Miracle Priest utterly destroys Murloc Shaman, and also has some other good matchups. I'm surprised not many are playing it. I expect it to be top of tier 2 or bottom of tier 1 pretty soon on most tier lists.
Is it not a fatigue deck? I'm not a great player and don't usually see the potential in cards right away but with immortal prelate and maybe Elise and things like that don't you just win by outlasting?
A lot of control or combo decks have better late game than Paladin. So Paladin needs some kind of gimmick to get an advantage in closing out the game.
not sold at all. almost every control deck will easily get rid of both these minions. Dragon's Fury , Volcano , Reckless fury , Supercollider and many other cards or combo costing 5 mana or less will counter this win condition. If you're looking for a win condition for control paladin you should definitly check hakkar the soulflayer and prince liam, especially after skulking geist rotates out
Some classes are out of luck and do not have any way to deal with both the 5/5 and the 7/5 divine shield on 6 mana. What's worse, the Paladin can easily manipulate the situation even more in his favor by having a strong weapon already equipped, etc... you could find yourself eating large chunks of damage and getting out tempoed.
U guys are thinking opponent will have 5 mana only. Its actually 6. So if u face a mage he will have blizzard meteor available. Other classes will have ways to deal with those minions. U want to win via uther hero power otk.
True, but the Paladin player will always have the initiative. Let's say you have 6 mana and manage to deal with the 5/5 and the 7/5 divine shield. Next you will have to deal with a 6 drop, then a 7 drop. The Paladin player has the initiative, and will have access to stuff like the new 4 mana 8/8, etc... You would need lots of removal to be able to deal with all of that, and you might have wasted precious removal earlier in the game and end up screwed. Some classes will have no way to answer the initial 5/5 + 7/5 divine shield threat (warlock has nothing on 6 mana than can kill both).
Furthermore, resetting the mana down to 5 will lock a combo deck out of it's win condition, forcing them to play reactive until they get it back, or die trying.
Shirvalla has divine shield making some of the options people have mentioned problematic to say the least. And Warlock gets absolutely screwed, they cannot twisting nether.
Paladin always had good tools to control the board. Now they even have stuff like pyro + shrink ray, and the new 5 mana dragon to combo with equality for more board wipe combos, etc... Combined with the new healadin cards, Paladin can control the game, wipe the board multiple times, and survive till late turns very easily and would have no problem beating aggro decks by just outlasting them and winning by attrition.
But you would have no win condition against other control decks or combo decks. Now you do! Very simple. Late game, both at 10 mana. Just get your Shirvalla the Tiger down to 0 mana, play pyro + equality, then Mojomaster Zihi and Shirvalla. So you wipe the board and reset mana to 5 for both players, and you have a 5/5 and a 7/5 divine shield in play and just have to out tempo them going forward. Very easy to do if you have some 6 mana and 7 mana bombs to keep the pressure going.
Now slow Paladin can win against other slow decks. Nice!
A lot of people are down on this card. I get it, you have to spend an entire turn to play it, really bad if you can't afford the tempo loss. But think about it like this: you slot in Pocket Galaxy, Alexstrasa, Antonidis, and Malygos, and you have some serious game ending power here, a real win condition. The entire rest of your deck can focus on surviving, freezing, wiping the board, and stalling.
As soon as you play Pocket Galazy, you can win the game on the spot on a future turn. This gives the deck strong matchups against other combo decks and control decks. If you can make it good enough VS Aggro, this could be an S tier deck. Cards like baleful banker become very strong, because if you draw Antonidis too soon you can put it back in the deck, ensuring you have a strong late game against other late game decks.
You can spend 4 card slots to have a definitive win condition, it seems worth it to me. Against other control/combo decks you can even mulligan for Pocket Galaxy and keep it in your starting hand.
mage gets demolished by zoo. Like horrifically mangled, crushed, swallowed, and spit out by the good versions of zoo these days. Nothing to see here, move along now.
I think everyone is missing the point of this card. It's best use is as a last ditch effort, an all in play in an AGGRO druid deck. Dump your hand and play aggro, get them low, then nuke your mana for one last push. If they can't deal with a board full of 2/2s AFTER dealing with all of your aggro previously, they auto lose and will get smashed by all of the tokens, possibly with a cheap top deck spell to help with the finish. Repeat after me: innervate it out? Nope doesn't give you 2 extra trees, use the innervate to dump your other cards early. Useful for anything other than aggro Druid? Nope, look elsewhere. Good for a final push to end the game in an aggro deck? Yep, it's pretty good for that.
If they waste a clear on your other junk that you dumped before this goes off, and they are low on life, or if they just simply didn't draw into the clear, you win the game.
... Do you even know what an exploit is? Because what you're proposing is definitely not an exploit.
And, as others have said before: way too easy to counter. It could be a fun gimmick, but it's not going to 'destroy the meta' any more than The Ancient One did (which, by the way, it did not).
Ancient one isn't untargetable. Holy crap your dumb. My god can you produce a more idiotic response.
I'm sure you're going to wreck the rank 25 meta with this set up OP.
Rank 5ish is very vulernable. You won't get to legend without seeing someone like me who takes a deck like this and pushes your shit back into your anus,
1
I was hoping to theory craft decks today. It really sucks not to get any reveals today.
0
Miracle Priest utterly destroys Murloc Shaman, and also has some other good matchups. I'm surprised not many are playing it. I expect it to be top of tier 2 or bottom of tier 1 pretty soon on most tier lists.
2
A lot of control or combo decks have better late game than Paladin. So Paladin needs some kind of gimmick to get an advantage in closing out the game.
0
Some classes are out of luck and do not have any way to deal with both the 5/5 and the 7/5 divine shield on 6 mana. What's worse, the Paladin can easily manipulate the situation even more in his favor by having a strong weapon already equipped, etc... you could find yourself eating large chunks of damage and getting out tempoed.
1
True, but the Paladin player will always have the initiative. Let's say you have 6 mana and manage to deal with the 5/5 and the 7/5 divine shield. Next you will have to deal with a 6 drop, then a 7 drop. The Paladin player has the initiative, and will have access to stuff like the new 4 mana 8/8, etc... You would need lots of removal to be able to deal with all of that, and you might have wasted precious removal earlier in the game and end up screwed. Some classes will have no way to answer the initial 5/5 + 7/5 divine shield threat (warlock has nothing on 6 mana than can kill both).
Furthermore, resetting the mana down to 5 will lock a combo deck out of it's win condition, forcing them to play reactive until they get it back, or die trying.
0
Shirvalla has divine shield making some of the options people have mentioned problematic to say the least. And Warlock gets absolutely screwed, they cannot twisting nether.
0
Paladin always had good tools to control the board. Now they even have stuff like pyro + shrink ray, and the new 5 mana dragon to combo with equality for more board wipe combos, etc... Combined with the new healadin cards, Paladin can control the game, wipe the board multiple times, and survive till late turns very easily and would have no problem beating aggro decks by just outlasting them and winning by attrition.
But you would have no win condition against other control decks or combo decks. Now you do! Very simple. Late game, both at 10 mana. Just get your Shirvalla the Tiger down to 0 mana, play pyro + equality, then Mojomaster Zihi and Shirvalla. So you wipe the board and reset mana to 5 for both players, and you have a 5/5 and a 7/5 divine shield in play and just have to out tempo them going forward. Very easy to do if you have some 6 mana and 7 mana bombs to keep the pressure going.
Now slow Paladin can win against other slow decks. Nice!
6
A lot of people are down on this card. I get it, you have to spend an entire turn to play it, really bad if you can't afford the tempo loss. But think about it like this: you slot in Pocket Galaxy, Alexstrasa, Antonidis, and Malygos, and you have some serious game ending power here, a real win condition. The entire rest of your deck can focus on surviving, freezing, wiping the board, and stalling.
As soon as you play Pocket Galazy, you can win the game on the spot on a future turn. This gives the deck strong matchups against other combo decks and control decks. If you can make it good enough VS Aggro, this could be an S tier deck. Cards like baleful banker become very strong, because if you draw Antonidis too soon you can put it back in the deck, ensuring you have a strong late game against other late game decks.
You can spend 4 card slots to have a definitive win condition, it seems worth it to me. Against other control/combo decks you can even mulligan for Pocket Galaxy and keep it in your starting hand.
0
More like "with" Alleycat. You want that crackling Razormaw follow up to go off as consistently as possible.
1
mage gets demolished by zoo. Like horrifically mangled, crushed, swallowed, and spit out by the good versions of zoo these days. Nothing to see here, move along now.
14
I think everyone is missing the point of this card. It's best use is as a last ditch effort, an all in play in an AGGRO druid deck. Dump your hand and play aggro, get them low, then nuke your mana for one last push. If they can't deal with a board full of 2/2s AFTER dealing with all of your aggro previously, they auto lose and will get smashed by all of the tokens, possibly with a cheap top deck spell to help with the finish. Repeat after me: innervate it out? Nope doesn't give you 2 extra trees, use the innervate to dump your other cards early. Useful for anything other than aggro Druid? Nope, look elsewhere. Good for a final push to end the game in an aggro deck? Yep, it's pretty good for that.
If they waste a clear on your other junk that you dumped before this goes off, and they are low on life, or if they just simply didn't draw into the clear, you win the game.
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2
I like the Leeroy suggestion honestly. Soggoth has potential if the meta game somehow results in a bunch of decks with no ability to kill Soggoth.