Summons
Clarifications
- The Silver Hand Recruits summoned will benefit off Sword of Justice if it is present. (Source)
- Minions are summoned before the 1/4 Weapon is played.
Summon three 1/1 Silver Hand Recruits. Equip a 1/4 Weapon.
"I'm bringing the guacamole!" – One of the most successful (yet rare) Silver Hand rallying cries
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Broken for Shockadin decks, balanced otherwise
Honestly speaking this card isn't "broken".
If you play this immediately when reaching 3 mana crystals you won't be able to play a quartermaster to buff them until turn 5. Also I find when using this card I'm always open to Holy Novas Flamestrikes, Shadowflames etc.
Afterall, they're only 3 1/1s. and a 1/4 weapon.
The Pal version of unleash, which is kind of awkward in the sense of game design.
The card is a competitive one though. I'm seeing two copies of this in every competitive Paladin deck after GvG launch. To make it full-valued, use the new 2/2 shieldbot and Seal of Light to take out Knife Juggler on turn 2 before it can wipe all your 1/1 recruits for free.
Mustard.
????.
Natural combo with Quartermaster.
Also: Harrison Jones wants to put that Light's Justice in a museum, but he's going to have to fight an army to get it.
Here is a combo I thought of using this:
Turn 1: doesn't matter
Turn 2: Knife juggler if you went first. Sword of justice if you went second
Turn 3: Muster for Battle. Either three random damage or 3 2/2's
who asked for this card, did the developers ran out of ideas?
This is a board clear preparation for equality. Not to mention that these, together with the +1 to all attack orc, or the 2 mana wolf +1 to next to units, can be a reliable combo to clear out some early rusher.
You can look at i like this. 3 * 1/1 ricrutes = 6 mana + a 1/4 weapon = 7 mana. In this card you get all thees thing for 3 mana. So i would say it is pretty good if you dont have other alternatives. For some classes it can be hard to deal with 3 minions at once and that leaves you with a minion to boost on the board.
I see it more as the 1/4 weapon is worth almost 1+ a card as no one runs the current 1/4 weapon in paladin it's value is probably less then that. As for 3 1/1 s I would say that that is worth somewhere in the range of 2-3 mana because a wisp costs a card each for a 1/1 and is awful so three wisps might be worth like 1.5 cards. any Aoe destroys your board and unless you combo this with something that buffs the board I don't think it's worth it. This card is not worth 7 mana, for seven mana you could play a baron geddon, and I know which one is better.
I would rate this card between 3-4 mana, so on the high end of it's cost but really easy to counter. I don't think It will be played much in constructed, but could be picked out of necessity in arena and do alright. Coghammer is much much better.
I looked at the paladins hero power and what a 1/1 is worth and used that to decide the mana cost for 3 1/1 and a 1/4 weapon. And you are right this card is ot worth 7 mana, and I also dont know how I would play it in constructed. I only gave my oppinon on how you could look at it =D.
Yeah now it is, with the 2 new cards that give 1. card (1 atack minions gets +2/+2) 2. card (gives alle ricrutes +2/+2).
3 Recruits are not worth 6 mana. 3 Argent Squire's are worth 3 mana, and are better than recruits. While the Argent Squires are slightly undercosted, it is not unreasonable to think the recruits are worth 1.5-2 mana on a card.
Let's look at Haunted Creeper, which gives a 1/2 and two delayed 1/1's. It's only 2 mana.
To say that Muster for Battle is worth 7 mana is to say that it has more value and impact on a game than a card like Stormwind Champion, which it clearly doesn't.
The card is fairly costed. Let's not kid ourselves that the Paladin Hero power is worth 2 mana. It's only overcosted because it doesn't consume a card. But Muster for Battle does.
Juggler + UNLEASH THE RECRUITS Combo! While Wearing a Sword of Justice.
Face Pally Inc.!~
The sword of justice would be replaced by the 1/4 weapon so your 3 1/1 will stay 1/1
Clarifications
I just find this to be incredibly bad. Maybe it get's used in a buff/aggro style deck but it has no use in control especially with Coghammer now a thing.
As much as i considered and tried to make this card be good, it just isn't , it's in a bad mana spot for a weapon in a paladin, usually with paladin you want your truesilver in turn 4 and you want to attack with it, therefore this would be just 3 of 1/1 that can't attack, and a 1 damage in turn 3, truesilver+ minion trades with any 4 mana or less minion, which you usually want to do in turn 4 to establish control, therefore i would rather have an 1/1 at turn 3 summoned by the hero power than use a card from my hand for a small effect. Even in aggro you want truesilver, cause it gets you past taunts, this just gives you minions that die to taunts. Will probably see play in a deck with knife juggler, but that's it, 1 hp minions are just to squishy, and you might just get pyroed, unstable ghoul or any of the 1 damage to all minions that all the classes basicly have.
I like this card, the effects are not that impressive but it's still combined in one card and has some potentially good synergies while giving you a decent board position to set up early on ^^
Note that the card is pretty meh later in the game if not combo'd with something.