Great card. Fairly niche to be anti-aggro but a 2 for 2/2 with no downside is pretty good in and of itself. Obviously people want Fiery War Axe for Paladin, but that's a Warrior thing and should stay that way. A 2/2 with the Joust upsisde of making it a 3/2 would have been interesting but probably a little too powerful and auto-include in all Paladin decks. With only a 30 card deck, there should be variety, not more 'must plays'.
The Joust is making it a 2/3 not a 3/2. Otherwise there would not be any dispute that this is a great weapon
Why does Blizzard favor warrior so much over Pally? This is a crappy War axe and POSSIBLY better stormforged axe. Isn't Shield block(Better Holy lifht), War axe(Better Argent Lance), and Shield maiden(Better Guardian of Kings) enough to shove into Pally's face? Excluding all the other hard removal and card draw warrior has that paladin greatly lacks. Make this weapon a 2/2 if you win the joust gain 1/1, 3/1 if you win gain 1/1 or something that makes it better than a war axe due the risk factor taken in jousting to get a 2/3 WORSE Fiery war axe. Also the new warrior weapon (If you have a minion with taunt gain 1 Durability) is better then this one since you can actually CONTROL the outcome while gaining good stats.
Why does Blizzard favor warrior so much over Pally? This is a crappy War axe and POSSIBLY better stormforged axe. Isn't Shield block(Better Holy lifht), War axe(Better Argent Lance), and Shield maiden(Better Guardian of Kings) enough to shove into Pally's face? Excluding all the other hard removal and card draw warrior has that paladin greatly lacks. Make this weapon a 2/2 if you win the joust gain 1/1, 3/1 if you win gain 1/1 or something that makes it better than a war axe due the risk factor taken in jousting to get a 2/3 WORSE Fiery war axe. Also the new warrior weapon (If you have a minion with taunt gain 1 Durability) is better then this one since you can actually CONTROL the outcome while gaining good stats.
Comparing this card to Fiery War Axe is a trap. Class cards are in a vacuum and only should be compared to other class cards. No one questions Dark Bomb and it's strictly worse than Quick Shot and Frost Bolt. Significantly so. Look at this the same way. Yes, it is worse than Fiery War Axe. EVERY 2 drop weapon will be worse than Fiery War Axe for a very long time. Fiery War Axe is so good that a 2 cost 3/2 weapon will be ran in literally every deck it can go in. There's no questioning that. However, this card does about 80% of what Fiery War Axe is good for: Dealing with early game minions. Between Chow, this, and Shielded Minibot, and maybe the new Joust 1/2 that can be a 2/3, Paladin has all the answers it needs to deal with early game aggression. Plus there will be times the 3 durability will make it better than the 3 damage of the War Axe. It's probably the 2nd or 3rd best weapon in the game.
Another bad card for paladin, why am i not surprised. As long as paladin has a 1/1 hero power minion their cards will continue to be underbudget. Funny thing is these days 1/1 hero power is a determent to paladins worst matchups.
Blizzard has no idea what to do with Paladin giving them crappy secrets and random heals thrown in with equality in a deathrattle and combo face face face shitshow we call hearthstone. Its a shame really that they cant find proper inspiration for a freaking knight with divine shields in fear that it will slow the game down so paladin must suck.
Very little reason to run this card when you're already dealing with weapon destruction from Muster for Battle and Truesilver Champion. Additionally compared to waiting one more turn this card seems like a waste when compared to cards like Coghammer and Sword of Justice. Maybe in a very specific Control Paladin deck it may be run, but I don't think so.
Very little reason to run this card when you're already dealing with weapon destruction from Muster for Battle and Truesilver Champion. Additionally compared to waiting one more turn this card seems like a waste when compared to cards like Coghammer and Sword of Justice. Maybe in a very specific Control Paladin deck it may be run, but I don't think so.
I agree that this plus Muster For Battle synergize poorly, but you're already running into that issue with Coghammer and Sword of Justice. That's just a Paladin problem you're going to have if you're playing Muster. This card's actually better in that sense in that it costs 2 and doesn't require any board presence to be relevant, and you can run it out of charges before you play Muster. Sword of Justice is worthless and isn't seeing any play even with Aggrodin being as big as it is, so it's not worth discussing. Coghammer is good for tempo and taking control of the board and killing a minion with a bigger minion that's been buffed potentially. This card's better STRICTLY for early aggression. The card has zero downside and is good regardless of board state. The only way this card is bad is if there's a lot more 3 health minions hitting the board turns 1 and 2.
Very little reason to run this card when you're already dealing with weapon destruction from Muster for Battle and Truesilver Champion. Additionally compared to waiting one more turn this card seems like a waste when compared to cards like Coghammer and Sword of Justice. Maybe in a very specific Control Paladin deck it may be run, but I don't think so.
I agree that this plus Muster For Battle synergize poorly, but you're already running into that issue with Coghammer and Sword of Justice. That's just a Paladin problem you're going to have if you're playing Muster. This card's actually better in that sense in that it costs 2 and doesn't require any board presence to be relevant, and you can run it out of charges before you play Muster. Sword of Justice is worthless and isn't seeing any play even with Aggrodin being as big as it is, so it's not worth discussing. Coghammer is good for tempo and taking control of the board and killing a minion with a bigger minion that's been buffed potentially. This card's better STRICTLY for early aggression. The card has zero downside and is good regardless of board state. The only way this card is bad is if there's a lot more 3 health minions hitting the board turns 1 and 2.
This weapon isn't bad at all, it's just outclassed...
But comparing this to the new Warrior weapon is a joke, the warrior weapon is garenteed to gain durability if you chave a minion with taunt while the paladin weapon needs to rely on RNG. Also getting a taunt minion out wojnt be a problem since I see "New Goldshire footman taunt warrior incoming with the class cards being released.
This card is basically a shielded minibot with charge that has effect of "whenever this minion takes damage, you take that much", which is fine considering of how much healing paladin has while maintaining aggressive board dominance.
Shaman can't even afford to play stormforged axe because of the loss of tempo from overload makes them lose on the spot.
This card is a fantastic rare, it will see a lot of play, it deals with early aggro without losing tempo. It gives you breathing space to develop the board while reducing theirs.
In arena, this is almost always an auto pick in arena as well for a class that's already challenging mage for the throne.
This card is a fantastic rare, it will see a lot of play, it deals with early aggro without losing tempo. It gives you breathing space to develop the board while reducing theirs.
It won't see play because we have decent tools to deal with early aggro already (Minibot, Muster, Chow, maybe new stuff to come) and it directly competes with our much better cards that come on the curve directly following it (Coghammer, Muster, Truesilver). It isn't comparable to a Minibot, because Minibot doesn't get destroyed on your next turn when you play another card.
Why does Blizzard favor warrior so much over Pally? This is a crappy War axe and POSSIBLY better stormforged axe. Isn't Shield block(Better Holy lifht), War axe(Better Argent Lance), and Shield maiden(Better Guardian of Kings) enough to shove into Pally's face? Excluding all the other hard removal and card draw warrior has that paladin greatly lacks. Make this weapon a 2/2 if you win the joust gain 1/1, 3/1 if you win gain 1/1 or something that makes it better than a war axe due the risk factor taken in jousting to get a 2/3 WORSE Fiery war axe. Also the new warrior weapon (If you have a minion with taunt gain 1 Durability) is better then this one since you can actually CONTROL the outcome while gaining good stats.
Comparing this card to Fiery War Axe is a trap. Class cards are in a vacuum and only should be compared to other class cards. No one questions Dark Bomb and it's strictly worse than Quick Shot and Frost Bolt. Significantly so. Look at this the same way. Yes, it is worse than Fiery War Axe. EVERY 2 drop weapon will be worse than Fiery War Axe for a very long time. Fiery War Axe is so good that a 2 cost 3/2 weapon will be ran in literally every deck it can go in. There's no questioning that. However, this card does about 80% of what Fiery War Axe is good for: Dealing with early game minions. Between Chow, this, and Shielded Minibot, and maybe the new Joust 1/2 that can be a 2/3, Paladin has all the answers it needs to deal with early game aggression. Plus there will be times the 3 durability will make it better than the 3 damage of the War Axe. It's probably the 2nd or 3rd best weapon in the game.
Its not even the 2nd or 3rd best weapon for Paladin.......
Why does Blizzard favor warrior so much over Pally? This is a crappy War axe and POSSIBLY better stormforged axe. Isn't Shield block(Better Holy lifht), War axe(Better Argent Lance), and Shield maiden(Better Guardian of Kings) enough to shove into Pally's face? Excluding all the other hard removal and card draw warrior has that paladin greatly lacks. Make this weapon a 2/2 if you win the joust gain 1/1, 3/1 if you win gain 1/1 or something that makes it better than a war axe due the risk factor taken in jousting to get a 2/3 WORSE Fiery war axe. Also the new warrior weapon (If you have a minion with taunt gain 1 Durability) is better then this one since you can actually CONTROL the outcome while gaining good stats.
Comparing this card to Fiery War Axe is a trap. Class cards are in a vacuum and only should be compared to other class cards. No one questions Dark Bomb and it's strictly worse than Quick Shot and Frost Bolt. Significantly so. Look at this the same way. Yes, it is worse than Fiery War Axe. EVERY 2 drop weapon will be worse than Fiery War Axe for a very long time. Fiery War Axe is so good that a 2 cost 3/2 weapon will be ran in literally every deck it can go in. There's no questioning that. However, this card does about 80% of what Fiery War Axe is good for: Dealing with early game minions. Between Chow, this, and Shielded Minibot, and maybe the new Joust 1/2 that can be a 2/3, Paladin has all the answers it needs to deal with early game aggression. Plus there will be times the 3 durability will make it better than the 3 damage of the War Axe. It's probably the 2nd or 3rd best weapon in the game.
Its not even the 2nd or 3rd best weapon for Paladin.......
Muster True Silver Coghammer AShbringer
all better than this crap
Muster and Ashbringer aren't even real weapons and have special circumstances. As a pure weapon, a 2/2(3) for 2 is a lot better than a 1/4 for 3. Easy math there. This and Coghammer do two totally different things. Coghammer is a tempo swing by giving your minion Divine Favor for a good trade. A 3 cost weapon for 2 damage is also bad stats and gets awkward with Muster and True Silver in hand. It's also dependent on the board, which no other playable weapon is, except maybe Glaivezooka. Not to mention you're beholden to the board and you need a decent minion in play to make playing Coghammer worth it.
Argent Lance is STRICTLY a mid-range/Control Paladin option to deal with aggressive decks that has literally no downside. 2 for a 2/2(3) is clearly the standard, looking at Glaivezooka/Stormforged Axe, etc. It gives Paladin another early game, non-minion option to deal with aggro decks. Just because a weapon isn't a staple like Fiery War Axe or Death's Bite doesn't mean it's bad.
Why does Blizzard favor warrior so much over Pally? This is a crappy War axe and POSSIBLY better stormforged axe. Isn't Shield block(Better Holy lifht), War axe(Better Argent Lance), and Shield maiden(Better Guardian of Kings) enough to shove into Pally's face? Excluding all the other hard removal and card draw warrior has that paladin greatly lacks. Make this weapon a 2/2 if you win the joust gain 1/1, 3/1 if you win gain 1/1 or something that makes it better than a war axe due the risk factor taken in jousting to get a 2/3 WORSE Fiery war axe. Also the new warrior weapon (If you have a minion with taunt gain 1 Durability) is better then this one since you can actually CONTROL the outcome while gaining good stats.
Comparing this card to Fiery War Axe is a trap. Class cards are in a vacuum and only should be compared to other class cards. No one questions Dark Bomb and it's strictly worse than Quick Shot and Frost Bolt. Significantly so. Look at this the same way. Yes, it is worse than Fiery War Axe. EVERY 2 drop weapon will be worse than Fiery War Axe for a very long time. Fiery War Axe is so good that a 2 cost 3/2 weapon will be ran in literally every deck it can go in. There's no questioning that. However, this card does about 80% of what Fiery War Axe is good for: Dealing with early game minions. Between Chow, this, and Shielded Minibot, and maybe the new Joust 1/2 that can be a 2/3, Paladin has all the answers it needs to deal with early game aggression. Plus there will be times the 3 durability will make it better than the 3 damage of the War Axe. It's probably the 2nd or 3rd best weapon in the game.
Why does Blizzard favor warrior so much over Pally? This is a crappy War axe and POSSIBLY better stormforged axe. Isn't Shield block(Better Holy lifht), War axe(Better Argent Lance), and Shield maiden(Better Guardian of Kings) enough to shove into Pally's face? Excluding all the other hard removal and card draw warrior has that paladin greatly lacks. Make this weapon a 2/2 if you win the joust gain 1/1, 3/1 if you win gain 1/1 or something that makes it better than a war axe due the risk factor taken in jousting to get a 2/3 WORSE Fiery war axe. Also the new warrior weapon (If you have a minion with taunt gain 1 Durability) is better then this one since you can actually CONTROL the outcome while gaining good stats.
Comparing this card to Fiery War Axe is a trap. Class cards are in a vacuum and only should be compared to other class cards. No one questions Dark Bomb and it's strictly worse than Quick Shot and Frost Bolt. Significantly so. Look at this the same way. Yes, it is worse than Fiery War Axe. EVERY 2 drop weapon will be worse than Fiery War Axe for a very long time. Fiery War Axe is so good that a 2 cost 3/2 weapon will be ran in literally every deck it can go in. There's no questioning that. However, this card does about 80% of what Fiery War Axe is good for: Dealing with early game minions. Between Chow, this, and Shielded Minibot, and maybe the new Joust 1/2 that can be a 2/3, Paladin has all the answers it needs to deal with early game aggression. Plus there will be times the 3 durability will make it better than the 3 damage of the War Axe. It's probably the 2nd or 3rd best weapon in the game.
Its not even the 2nd or 3rd best weapon for Paladin.......
Muster True Silver Coghammer AShbringer
all better than this crap
Muster and Ashbringer aren't even real weapons and have special circumstances. As a pure weapon, a 2/2(3) for 2 is a lot better than a 1/4 for 3. Easy math there. This and Coghammer do two totally different things. Coghammer is a tempo swing by giving your minion Divine Favor for a good trade. A 3 cost weapon for 2 damage is also bad stats and gets awkward with Muster and True Silver in hand. It's also dependent on the board, which no other playable weapon is, except maybe Glaivezooka. Not to mention you're beholden to the board and you need a decent minion in play to make playing Coghammer worth it.
Argent Lance is STRICTLY a mid-range/Control Paladin option to deal with aggressive decks that has literally no downside. 2 for a 2/2(3) is clearly the standard, looking at Glaivezooka/Stormforged Axe, etc. It gives Paladin another early game, non-minion option to deal with aggro decks. Just because a weapon isn't a staple like Fiery War Axe or Death's Bite doesn't mean it's bad.
I agree exactly with your opinion. I'm not saying that this is the weapon or card that we were waiting for but at least we can try it/ test it and then judge it. I can't say if it will have a spot in the mid-control type decks but, I believe it will help the current meta with all the Hunters decks that are the majority. With a short calculation this weapon works fine vs:
Hunters (Leper Gnome, Knife Juggler, Huffer, Hunted Cripper, Mad Scientist, Spider) Mages (Sorcerer's Apprentice, Clockwork Gnome, CogMaster,) Zoolocs (Almost all type of Murlocks, plus early demons, direwolf Alpha) Shaman (Whirling Zap o matic, MicroMachine and hero power Totems)
I still think Argent Lance isn't that great, but there might be a spot for it if Paladin gets a great, on curve, 3 cost minion this expansion.
Reason is, when playing Paladin, it is generally good to have about 4 weapons. 2 Truesilver Champion and then either 2 Coghammer or 2 Muster for Battle. The one problem with these weapons is that you are often in a spot, especially with Coghammer, where you want to play Truesilver Champion, but don't want to waste some of the durability of the weapon you already have equipped.
Getting a weapon out on turn 2 would allow for a turn 4 Truesilver Champion, if needed, without wasting much of the first weapon. The only problem is then it takes the place of the Shielded Minibot or other 2 cost minion on turn 2.
Paladin doesn't really have a great turn 3 minion as Aldor Peacekeeper and Big Game Hunter are better saved for later. If we get a great 3 cost minion, one that is meant to be played on turn 3, this weapon might actually work out.
Conceptually you would be trading 2 minions that cost 2 mana and Coghammer / Muster for Battle, for Argent Lance and 2 of this new amazing 3 cost minion. It could work, and by making the trade, it works in favor of the Joust text as it gives you higher cost minions.
The only problem is the late game. Once you get to the late game, Coghammer is just so much better. Coghammer even makes Guardian of Kings slightly better, as a turn 10 play, a 5/6 Taunt, Divine Shield, +6 Health, 2/3 Weapon can be amazing. Like a poor man's Tirion Fordring. Extends the game. Argent Lance can't do any thing of the sort.
Maybe a compromise of one Argent Lance and one Coghammer could work. Consistency is usually nice though, especially in Paladin. Still waiting for a cheap, efficient way to deal 3 damage, hopefully one of our spells this expansion.
The Joust is making it a 2/3 not a 3/2. Otherwise there would not be any dispute that this is a great weapon
Me go face?
Good for control paladin
Why does Blizzard favor warrior so much over Pally? This is a crappy War axe and POSSIBLY better stormforged axe. Isn't Shield block(Better Holy lifht), War axe(Better Argent Lance), and Shield maiden(Better Guardian of Kings) enough to shove into Pally's face? Excluding all the other hard removal and card draw warrior has that paladin greatly lacks. Make this weapon a 2/2 if you win the joust gain 1/1, 3/1 if you win gain 1/1 or something that makes it better than a war axe due the risk factor taken in jousting to get a 2/3 WORSE Fiery war axe. Also the new warrior weapon (If you have a minion with taunt gain 1 Durability) is better then this one since you can actually CONTROL the outcome while gaining good stats.
Its almost a Fiery War Axe for Paladin. Good card because paladins don't have early removal.
Comparing this card to Fiery War Axe is a trap. Class cards are in a vacuum and only should be compared to other class cards. No one questions Dark Bomb and it's strictly worse than Quick Shot and Frost Bolt. Significantly so. Look at this the same way. Yes, it is worse than Fiery War Axe. EVERY 2 drop weapon will be worse than Fiery War Axe for a very long time. Fiery War Axe is so good that a 2 cost 3/2 weapon will be ran in literally every deck it can go in. There's no questioning that. However, this card does about 80% of what Fiery War Axe is good for: Dealing with early game minions. Between Chow, this, and Shielded Minibot, and maybe the new Joust 1/2 that can be a 2/3, Paladin has all the answers it needs to deal with early game aggression. Plus there will be times the 3 durability will make it better than the 3 damage of the War Axe. It's probably the 2nd or 3rd best weapon in the game.
Another bad card for paladin, why am i not surprised. As long as paladin has a 1/1 hero power minion their cards will continue to be underbudget. Funny thing is these days 1/1 hero power is a determent to paladins worst matchups.
Blizzard has no idea what to do with Paladin giving them crappy secrets and random heals thrown in with equality in a deathrattle and combo face face face shitshow we call hearthstone. Its a shame really that they cant find proper inspiration for a freaking knight with divine shields in fear that it will slow the game down so paladin must suck.
Very little reason to run this card when you're already dealing with weapon destruction from Muster for Battle and Truesilver Champion. Additionally compared to waiting one more turn this card seems like a waste when compared to cards like Coghammer and Sword of Justice. Maybe in a very specific Control Paladin deck it may be run, but I don't think so.
Another bad Paladin weapon.
I agree that this plus Muster For Battle synergize poorly, but you're already running into that issue with Coghammer and Sword of Justice. That's just a Paladin problem you're going to have if you're playing Muster. This card's actually better in that sense in that it costs 2 and doesn't require any board presence to be relevant, and you can run it out of charges before you play Muster. Sword of Justice is worthless and isn't seeing any play even with Aggrodin being as big as it is, so it's not worth discussing. Coghammer is good for tempo and taking control of the board and killing a minion with a bigger minion that's been buffed potentially. This card's better STRICTLY for early aggression. The card has zero downside and is good regardless of board state. The only way this card is bad is if there's a lot more 3 health minions hitting the board turns 1 and 2.
This weapon isn't bad at all, it's just outclassed...
But comparing this to the new Warrior weapon is a joke, the warrior weapon is garenteed to gain durability if you chave a minion with taunt while the paladin weapon needs to rely on RNG. Also getting a taunt minion out wojnt be a problem since I see "New Goldshire footman taunt warrior incoming with the class cards being released.
I agree with this thread, let's just merge warrior with paladin and call it a crusader. This class will not be overpowered at all, right? right?
Don't compare it to Fiery War Axe. Compare it to Stormforged Axe and be happy.
This card is basically a shielded minibot with charge that has effect of "whenever this minion takes damage, you take that much", which is fine considering of how much healing paladin has while maintaining aggressive board dominance.
Shaman can't even afford to play stormforged axe because of the loss of tempo from overload makes them lose on the spot.
This card is a fantastic rare, it will see a lot of play, it deals with early aggro without losing tempo. It gives you breathing space to develop the board while reducing theirs.
In arena, this is almost always an auto pick in arena as well for a class that's already challenging mage for the throne.
It won't see play because we have decent tools to deal with early aggro already (Minibot, Muster, Chow, maybe new stuff to come) and it directly competes with our much better cards that come on the curve directly following it (Coghammer, Muster, Truesilver). It isn't comparable to a Minibot, because Minibot doesn't get destroyed on your next turn when you play another card.
what if your deck has no minions left :O
Its not even the 2nd or 3rd best weapon for Paladin.......
Muster
True Silver
Coghammer
AShbringer
all better than this crap
Muster and Ashbringer aren't even real weapons and have special circumstances. As a pure weapon, a 2/2(3) for 2 is a lot better than a 1/4 for 3. Easy math there. This and Coghammer do two totally different things. Coghammer is a tempo swing by giving your minion Divine Favor for a good trade. A 3 cost weapon for 2 damage is also bad stats and gets awkward with Muster and True Silver in hand. It's also dependent on the board, which no other playable weapon is, except maybe Glaivezooka. Not to mention you're beholden to the board and you need a decent minion in play to make playing Coghammer worth it.
Argent Lance is STRICTLY a mid-range/Control Paladin option to deal with aggressive decks that has literally no downside. 2 for a 2/2(3) is clearly the standard, looking at Glaivezooka/Stormforged Axe, etc. It gives Paladin another early game, non-minion option to deal with aggro decks. Just because a weapon isn't a staple like Fiery War Axe or Death's Bite doesn't mean it's bad.
100% agree will be running it in control paladin.
I agree exactly with your opinion. I'm not saying that this is the weapon or card that we were waiting for but at least we can try it/ test it and then judge it. I can't say if it will have a spot in the mid-control type decks but, I believe it will help the current meta with all the Hunters decks that are the majority. With a short calculation this weapon works fine vs:
Hunters (Leper Gnome, Knife Juggler, Huffer, Hunted Cripper, Mad Scientist, Spider) Mages (Sorcerer's Apprentice, Clockwork Gnome, CogMaster,) Zoolocs (Almost all type of Murlocks, plus early demons, direwolf Alpha) Shaman (Whirling Zap o matic, MicroMachine and hero power Totems)
Lets not be negative and let's see the results.
Please insert Coin....
I still think Argent Lance isn't that great, but there might be a spot for it if Paladin gets a great, on curve, 3 cost minion this expansion.
Reason is, when playing Paladin, it is generally good to have about 4 weapons. 2 Truesilver Champion and then either 2 Coghammer or 2 Muster for Battle. The one problem with these weapons is that you are often in a spot, especially with Coghammer, where you want to play Truesilver Champion, but don't want to waste some of the durability of the weapon you already have equipped.
Getting a weapon out on turn 2 would allow for a turn 4 Truesilver Champion, if needed, without wasting much of the first weapon. The only problem is then it takes the place of the Shielded Minibot or other 2 cost minion on turn 2.
Paladin doesn't really have a great turn 3 minion as Aldor Peacekeeper and Big Game Hunter are better saved for later. If we get a great 3 cost minion, one that is meant to be played on turn 3, this weapon might actually work out.
Conceptually you would be trading 2 minions that cost 2 mana and Coghammer / Muster for Battle, for Argent Lance and 2 of this new amazing 3 cost minion. It could work, and by making the trade, it works in favor of the Joust text as it gives you higher cost minions.
The only problem is the late game. Once you get to the late game, Coghammer is just so much better. Coghammer even makes Guardian of Kings slightly better, as a turn 10 play, a 5/6 Taunt, Divine Shield, +6 Health, 2/3 Weapon can be amazing. Like a poor man's Tirion Fordring. Extends the game. Argent Lance can't do any thing of the sort.
Maybe a compromise of one Argent Lance and one Coghammer could work. Consistency is usually nice though, especially in Paladin. Still waiting for a cheap, efficient way to deal 3 damage, hopefully one of our spells this expansion.