I main paladin since closed beta. Right now, it´s my most playe class with over 2.8k wins.
My most beloved meta was GvG with the token synergy cards. After that, murloc combo paladin was very fun to play too. Right now, i don´t like at all the "new strategies". Quest paladin was a total failure because galvador was not good enought to be used as an win condition and paladin have just a bunch of very weak buffs, being kings just okay, and steed strong, but already too late to make galvador make a difference in the match.
With paladin in a weak state (just midrange murlocs being somewhat relevant) and seing they using the legendary slot to push some kind of "improving" of the quest strategy (somewhat because the legendary will mot help to proc the quest ticks, it will just benefit from playing buffs in the deck) it make me really sad. Unless they realese a new good early buff (like priest had the +2+4 with spell power, this card ir pretty much unplayable (1 steed is not good enought to make it good, and a 7 mana 1/1 will be a brick in your hand way more often then a power play in the board)
Regarding the token synergy cards realead, at first i didn´t like it, since paladin lacks a lot of draw / early synergy cards. Now i have to think better. The kobold card is not good enought, s ince we just have stegodon and tarim as good silevr hand buffs (steward is okay, but paladin doen´s have a good 1 / 2 drops to suporte a vanilla 3/3 on curve). Level up is just terrible. Just compare it with quartermaster (back in the time, they was not good enouht to be 2 copies on the deck). But now with Call for arms (strongest paladin card from the set) we maybe can make it work, since will be a loot easier to setup some strategies.
My last hope is the weapon being a good standalone card.
it will hardly take the slot of aldors / stonehills / tar creeprs/ rallying blades/ burnsbristle.
Maybe in a more weapon focused paladin, but at least now, i don´t see this being the case, since paladin just have utility weapons, nnot big swing weapons (like more ashbringers)
Maybe the legendary paladin weapon can make this at least playable.
They are Permanent and full mana crystals, so weapon removal will only be good on turn 9 or 10, so you give the druid no ramp, but on 8 druid can drop medivh (atiesh will destroy the weapon and proc the hability) and have 10 mana to work with (turn 8 medivh + infestation? hehe)
And since druid is losing jade bloosom / keeper of the something and kun next season, i can see this card easily seeing play.
Also it can work in some kind of malygos/big druid?
3 mana, 2/8, overload 3 against 3 mana 4/6 splitted, overload 2. both doens't trade well gainst 3-cost minions, but help you stabilize the board.
The problem is: if you play both on curve, feral spirits let you still to powerfull playes on next turn, such as jade claws, flametongue totem, maelstrom portal. besides the bigger body, you will just have 1 mana cristal, that will not impact in the board at all. so i don't think it will fit in the more agressive / midrange lists of token / midrange shaman that we have right now.
seeing that even feral spirit let the shaman decks, since you don't have the trogg anymore, i can't see it being used on midrange lists
beeing a stonehill option can be good, since you hardly try to curve it out a taunt, and 3 overload after turn 5 can be worked around.
the effect if 4sure powerfull, but too unrelyable.
9 mana 3/7 without tuant? you will have to take at least 2 turns to sacrifice it. Some of the taunts that druid want to run will not ressurect since it comes from choose one option (ancient of war and druid of the claw), so the best options will probably be primordial drake and dark akakkoa.
there is no easy way to put it the field ealier (with that snake guy)
seems too slow and doens't fit in any archtype that i can think of.
probably wont see play on existing decks. maybe a tech in tempo warrior against aggro
anyway, loved the concept. powerfull deathrattles, but only can be activate by your oponent. makes the game more skill based, since you have to tradeoff what is worse. leting a 4/3 early on board, or giving your oponent 6 armor.
i hope they release more cards with this kind of effect.
1
wow, this seems pretty decent for classes such as paladin and warrior, that oftens overkill minions with truesilver, and fiery war axe.
in a meta that kokron can´t go face on 4, because of tar creeper, it seems a pretty decent replacement for any kind of midrange warrior
1
So, this play a copy of the spell or the spell, thinning your deck?
1
Rotface 2.0.
Not sure if this is what slower warriors need to see more play.
Anyway: if you have 0 armor, does it summon wisps / murlocs?
3
I main paladin since closed beta. Right now, it´s my most playe class with over 2.8k wins.
My most beloved meta was GvG with the token synergy cards. After that, murloc combo paladin was very fun to play too. Right now, i don´t like at all the "new strategies". Quest paladin was a total failure because galvador was not good enought to be used as an win condition and paladin have just a bunch of very weak buffs, being kings just okay, and steed strong, but already too late to make galvador make a difference in the match.
With paladin in a weak state (just midrange murlocs being somewhat relevant) and seing they using the legendary slot to push some kind of "improving" of the quest strategy (somewhat because the legendary will mot help to proc the quest ticks, it will just benefit from playing buffs in the deck) it make me really sad. Unless they realese a new good early buff (like priest had the +2+4 with spell power, this card ir pretty much unplayable (1 steed is not good enought to make it good, and a 7 mana 1/1 will be a brick in your hand way more often then a power play in the board)
Regarding the token synergy cards realead, at first i didn´t like it, since paladin lacks a lot of draw / early synergy cards. Now i have to think better. The kobold card is not good enought, s ince we just have stegodon and tarim as good silevr hand buffs (steward is okay, but paladin doen´s have a good 1 / 2 drops to suporte a vanilla 3/3 on curve). Level up is just terrible. Just compare it with quartermaster (back in the time, they was not good enouht to be 2 copies on the deck). But now with Call for arms (strongest paladin card from the set) we maybe can make it work, since will be a loot easier to setup some strategies.
My last hope is the weapon being a good standalone card.
0
for controls: dirty hats / doomsayer / 1/1divine shield girl (can thin for uther almost otk strategy?
for aggros: pirates with charge / murlocs / 1/1 divineshield girl
for memes: dirty hats / milhouse for 4 manas 2 2/6 taunts and 1 4/4. (recruit does not pop off battlecry.
seems a verystrong card in evey archtype
4
Yeah, i don´t like it.
it will hardly take the slot of aldors / stonehills / tar creeprs/ rallying blades/ burnsbristle.
Maybe in a more weapon focused paladin, but at least now, i don´t see this being the case, since paladin just have utility weapons, nnot big swing weapons (like more ashbringers)
Maybe the legendary paladin weapon can make this at least playable.
1
yeah, let´s discuss a card that anyone knows th text, lol.
0
This card is pretty good.
They are Permanent and full mana crystals, so weapon removal will only be good on turn 9 or 10, so you give the druid no ramp, but on 8 druid can drop medivh (atiesh will destroy the weapon and proc the hability) and have 10 mana to work with (turn 8 medivh + infestation? hehe)
And since druid is losing jade bloosom / keeper of the something and kun next season, i can see this card easily seeing play.
Also it can work in some kind of malygos/big druid?
Easily the best weapon / card so far.
0
i think i can compare it with feral spirits.
3 mana, 2/8, overload 3 against 3 mana 4/6 splitted, overload 2. both doens't trade well gainst 3-cost minions, but help you stabilize the board.
The problem is: if you play both on curve, feral spirits let you still to powerfull playes on next turn, such as jade claws, flametongue totem, maelstrom portal. besides the bigger body, you will just have 1 mana cristal, that will not impact in the board at all. so i don't think it will fit in the more agressive / midrange lists of token / midrange shaman that we have right now.
seeing that even feral spirit let the shaman decks, since you don't have the trogg anymore, i can't see it being used on midrange lists
beeing a stonehill option can be good, since you hardly try to curve it out a taunt, and 3 overload after turn 5 can be worked around.
0
to make godly curves in a midrange / tempo deck. its always good to start the game with a 1/3.
follow it up with the 2/3 berserker (now a 5/2 on turn 2), a 3/3 frothing berserker or a instant draw with acolye, a 5/5 taunt tauren, and so goes on.
not sure if the stats of this curve will be good enought, but i learned to always trust on the 1 drop, 1/3 of every class.
shaman trogg, paladin murloc inquisidor, mage manawhirm, priest northshire cleric, warlock voidcaller / that imp that draws when you discard.
0
both bolvar and the weapon will start counting still in the deck, as c'thun and thing from bellow?
it gets a lot better if yes. in wild the have potential to be insane.
in standard, i think paladin will still need some hell in gettind divine shields.
1
Secret nzoth control hunter pogchamp
0
the effect if 4sure powerfull, but too unrelyable.
9 mana 3/7 without tuant? you will have to take at least 2 turns to sacrifice it. Some of the taunts that druid want to run will not ressurect since it comes from choose one option (ancient of war and druid of the claw), so the best options will probably be primordial drake and dark akakkoa.
there is no easy way to put it the field ealier (with that snake guy)
seems too slow and doens't fit in any archtype that i can think of.
1
probably wont see play on existing decks. maybe a tech in tempo warrior against aggro
anyway, loved the concept. powerfull deathrattles, but only can be activate by your oponent. makes the game more skill based, since you have to tradeoff what is worse. leting a 4/3 early on board, or giving your oponent 6 armor.
i hope they release more cards with this kind of effect.
0
this is a pretty strong card. but it's a card for one archtype that doesn't see play.
and i'm not sure it s enought to bring secret hunter back
lets see what other tools hunter will get.