• 0

    posted a message on [WILD][TOP 50 LEGEND] "Reporting for duty"

    Wouldnt jugglers be good in this deck also?

    Posted in: [WILD][TOP 50 LEGEND] "Reporting for duty"
  • 0

    posted a message on Easy RANK5 - midrange Murlockadin

    Doesnt finja hurt you by not getting the battlecrys? Or is he just for board presence?

    Posted in: Easy RANK5 - midrange Murlockadin
  • 6

    posted a message on Lightfused Stegodon

    Never underestimate blizzards ability to let you down.

    Posted in: Lightfused Stegodon
  • 4

    posted a message on Ethereal Peddler Dragon Rogue (Dragon Burgle Rogue)

    This deck is soo incredibly fun. I have never had soo much enjoyment playing a deck. Even when i lose i enjoy the game.

    Posted in: Ethereal Peddler Dragon Rogue (Dragon Burgle Rogue)
  • 2

    posted a message on Dragon Paladin

    Uldaman is kind of important, even on turn 4 you can use it after a nightbane templar play. Aldor only really has its uses after turn 4. Since dragons usually are a tempo deck playing something every turn seems important for it.

    Posted in: Dragon Paladin
  • 2

    posted a message on Dragon Paladin

    I Like this deck. I was thinking about switching aldor for zoobot for another proactive 3 drop if you dont have nightbane.

    Posted in: Dragon Paladin
  • 7

    posted a message on Nightbane Templar

    First dragon related card they have gotten since BRM...BRM!!!! Been getting damn murlocs for 3 card expansions in a row I am glad to finally get dragon support right before BRM leaves lol

    Posted in: Nightbane Templar
  • 2

    posted a message on Faceless Summoner
    Quote from Duck91 >>

    With Ramp Druids and Secret Paladins floating the meta, I wouldn't exactly say they're the best in constructed
    Needless to say though, this card is over the top

     This card will come during a new meta you comment means nothing.
    Posted in: Faceless Summoner
  • 1

    posted a message on Forbidden Healing
    Quote from MC_Elyk >>

    This card is sick, will definitely see play. Hard to predict meta without more cards being released but control paladin could be a thing now and anyfin decks this is great.

     Control paladin was never "not" a thing because a card like this didnt exist. There were just better control decks and there still are. This card only semi replaces healbot for combo decks like anyfin. No other paladin type of deck can safely run it because they lose board trying to heal without any other benefit.
    Posted in: Forbidden Healing
  • 1

    posted a message on New Paladin Card - Forbidden Healing
    Quote from Eon >>

    Card will be pretty good in Giant Paladin. Molten + Molten + this is 2 8/8s and a relatively large heal. I don't see this being run in a standard control paladin deck but we don't really know what the meta will look like. Paladins used to run cards out of necessity because they didn't have anything else to run. Remember HoW and Guardian of Kings? If Paladins don't get other tools then this may see play from lack of options alone.

     This would mean paladins effectively hit bottom tier again.
    Posted in: Card Discussion
  • 1

    posted a message on Forbidden Healing

    Not sure why anyone believes this is a good paladin card. Paladins are all about board, this card only helps against burst combos nothing else. Simple heals do nothing for a paladin in the long run because they win through having minions. A heal without a body or draw and ppl think its good, especially for paladins lol just lol..

    Posted in: Forbidden Healing
  • 0

    posted a message on New Card - Stand Against Darkness

    This card on its own its a bad 5 drop. Even with a buffer of some sort that said card would need to be played BEFORE turn 5 to justify playing this on curve or you wouldnt want to play it on 5. 5 SHR for 5 mana is bad anyway you look at it. Muster was early so ofc its pressure was good along with the wep it was great, there are only few aoes to worry about if you turn 2+coin a muster, or even on turn 3 muster. By turn 5 there are tons. Playing this on curve is a bad play most of the time and unless the synergy is early game related then this card will be bad. Ppl say wait until the set is out well yes thats all you can do but looking at the card for what it is, it is bad.

    Someone mentioned implosion...thats a bad example implosion has immediate impact the imps are extra. This just summons 5 SHR, no charge or anything for 5 mana.

    Posted in: Card Discussion
  • 0

    posted a message on New Card - Stand Against Darkness
    Quote from CGDPodcast >>

    I anticipate more Recruit synergy like Quartermaster or Warhorse Trainer. Yeah, remember that card?

    Warhorse Trainer

     warhorse trainer into this card? youre joking right? you didnt even use warhorse with the much better muster for battle...
    Posted in: Card Discussion
  • 0

    posted a message on New Card - Stand Against Darkness
    Quote from BrokenCycle >>
    Quote from Skyblock124 >>
    Quote from BrokenCycle >>

    Love this card! Fingers crossed they don't print any good support for it in standard. Murloc paladin will already be the OP standard deck, and I seriously hope there won't be another OP paladin deck to join it.

     Uuuhh, you are aware that Old Murk Eye is getting the standard axe as well, right?  Murloc pally won't be a thing either.  Unless paladin gets much better support than this, there won't BE any pally in standard.  No midrange because no quartermaster, no secret because no avenge, minibot, or muster, no aggro because of the same cards missing plus the inevitable growth of facehunter, no dragon because that was never a thing.  Although, judging by your post, you don't care that paladin is headed the way of rogue and shaman.
     I honestly wouldn't care, no. Shaman is probably also crazy in standard, so bad example, and rogue has many cool decks. I'd rather paladin has cool decks than an OP one everyone plays. I'm sick of seeing Uther every other match.
    Also, the loss of old murk eye is not as big a hit as you think. Second anyfin will still destroy.
     There is no healbots or belchers to help you get to anyfin #1...How will murloc paladin still exist?
    Posted in: Card Discussion
  • 1

    posted a message on [NA Legend #1] S17 Secret Paladin

    I have 2 suggestions, i personally havent tried it yet but what if you replace the creepers with annoy-o-trons and the cog hammers with divine favors or vigils? Seems like it could work im not sure i havent play tested the changes yet, im just spitballing.

    Posted in: [NA Legend #1] S17 Secret Paladin
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