You know the Paladin secret is distinctly anti-aggro, right?
Certainly, they could have done more to curb the shit that is ranked meta right now, but singling out Sacred Trial kinda screams that you didn't actually bother reading the card before complaining.
Ha, I'm the one who designed Turn Evil for one of the card competitions way back in the day. Glad someone appreciated it - most of the feedback I got for it at the time was "this effect is boring and balanced 1/10". :)
I've been running a pretty similar deck recently, though a bit less defensive. I've got Justicar Trueheart in place of Sylvanas Windrunner, and a second Quartermaster in place of the Defender of Argus. The two of them seem to give me a better matchup against control decks, since they give me that much more tempo in the later stages of the game.
I've also been trying Tuskarr Jouster in place of Lay on Hands and Antique Healbot. While I miss the card draw, the ability to play it earlier against aggro decks and the solid body it leaves on the board has been pretty nice. The ability to use it without blowing my entire turn is an added bonus.
I'm glad midrange Pally isn't entirely dead. It's such a fun deck to play.
A card to help facilitate buff Paladin, a deck I always thought was the devs goal for the class that has been pretty much nonexistent due to the fact that trying to squeeze in the actual buff cards is nearly impossible. 4/4/4 is a solid body on curve, but the fact that the effect is an Inspire should slow it down enough to be balanced.
For everyone who keeps asking - it was clarified on Twitter that if there's a tie in attack on either player's sides (say, you have two minions with 3 attack) the game randomly chooses one to survive.
It's one mana less than twisting nether, weaker overall (except against deathrattlers like shredder) - not OP at all imho, pretty balanced.
No, it's two mana less than Twisting Nether. On top of that, it ignores Overload, meaning you can always play this on turn 6 regardless of how much tempo you gave up with Overload cards the turn before.
It's not balanced in any sense. Ditch the Overload ignoring and maybe we can talk.
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.
Targeted removal for Paladins that also works as a tech against Deathrattle, something that fits with the "anti-undead" theme of the class in Warcraft lore. Cost is higher than Sap because of it's bonus effect and the fact that Rogues tend to get a discount on their spell costs.
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Burgle
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Not particularly viable, but something unique anyway.
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You know the Paladin secret is distinctly anti-aggro, right?
Certainly, they could have done more to curb the shit that is ranked meta right now, but singling out Sacred Trial kinda screams that you didn't actually bother reading the card before complaining.
0
Ha, I'm the one who designed Turn Evil for one of the card competitions way back in the day. Glad someone appreciated it - most of the feedback I got for it at the time was "this effect is boring and balanced 1/10". :)
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I've been running a pretty similar deck recently, though a bit less defensive. I've got Justicar Trueheart in place of Sylvanas Windrunner, and a second Quartermaster in place of the Defender of Argus. The two of them seem to give me a better matchup against control decks, since they give me that much more tempo in the later stages of the game.
I've also been trying Tuskarr Jouster in place of Lay on Hands and Antique Healbot. While I miss the card draw, the ability to play it earlier against aggro decks and the solid body it leaves on the board has been pretty nice. The ability to use it without blowing my entire turn is an added bonus.
I'm glad midrange Pally isn't entirely dead. It's such a fun deck to play.
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Used to hang out in Hearthglen (EPL) and smash everyone to pieces.
Blessings that can be given by the effect: Blessing of Might - Blessing of Wisdom - Blessing of Kings
A card to help facilitate buff Paladin, a deck I always thought was the devs goal for the class that has been pretty much nonexistent due to the fact that trying to squeeze in the actual buff cards is nearly impossible. 4/4/4 is a solid body on curve, but the fact that the effect is an Inspire should slow it down enough to be balanced.
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Haven't seen him yet, because all of the dozen Warriors I ran into today were still screaming EVERYONE GET IN HERE
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For everyone who keeps asking - it was clarified on Twitter that if there's a tie in attack on either player's sides (say, you have two minions with 3 attack) the game randomly chooses one to survive.
0
No, it's two mana less than Twisting Nether. On top of that, it ignores Overload, meaning you can always play this on turn 6 regardless of how much tempo you gave up with Overload cards the turn before.
It's not balanced in any sense. Ditch the Overload ignoring and maybe we can talk.
0
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.
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Targeted removal for Paladins that also works as a tech against Deathrattle, something that fits with the "anti-undead" theme of the class in Warcraft lore. Cost is higher than Sap because of it's bonus effect and the fact that Rogues tend to get a discount on their spell costs.
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Unless you get unlucky and get 2x Holy Wrath. XD