Terrible card. Does the paladin community not remember what it's like to play buffs? Play kings in any deck right now and see how well it does.
2/6 for 6 is very understatted and poorly distributed. Control priest threatens to steal this on either the buffed minion or the deathrattle. Slap this on a charge minion and it kills a trash minion, when what it needs to do is win the game. Put this on a recruit and it's 3/7 taunt for 8... gratz.
Trash card, that tempts new players into thinking it's good enough to play cuz of the deathrattle.
Going to say bad, just because you wouldn't really want to play this on turn 2 even with ravaging ghoul in hand for turn 3. Sure there are a lot of good combos, but token druid, zoolock, and beast hunter will all be a thing. And it allows for some great combos for them.
Really good card, has negative synergy with the 6 drop legendary tho. But as of right now, paladin is so boned leading up to turn 5, I don't know if this turns things around.
Really good card, has negative synergy with the 6 drop legendary tho. But as of right now, paladin is so boned leading up to turn 5, I don't know if this turns things around.
First you won't always be able to trade up. It's up to RNG.
Second, it's a horrible top deck on an empty board. Those of use who have played a lot of hunter understand how important that fact is when considering the power level of a card in a hunter deck. Hopefully, hunter gets some draw mechanics, to help with that problem.
Initial reaction was "meh", 4/1 alley cat at best. But with some thought, it also works well with unleash, cat trick, snake trap, rat pack, and dare I say piranha launcher. Hound master has always been a problem in that you couldn't build a deck around just 2 of them. This will help.
Less relevant than both living roots or alley cat. Maybe there's silver hand recruit synergy yet to be released, but so far looks like this isn't paladin's expansion.
I think it will be pretty oppressive. Good against weapon classes. Combos well with board clears. And it's 1 mana punish to large minions. Makes it just that much harder to win a game with big minions instead of spells and aggro.
Honestly think this is a cancerous card. It favors some classes very strongly. It shuts down weapons but also big minions. It's going to effect arena in a very negative way.
I get why some people like it, but I think at the end of the day this will be a horrible way to lose games.
0
Ugh 1 mana buffs need to cycle otherwise they're just not good enough.
Obviously you can put this in any quest deck. Other than that, I have yet to see a reason to think buffs like this are making a comeback.
0
Terrible card. Does the paladin community not remember what it's like to play buffs? Play kings in any deck right now and see how well it does.
2/6 for 6 is very understatted and poorly distributed. Control priest threatens to steal this on either the buffed minion or the deathrattle. Slap this on a charge minion and it kills a trash minion, when what it needs to do is win the game. Put this on a recruit and it's 3/7 taunt for 8... gratz.
Trash card, that tempts new players into thinking it's good enough to play cuz of the deathrattle.
0
Going to say bad, just because you wouldn't really want to play this on turn 2 even with ravaging ghoul in hand for turn 3. Sure there are a lot of good combos, but token druid, zoolock, and beast hunter will all be a thing. And it allows for some great combos for them.
0
Really good card, has negative synergy with the 6 drop legendary tho. But as of right now, paladin is so boned leading up to turn 5, I don't know if this turns things around.
0
Really good card, has negative synergy with the 6 drop legendary tho. But as of right now, paladin is so boned leading up to turn 5, I don't know if this turns things around.
0
Dragon Paladin was never a thing, so idk.
0
Good attempt, but I don't see either of those decks working. The competitive cards for paladin in standard format, just don't exist right now.
You've put a lot of thought into these value mid-range decks, but the value isn't there compared to other classes.
3
Anyone remember Enhance-o Mechano from GvG? No...
This is probably worse. I mean, anything that encourages hero power in hearthstone is generally really bad for constructed.
0
First you won't always be able to trade up. It's up to RNG.
Second, it's a horrible top deck on an empty board. Those of use who have played a lot of hunter understand how important that fact is when considering the power level of a card in a hunter deck. Hopefully, hunter gets some draw mechanics, to help with that problem.
1
Because as druid's menagerie warden would tell you, turn 6 is a little late to try and turn a game around with a stranglethorn tiger.
2
Initial reaction was "meh", 4/1 alley cat at best. But with some thought, it also works well with unleash, cat trick, snake trap, rat pack, and dare I say piranha launcher. Hound master has always been a problem in that you couldn't build a deck around just 2 of them. This will help.
1
Less relevant than both living roots or alley cat. Maybe there's silver hand recruit synergy yet to be released, but so far looks like this isn't paladin's expansion.
0
I think it will be pretty oppressive. Good against weapon classes. Combos well with board clears. And it's 1 mana punish to large minions. Makes it just that much harder to win a game with big minions instead of spells and aggro.
0
Honestly think this is a cancerous card. It favors some classes very strongly. It shuts down weapons but also big minions. It's going to effect arena in a very negative way.
I get why some people like it, but I think at the end of the day this will be a horrible way to lose games.
0
Didn't realize in standard discover followed standard deck rules. But then I haven't played standard in a long time. Thanks for the info.