This is a card I like. Paladin has not been a class that really can gain too much card advantage. Healing has always been important. Let's look at Antique Healbot. For five mana it gives you a 3/3 body and 8 health. This one gives you a 4/4 body for one mana more, a heal from 1 to 10 and a suiting spell card. The last one is the most important. Just remember the other discoveries on other cards. It's a really powerful mechanic. I will put this in my Reno Paladin for sure.
This is a very strong card and will see a lot of play both in constructed and arena. Great for tempo mage and even slower decks. Of course nothing for freeze or pure clear/grind mage.
Imp Gang Boss will be taken away. But I agree - Zoo is a type of deck where you can fit many similar cards in. We'll not be losing zoo. The insane voidcallers will be taken away from us though.
I don't have a screenshot, but I did indeed go twelve wins with this deck. I wasn't expecting it, but I did manage to defeat opponent after opponent. Some of these cards are mediocre, but some are excellent. The three Keeper of Uldaman cards were very important both as buffing my own minions to ensure good trades, but also to passify big minions that my opponent played. Coghammer is excellent with a two drop. Argent Protector does a bit of the same.
Deathwing was a good backup plan. This card saved me twice I think. Mind Control Tech did it works occasionally.
All in all a very good deck with both a strong early game, but also board clears and cards that are excellent when behind.
Actually I don't think it's that big of a problem. Vanilla 2/1 is pretty regular in hunter. Many hunters play Abusive Sergeant just for the board presence alone without using it's battlecry, ofc Injured Kvaldir is still worse than Abusive Sergeant, but look at it this way- many hunters run 2X Mad Scientist and 2X secrets and often hunter draws into both secrets before Mad Scientist and if you don't get the secrets from Mad Scientist you loose a lot of value, but if you do get from Mad Scientist you gain a lot of value. Same with Desert Camel and Injured Kvaldir.
I can see how a vanilla 2/1 wouldn't be the worst thing for Hunter to play on turn 1. But, even so, if pulling Injured Kvaldir is the dream scenario for Desert Camel . That isn't much of a dream. Never mind the fact that it's also going to put(a more than likely better)1 drop in play for your opponent. Desert Camel is a worse Hungry Dragon imo, and Hungry Dragon never sees play.
What one mana cost minion will be better on the board than an undamaged Injured Kvaldir?
And here I thought that summoning stone Miracle Rogue was going to be the deck to make the card work. Gotta say that I'm loving the deck so far.
I had a couple of insane turns against a priest with a good board. On turn eight I dropped Summoning Stone and played Frost Nova. He couldn't do much but heal a play into the board. Then at turn nine I cast Flamestrike and got a Confessor Paletress, almost clearing his board. I hero powered and got Varian Wrynn. After a while he cast Mind Control on my 0-3 Summoning Stone. It's safe to say he never came back!
This would be excelent at 3 mana but probably won't make the cut at 4 mana. However for those choosing to play Azure Drake in mech mage this is probably better!!
You bring up an interesting point. Card draw is very important in a mech deck that can run out of steam fairly quickly. This card will help indeed.
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Way too few dragons. There are enough cards to go almost full dragon. Maybe Rend Blackhand can be used again.
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This is a card I like. Paladin has not been a class that really can gain too much card advantage. Healing has always been important. Let's look at Antique Healbot. For five mana it gives you a 3/3 body and 8 health. This one gives you a 4/4 body for one mana more, a heal from 1 to 10 and a suiting spell card. The last one is the most important. Just remember the other discoveries on other cards. It's a really powerful mechanic. I will put this in my Reno Paladin for sure.
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This is a very strong card and will see a lot of play both in constructed and arena. Great for tempo mage and even slower decks. Of course nothing for freeze or pure clear/grind mage.
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This is so OP that I can't explain it.
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Imp Gang Boss will be taken away. But I agree - Zoo is a type of deck where you can fit many similar cards in. We'll not be losing zoo. The insane voidcallers will be taken away from us though.
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I don't have a screenshot, but I did indeed go twelve wins with this deck. I wasn't expecting it, but I did manage to defeat opponent after opponent. Some of these cards are mediocre, but some are excellent. The three Keeper of Uldaman cards were very important both as buffing my own minions to ensure good trades, but also to passify big minions that my opponent played. Coghammer is excellent with a two drop. Argent Protector does a bit of the same.
Deathwing was a good backup plan. This card saved me twice I think. Mind Control Tech did it works occasionally.
All in all a very good deck with both a strong early game, but also board clears and cards that are excellent when behind.
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If I remember correctly, it was a golden Ragnaros the Firelord. Extremely awesome :)
EDIT: Ah, I got a Iron Juggernaut before. Not that awesome.
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I'll be trying it out. This shows how excellent the cards in this expansion are. Almost all of them has a great potential.
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Adding Injured Kvaldir to your deck with this could possibly be quite insane. That'll be three mana for eight stats which are nicely distributed.
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I'd like to try several of the new cards in a control mage deck. That includes Reno Jackson. It may work. At least I hope it will.
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