Hello everyone, this is all the 3 sets that i already published in this thread. All sets will be here, in this post from now on. The cards on the second post, does not count in this 3 sets, so they will remain in the second post. This post will be updated each time a new set is up! Update:Added the 4th set to this post.
Legendaries
First set:
Lets understand the card. First you can compare it to Quartermaster, and yes is similar. Quartermaster cost is 5, and his stats are worth 3 mana, so give Silver Hand Recruits +2/+2 is worth 2 mana. And now the stats of Grayson Shadowbreaker is worth 5 mana, and his ability is worth 3 mana, so the total is 8 mana: but this is a class legendary so it have a discount. Yes, if you play Muster for Battle with this in turn 10, you will have a very strong board, but that is a very slow combo, and still vulnerable to AoE spells. Also I want to say that Grayson Shadowbreaker is the paladin instructor in Stormwind, so it trains recruits.
Second set:
now, first I want to say that Crusader Strike is legendary because is a token. Its the same card that Sinister Strike, but you will get it each finished turn, so when you play Arthas, you will get in your next turn 2 Crusaders Strikes. That counters against Divine Favor and is a card to kill faster your opponent. I will post some strategies at the end of the post.
Third set:
Slow card, requires board to gain value, and 4 attack for mana is too low. But, if you have board the value and the trades that this card will get will be insane.
Fourth set:
Second legendary weapon!, this one is insane, one less attack than Ashbringer, but with a Divine Shield addition. Hope you like it!
Epics:
First Set:
This secret also gives Divine Shield to your hero, as your hero can have Windfury (see Doomhammer) and can become Inmune, so I think it can also gain Divine Shield. If the spell is Hex, for example, the minion gains Divine Shield before being transformed.
First of all, his stats seems bad(without battlecry) when you compare with Armorsmith. So, if there's a least 2 Silver Hand Recruits on board, this guy gets a huge value(3/5-compare to Spider Tank), if you play turn 2 Coin + Muster for Battle and this on turn 3, you will get a silenceable yeti on turn 3; you can compare that when you play Mechwarper on turn 2, and on turn 3 you play Mechanical Yeti, this yeti is silenceable too, but doesn't lose his stats. So I think that this card is fair.
Second set:
ok, i will say again(I said this before in the first post) that to give all your Silver Hand Recruits +2/+2 cost 2 mana, but this only gives the buff to one Silver Hand Recruit, so half the price.
Yes, I know that this is HUGE with a combo with Equality, but to deal 1 damage to all enemies and to heal the friendly characters +1 cost 2.5, this card only affects minions, and it gives them +1 health so thats why it cost 3 mana.
Third set:
Well this is an experiment, considering that Hand of Protection cost 1-mana and it is instant, this card prevents you from attacking(note:if you attacked before the buff, it won't apply) but it last until your minions are alive. And theDivine Shield will help them to stay alive.
His stats are worth 5.5 mana, his taunt 0.5 mana and his Divine Shield(on paladins) is worth 1 mana. What do you think of this aggro stopper?
Fourth set:
This minion only gives tempo once, but to all kind of minions.
One of the main cards of the set, it allow to Gadgetzan your hand, for one turn. However, pally doesnt have those cheap spells like Rogue.
Another main card, it can draw nothing, draw 1 and get normal value or get the insanity, lol.
Rares:
First set:
For a 2 mana spell, deal 3 damage its correct(see Darkbomb and Frostbolt; but you can deal up to 4 damage if RNG is applied like Flamecannon, so the total of damage of this card is 4, you chose the first 2 damage and the other 2 are random.
First, Blessing of Might that is the card you get. This card was made to make Aggro Pally a thing, but it also counters against Divine Favor, so maybe its better in a midrange one. Feedback is specially apreciated in this card.
This card can be very bad, its the target is killed anyways, but if you have a damaged big guy it can prevent your opponent to trade favorably.
Second set:
One of the announced in the posts before!, this is like a Mechwarper without the effect, because now I'm considering Silver Hand Recruits as a "non official race". That can be buffed with things that only works with them, like with Mechs, Murloc, etc.
One of the other announced cards! To give your minions +2/+2 cost 3.5 mana, and this just gives -1 attack, but instead it gives +1 health.
Third set:
Well, i guess that you already saw this card! his stats are similar of the Piloted Shredder, but the divine shield is insanely good for trading, this minion in arena will be...
This card is not about Divine Shields, but it is interesting however. Tell me what you think. xD
This girl have a body worth of 4 mana, with the Divine Shield(on paladins) 1 mana, and the deathrattle(draw a card)(1.5 mana because its specific) so this girl is worth 6.5 mana, but its a great target for silence.
Fourth Set:
Some secret synergy for paladin.
Greatest target for silence ever, xD
Simple, effective card that can give you a "comeback".
If you compare this to the old Leeroy, the downside of this card is worse than Leeroy's. Is worse to give your opponent 3 cards than to give them 2 wisps. However, this have synergy with Divine Favor. But it cant get insane OTK combos like Rogue.
Commons:
First set:
This card would get some good value if there are 2+ friendly minions on board.
This card is also called Equality 2.0. It was made for the sake of deal with Undertaker leaving him, if he buffes one time more with the desired 2 hp. The name comes from Aldor Peacekeeper :).
Give a minion +1/+1 has one mana value, and give a minion Divine shield cost 1 mana too.
Well, to heal yourself by 8 HP is 3 mana value, but this heal is slow and your hero will tend to receive a lot of damage because of the taunt. Also this is a weapon that can do nothing but wait and if you add it damage(with Seal of Light, for example, it will lose durability). 1.1: Now this weapon will lose durability too if the the hero is damaged in any ways(hero power, attacks, spells, anything).
Well, this is what paladins always lack, Hard Removal. To silence a minion cost 0 mana, and to deal 5 damage 4 mana(Lava Burst, see Fireball) 1.1: Change the name of the card to Rebuke(the paladin silence in WoW)(thanks Arcsol!), and increased it cost to 6.
Second set:
Winner of the #4 Weekly Competition: 1 Mana Class Minions!
A weaker version of Mind Blast, Hunter has a similar card, but it can target minions as well.
I think that there's nothing to explain here.
A weaker version of Holy Smite. Note:Paladins and Priest are very common, the first Paladin was a Priest and he is our dear Uther :D.
Well this card its not so useful now, because of the Undertaker nerf.
Third set:
Well, it doesnt have inmediate impact on the board, can die instantly, but if it damaged before it trades 3 times!
Well, 0/3 are bad stats, but if you combo this with something like Argent Protector, will be insanely good.
Its similar to Mark of the Wild, but with Divine Shield addition.
Fourth set:
New mechanic in Hearthstone, expensive btw. It just make the guy inmune to silence, however it can be insane with King's Defender. xD
Effective, at 4 mana damage less than Fireball, but at 10 mana damage more than Pyroblast. Funny.
I don't know in what deck i will play this, maybe in a (theory) King's Defender buffadin.
Wording fixed!
You must have 3 guys on board to get some good value.
Some secret synergy.
More buffs.
I would love to see some feedback, thanks for taking the time reading this. Also I want to say that some of this card were posted, but now they have wording fixes and some alternative effects.
Compared to Rockbiter Weapon this card is weaker. But it has the needed early damage for paladins.
Ok, lets see the situation, this is a legendary spell, so it must be a strong spell. This card is pretty STRONG against zoo, but against control it weak, because normally they dont have 4+ minions on board so that this card can get good value, because to draw 3 cards cost 5. And if you are control and youre oponnent have a strong board, you might not want to mill yourself.
Edit 1.1: Increase Reprisal mana cost to 1. Reinvent the legendary spell.
These one liner "your cards are OP bro" comments aren't helpful. If you are going to critique people's cards then provide them with substantive feedback.
@Arcsol Thanks for all the feedback. Necessary fixes coming soon. About Crusader Shield, it has a little bad wording(i forgot to put that when it armor up you lose 1 durability). Justice is coming and Reprisal are in works, i put them as cards that i have doubts(sorry but i forgot about heroic strike, and i put the cost of Reprisal thinking in Rockbiter Weaponn). The legendary spell was based on Sprint, but i will change his mana cost to 7 or 8[even 9], just because to make it faster). About Hammer of Justice, Fireball cost 4 and deal 6, i reduced the damage to 5, and added silence. But maybe i will up his cost to 6. Avenger Shield... i never thought about Spell Damage, but that happens also with Swipe, well im still thinking about it. Thanks for all the feedback.
Sorry guys to not feedback but I am out of computer so I can't message here. So there we are. My feedback. My apologize for everything.
@SeraphicFire I hope you enjoy the changes you need to be made and sorry again to be late my feedback.
Grayson Shadowbreaker:
- Already have a Quartermaster on the game so +3/+3 is out. If you modify the attack and health to 1/1 and the effects would be: Battlecry: receive +3/+3 to each Hand Recruit you already have on the battlefield.
Glimmer of hope:
- We need to increase the cost of mana.
Light Justiciar:
- New Battlecry: For each Hand Recruit on the cemitery gain +1 attack. And change the health to 4.
Avenger's Shield:
- Deal 2 damage. If you have a hand recruit on board Deal 2 damage split among enemy minions.
Retribution Time:
- For each Hand recruit on board add a blessing of might to your hand. Then change the cost to 6.
Hand of Salvation:
- Change to epic card.
Aegis Holder:
- ....Gain + 1 Health for each hand recruit on board...
Aldor Fighter:
- Battlecry: Change an enemy health to 1 and give him divine shield.
Blessing of Divinity:
- Give a minion +1/+1 and Divine Shield if you already sacrifice a Hand Recruit.
Crusader Shield:
- You hero has taunt. Change the durability to 8 and don't give + 8 armor then you only block attacks normally because the cost is consistnte to the curve's mana. And you won't see more then 8 attack in this curve, except Fel Reaver.
Hammer of Justice:
- Costs 6. Deal 5 damage. If you already sacrifice one hand recruit silence the target.
Some cards have been modified. You can see the changelog below the original threads.
@KeyKenzo: Sorry but youre in the wrong game, cementery and sacrifices mechanic not exist in Hearthstone. But some nice ideas. Thanks! maybe you should create some cards with your interesting mechanics
@Keykenzo i know that is possible to do that, but it will make my cards totally different from the original. I dont want to change mechanics. Why dont you give a try? That would awesome. If you do that, just tell me! Thanks for the feedback.
now, first I want to say that Crusader Strike is legendary because is a token. Its the same card that Sinister Strike, but you will get it each finished turn, so when you play Arthas, you will get in your next turn 2 Crusaders Strikes. That counters against Divine Favor and is a card to kill faster your opponent. I will post some strategies at the end of the post.
Epic:
ok, i will say again(I said this before in the first post) that to give all your Silver Hand Recruits +2/+2 cost 2 mana, but this only gives the buff to one Silver Hand Recruit, so half the price.
Yes, I know that this is HUGE with a combo with Equality, but to deal 1 damage to all enemies and to heal the friendly characters +1 cost 2.5, this card only affects minions, and it gives them +1 health so thats why it cost 3 mana.
Rares:
One of the announced in the posts before!, this is like a Mechwarper without the effect, because now I'm considering Silver Hand Recruits as a "non official race". That can be buffed with things that only works with them, like with Mechs, Murloc, etc.
One of the other announced cards! To give your minions +2/+2 cost 3.5 mana, and this just gives -1 attack, but instead it gives +1 health.
Commons:
Winner of the #4 Weekly Competition: 1 mana Class Minions!
A weaker version of Mind Blast, Hunter has a similar card, but it can target minions as well. Strategies of this card will be posted and the end of the post.
I think that there's nothing to explain here.
A weaker version of Holy Smite. Note:Paladins and Priest are very common, the first Paladin was a Priest and he is our dear Uther :D.
Well this card its not so useful now, because of the Undertaker nerf.
Possible strategies:
A Silver Hand synergy deck with Muster for Battle, Quartermaster, hero power and cards that I posted before about Silver Hands Recruits like Grayson and Light Justiciar.
An OTK Paladin on turn 9, play a Silver Hand Crusader, then a Bloodmage Thalnos, then(if you play Arthas and he survived 1 turn) double Crusader Strike and double Templar's Veredict dealing 20 damage for 9 mana and 5 cards, including one that HAS to survive 1 turn and is a legendary so you only run one. I want to say that there are fear-more OTK combos like Malygos(requires about the same number of cards-I'm not sure), the druid combo + Innervate+Savage Roar(22 damage for 4 cards), so this possible OTK combo is not OP.
Thanks for reading this, and feedback is specially welcomed :D.
The difference in Silver Hand Recruit Synergies from the synergies you compare with is that you don't need cards for recruits. You don't need to draw the right thing. Town Guard is easier to activate than Cogmaster.
Inquisition is fine to make 2-cost - unless you mean minions?
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Hello everyone, this is all the 3 sets that i already published in this thread. All sets will be here, in this post from now on. The cards on the second post, does not count in this 3 sets, so they will remain in the second post. This post will be updated each time a new set is up! Update:Added the 4th set to this post.
Legendaries
First set:
Lets understand the card. First you can compare it to Quartermaster, and yes is similar. Quartermaster cost is 5, and his stats are worth 3 mana, so give Silver Hand Recruits +2/+2 is worth 2 mana. And now the stats of Grayson Shadowbreaker is worth 5 mana, and his ability is worth 3 mana, so the total is 8 mana: but this is a class legendary so it have a discount. Yes, if you play Muster for Battle with this in turn 10, you will have a very strong board, but that is a very slow combo, and still vulnerable to AoE spells. Also I want to say that Grayson Shadowbreaker is the paladin instructor in Stormwind, so it trains recruits.
Second set:
now, first I want to say that Crusader Strike is legendary because is a token. Its the same card that Sinister Strike, but you will get it each finished turn, so when you play Arthas, you will get in your next turn 2 Crusaders Strikes. That counters against Divine Favor and is a card to kill faster your opponent. I will post some strategies at the end of the post.
Third set:
Slow card, requires board to gain value, and 4 attack for mana is too low. But, if you have board the value and the trades that this card will get will be insane.
Fourth set:
Second legendary weapon!, this one is insane, one less attack than Ashbringer, but with a Divine Shield addition. Hope you like it!
Epics:
First Set:
This secret also gives Divine Shield to your hero, as your hero can have Windfury (see Doomhammer) and can become Inmune, so I think it can also gain Divine Shield. If the spell is Hex, for example, the minion gains Divine Shield before being transformed.
First of all, his stats seems bad(without battlecry) when you compare with Armorsmith. So, if there's a least 2 Silver Hand Recruits on board, this guy gets a huge value(3/5-compare to Spider Tank), if you play turn 2 Coin + Muster for Battle and this on turn 3, you will get a silenceable yeti on turn 3; you can compare that when you play Mechwarper on turn 2, and on turn 3 you play Mechanical Yeti, this yeti is silenceable too, but doesn't lose his stats. So I think that this card is fair.
Second set:
ok, i will say again(I said this before in the first post) that to give all your Silver Hand Recruits +2/+2 cost 2 mana, but this only gives the buff to one Silver Hand Recruit, so half the price.
Yes, I know that this is HUGE with a combo with Equality, but to deal 1 damage to all enemies and to heal the friendly characters +1 cost 2.5, this card only affects minions, and it gives them +1 health so thats why it cost 3 mana.
Third set:
Well this is an experiment, considering that Hand of Protection cost 1-mana and it is instant, this card prevents you from attacking(note:if you attacked before the buff, it won't apply) but it last until your minions are alive. And theDivine Shield will help them to stay alive.
His stats are worth 5.5 mana, his taunt 0.5 mana and his Divine Shield(on paladins) is worth 1 mana. What do you think of this aggro stopper?
Fourth set:
This minion only gives tempo once, but to all kind of minions.
One of the main cards of the set, it allow to Gadgetzan your hand, for one turn. However, pally doesnt have those cheap spells like Rogue.
Another main card, it can draw nothing, draw 1 and get normal value or get the insanity, lol.
Rares:
First set:
For a 2 mana spell, deal 3 damage its correct(see Darkbomb and Frostbolt; but you can deal up to 4 damage if RNG is applied like Flamecannon, so the total of damage of this card is 4, you chose the first 2 damage and the other 2 are random.
First, Blessing of Might that is the card you get. This card was made to make Aggro Pally a thing, but it also counters against Divine Favor, so maybe its better in a midrange one. Feedback is specially apreciated in this card.
This card can be very bad, its the target is killed anyways, but if you have a damaged big guy it can prevent your opponent to trade favorably.
Second set:
One of the announced in the posts before!, this is like a Mechwarper without the effect, because now I'm considering Silver Hand Recruits as a "non official race". That can be buffed with things that only works with them, like with Mechs, Murloc, etc.
One of the other announced cards! To give your minions +2/+2 cost 3.5 mana, and this just gives -1 attack, but instead it gives +1 health.
Third set:
Well, i guess that you already saw this card! his stats are similar of the Piloted Shredder, but the divine shield is insanely good for trading, this minion in arena will be...
This card is not about Divine Shields, but it is interesting however. Tell me what you think. xD
This girl have a body worth of 4 mana, with the Divine Shield(on paladins) 1 mana, and the deathrattle(draw a card)(1.5 mana because its specific) so this girl is worth 6.5 mana, but its a great target for silence.
Fourth Set:
Some secret synergy for paladin.
Greatest target for silence ever, xD
Simple, effective card that can give you a "comeback".
If you compare this to the old Leeroy, the downside of this card is worse than Leeroy's. Is worse to give your opponent 3 cards than to give them 2 wisps. However, this have synergy with Divine Favor. But it cant get insane OTK combos like Rogue.
Commons:
First set:
This card would get some good value if there are 2+ friendly minions on board.
This card is also called Equality 2.0. It was made for the sake of deal with Undertaker leaving him, if he buffes one time more with the desired 2 hp. The name comes from Aldor Peacekeeper :).
Give a minion +1/+1 has one mana value, and give a minion Divine shield cost 1 mana too.
Well, to heal yourself by 8 HP is 3 mana value, but this heal is slow and your hero will tend to receive a lot of damage because of the taunt. Also this is a weapon that can do nothing but wait and if you add it damage(with Seal of Light, for example, it will lose durability). 1.1: Now this weapon will lose durability too if the the hero is damaged in any ways(hero power, attacks, spells, anything).
Well, this is what paladins always lack, Hard Removal. To silence a minion cost 0 mana, and to deal 5 damage 4 mana(Lava Burst, see Fireball) 1.1: Change the name of the card to Rebuke(the paladin silence in WoW)(thanks Arcsol!), and increased it cost to 6.
Second set:
Winner of the #4 Weekly Competition: 1 Mana Class Minions!
A weaker version of Mind Blast, Hunter has a similar card, but it can target minions as well.
I think that there's nothing to explain here.
A weaker version of Holy Smite. Note:Paladins and Priest are very common, the first Paladin was a Priest and he is our dear Uther :D.
Well this card its not so useful now, because of the Undertaker nerf.
Third set:
Well, it doesnt have inmediate impact on the board, can die instantly, but if it damaged before it trades 3 times!
Well, 0/3 are bad stats, but if you combo this with something like Argent Protector, will be insanely good.
Its similar to Mark of the Wild, but with Divine Shield addition.
Fourth set:
New mechanic in Hearthstone, expensive btw. It just make the guy inmune to silence, however it can be insane with King's Defender. xD
Effective, at 4 mana damage less than Fireball, but at 10 mana damage more than Pyroblast. Funny.
I don't know in what deck i will play this, maybe in a (theory) King's Defender buffadin.
Wording fixed!
You must have 3 guys on board to get some good value.
Some secret synergy.
More buffs.
I would love to see some feedback, thanks for taking the time reading this. Also I want to say that some of this card were posted, but now they have wording fixes and some alternative effects.
New Cards:(Legendary Spell Included)
Compared to Rockbiter Weapon this card is weaker. But it has the needed early damage for paladins.
Ok, lets see the situation, this is a legendary spell, so it must be a strong spell. This card is pretty STRONG against zoo, but against control it weak, because normally they dont have 4+ minions on board so that this card can get good value, because to draw 3 cards cost 5. And if you are control and youre oponnent have a strong board, you might not want to mill yourself.
Edit 1.1: Increase Reprisal mana cost to 1. Reinvent the legendary spell.
Edit 1.1.00.1:Changing Images URL to imgur.
A very OP your cards bro.
@keykenzo I would like to know why they are OP. Just to see some future fixes. Thanks.
@krypton136 rewording coming soon! Thanks for the feedback
@SeraphicFire All of them..
@Keykenzo im afraid that you misunderstood me, i asked why, not what. Thanks for your time.
These one liner "your cards are OP bro" comments aren't helpful. If you are going to critique people's cards then provide them with substantive feedback.
@Arcsol Thanks for all the feedback. Necessary fixes coming soon. About Crusader Shield, it has a little bad wording(i forgot to put that when it armor up you lose 1 durability). Justice is coming and Reprisal are in works, i put them as cards that i have doubts(sorry but i forgot about heroic strike, and i put the cost of Reprisal thinking in Rockbiter Weaponn). The legendary spell was based on Sprint, but i will change his mana cost to 7 or 8[even 9], just because to make it faster). About Hammer of Justice, Fireball cost 4 and deal 6, i reduced the damage to 5, and added silence. But maybe i will up his cost to 6. Avenger Shield... i never thought about Spell Damage, but that happens also with Swipe, well im still thinking about it. Thanks for all the feedback.
Sorry guys to not feedback but I am out of computer so I can't message here. So there we are. My feedback. My apologize for everything.
@SeraphicFire I hope you enjoy the changes you need to be made and sorry again to be late my feedback.
Grayson Shadowbreaker:
- Already have a Quartermaster on the game so +3/+3 is out. If you modify the attack and health to 1/1 and the effects would be: Battlecry: receive +3/+3 to each Hand Recruit you already have on the battlefield.
Glimmer of hope:
- We need to increase the cost of mana.
Light Justiciar:
- New Battlecry: For each Hand Recruit on the cemitery gain +1 attack. And change the health to 4.
Avenger's Shield:
- Deal 2 damage. If you have a hand recruit on board Deal 2 damage split among enemy minions.
Retribution Time:
- For each Hand recruit on board add a blessing of might to your hand. Then change the cost to 6.
Hand of Salvation:
- Change to epic card.
Aegis Holder:
- ....Gain + 1 Health for each hand recruit on board...
Aldor Fighter:
- Battlecry: Change an enemy health to 1 and give him divine shield.
Blessing of Divinity:
- Give a minion +1/+1 and Divine Shield if you already sacrifice a Hand Recruit.
Crusader Shield:
- You hero has taunt. Change the durability to 8 and don't give + 8 armor then you only block attacks normally because the cost is consistnte to the curve's mana. And you won't see more then 8 attack in this curve, except Fel Reaver.
Hammer of Justice:
- Costs 6. Deal 5 damage. If you already sacrifice one hand recruit silence the target.
Some cards have been modified. You can see the changelog below the original threads.
@KeyKenzo: Sorry but youre in the wrong game, cementery and sacrifices mechanic not exist in Hearthstone. But some nice ideas. Thanks! maybe you should create some cards with your interesting mechanics
@SeraphicFire OMG ! Its not too hard input a new mechanic like sacrifice. Mechanic: Whenever "hand recruit" die in your turn do the effect.
Example:
. Blessing of Divinity: Give a minion +1/+1. If a hand recruit die in your turn give it Divine Shield insteead.
@Keykenzo i know that is possible to do that, but it will make my cards totally different from the original. I dont want to change mechanics. Why dont you give a try? That would awesome. If you do that, just tell me! Thanks for the feedback.
I will work in some new pally cards for aggro builds, stay tuned!
Spells like "Inquisition", minions like "Sunwalker Recruit" and a very aggresive Legendary.
The new card post has been delayed because of balance issues.
I want to say also, that i will put some control based card if the next post.
So, here is the new set!
Legendary:
now, first I want to say that Crusader Strike is legendary because is a token. Its the same card that Sinister Strike, but you will get it each finished turn, so when you play Arthas, you will get in your next turn 2 Crusaders Strikes. That counters against Divine Favor and is a card to kill faster your opponent. I will post some strategies at the end of the post.
Epic:
ok, i will say again(I said this before in the first post) that to give all your Silver Hand Recruits +2/+2 cost 2 mana, but this only gives the buff to one Silver Hand Recruit, so half the price.
Yes, I know that this is HUGE with a combo with Equality, but to deal 1 damage to all enemies and to heal the friendly characters +1 cost 2.5, this card only affects minions, and it gives them +1 health so thats why it cost 3 mana.
Rares:
One of the announced in the posts before!, this is like a Mechwarper without the effect, because now I'm considering Silver Hand Recruits as a "non official race". That can be buffed with things that only works with them, like with Mechs, Murloc, etc.
One of the other announced cards! To give your minions +2/+2 cost 3.5 mana, and this just gives -1 attack, but instead it gives +1 health.
Commons:
Winner of the #4 Weekly Competition: 1 mana Class Minions!
A weaker version of Mind Blast, Hunter has a similar card, but it can target minions as well. Strategies of this card will be posted and the end of the post.
I think that there's nothing to explain here.
A weaker version of Holy Smite. Note:Paladins and Priest are very common, the first Paladin was a Priest and he is our dear Uther :D.
Well this card its not so useful now, because of the Undertaker nerf.
Possible strategies:
A Silver Hand synergy deck with Muster for Battle, Quartermaster, hero power and cards that I posted before about Silver Hands Recruits like Grayson and Light Justiciar.
An OTK Paladin on turn 9, play a Silver Hand Crusader, then a Bloodmage Thalnos, then(if you play Arthas and he survived 1 turn) double Crusader Strike and double Templar's Veredict dealing 20 damage for 9 mana and 5 cards, including one that HAS to survive 1 turn and is a legendary so you only run one. I want to say that there are fear-more OTK combos like Malygos(requires about the same number of cards-I'm not sure), the druid combo + Innervate+Savage Roar(22 damage for 4 cards), so this possible OTK combo is not OP.
Thanks for reading this, and feedback is specially welcomed :D.
I will post some new sets over time, but I will always wait some time between post.
Pretty good cards here: Silver Hand Recruit Crusader, Templar's Veredict, Town guard, Sunwalker Recruit. I liked :)
thanks lol
The difference in Silver Hand Recruit Synergies from the synergies you compare with is that you don't need cards for recruits. You don't need to draw the right thing. Town Guard is easier to activate than Cogmaster.
Inquisition is fine to make 2-cost - unless you mean minions?