lije def Team could Not decide on Paladin this set. Paladin doesnt even have any murlocs this Rotation so far.
Looks super random.
People only see this in wild due to the similarity with Anyfin Can Happen but I expect this card to be even better in standard. Having a comeback mechanic in murloc paladin ? Sure I do want. Cheating this for low mana with Prismatic Lens ? Clearly broken.
And on top of that they get good neutral murloc (Murmy and Fishslinger) so you can run 22 murloc in your deck with ease. Just imagine getting some Murloc Tastyfin, Murloc Warleader and Nightmare Almagam with this.
Guys... This is for prismatic lens. Also chef nomi in the end. Its not a bad card. It just requires creativity.
this card got such a bad rating, i voted Meta-defining! and the murloc lens into scale deck is one of the best winrate decks atm
prismatic lens into tip the scales on turn 4 and the game is over
I pooped my pants coming across this Murloc deck with Tip the Scales when my opponent Prismatic lens into this on turn 4, huge game swinger.
missing the prismatic lens combo is as big of a blunder on the community as getting crystal core wrong
Yeah, the community was so wrong about this card lol. If Prismatic Lens gets nerfed then maybe it will stop seeing play but interesting to see just how off the posters are at times.
Community: useless without strong paladin murlocks
me: wtf are you even talking about if they give some good murlocks this would be broken.
Yet I was right again I am happy that they didn't support this card with some broken murloc or else the deck would be god tier right now it has a little inconsistency because murlocs are not that strong to maintain board control until turn 8 so time to time if you don't draw prismatic lense you lose.
More like the inconsistency of getting it by turn 4 is way too big to make the deck good. I'm not sure anyone missed the synergy with Lens. But probably most people thought it'd be even more terrible than it actually is, including me. An aggro deck revolving around drawing one specific card by turn 4 ? Because let's be honest, without Lens this deck is not even tier 3.
So I did some shorthand math on the odds for this deck. On coin you've a 19% chance to play tip on turn 4, after coining out lens. Overall it's a 40 percent chance to play a turn 5 tip. These numbers basically means more than half the time you're playing with no combo and must win a game with a handful of shitty tribe cards.
It's a high roll deck. And most of the decks right now are greedy singleton decks that don't have enough board clears.
To claim this deck is good, this card is good or anything like that is premature and oblivious to actual facts. The Metagame will settle and go back to what it was and this will drop to tier 3 at best.
Ask yourself some questions. What classes is the Tip the Scales deck beating right now? If it's not Warrior, then come back in a few weeks and this card will have been a blip on the radar.
Prince Keleseth was also a high roll card. If you hit this on turn 2, it gave you such a bump in win percentage. If you didn't, you had a normal game.
When my opponent misses the Lens into Tip combo on turn 4, I know I have already won.