Confessor Paletress
Card Text
Battlecry and Inspire: Summon a random Legendary minion.
Flavor Text
She sees into your past and makes you face your fears. Most common fear: Getting Majordomo out of Sneed's Old Shredder.
Card Sounds
Battlecry and Inspire: Summon a random Legendary minion.
She sees into your past and makes you face your fears. Most common fear: Getting Majordomo out of Sneed's Old Shredder.
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Acidmaw is nothing to laugh at. Its primary flaw is its cost. If you can summon it off a combo from this card you could potentially get very high value for it. You could also get royally fucked over, but it's not a terrible card.
Well it is not that instantly since your opponent has to kill Majordomo Executus and then to deal 8 damage to you. So 15 damage in total and it can/would give you time to get next legendaries. So I would say that you want to get Majordomo Executus from this card on turn 9. Puts you in a really good spot.
Probably the most disappointing part of that card. Look like the cheesy artwork of one of those cheap nasty card games on steam. Such a shame because they won't change it either.
Get eRekt. That's the confession.
Gets Sneeds old shredder, Which summons another confessor paletress into another Sneeds old shredder into another confessor paletress into another sneeds old shredder into another confessor paletress into a poisoned blade.
I really like this card for turn 9, it puts 2 big cards,the other one might be scarier and save this one for the next turn. So this card on turn 9 might be a good play.
It's a bit unpredictable, but it's got potential. It's got potential in the same way that my kel'thuzad-feugen-stalagg-reincarnate synergy shaman has (called "rage quit shaman", as that's often what happens when I pull off its gimmick). It's fun, but ultimately unreliable. Too unpredictable for competitive play
I would say that you would be unhappy with only 0/4, 1/1, 2/2 (rouges card) or Acidmaw (because it can clear your board) other than those two even 3/4, because 3/4 + 5/4 with upside is worth 7 mana + you use hero power which is not bad for priest, often you would use hero power anyways. Since we have 87 legendaries and only about 5 are bad, it is 94% of the time a "worthy" outcome. So it looks more predictable than dr boom where boom bots can deal 2-8 damage.
That's true. Most legendaries are very powerful on their own. Often, their mana costs balance them out, but if you get it for free it can drastically increase their value. There's also the fact that they're usually very high cost cards. Even the weaker 1/4 of legendary cards re-represents a pretty high value.
If they play Fencing Coach on turn 6, you better pray you draw a Saboteur.
That, or that they roll a Lorewalker Cho.
Stats are bad for that cost, but effect and possibility of buffing her... +2 HP or + 2/4... Extremely weak to silence
Yeah, it's a bit unfortunate how many of the new cards have Randuin Wrynn support. Of all the ones Priests can use, including Paletress, a measly 4! Nexus-Champion Saraad, Flame Juggler, and Grand Crusader. Eydis Darkbane doesn't count because you won't have spells that target her with Randuin (well, you might if Saraad gives you some).
Wow, so good.
I did some math, let's assume you play this on turn 9 and hero power.
you spend 9 mana total and get a 5/4 body, which is worth about 4 mana (obviously worth more if it survives but if they can remove it they will) so you need to get a legendary with with stats/effect (not counting battlecry) that are worth 5 or more mana for the play to be good.
there are 12 legendaries which give you very little value: (cho, thalanos, murk eye etc...)
there are 16 legendaries which give you OK (not good, but not terrible) value: (milhouse, black knight, harrison)
and finally 48 legendaries where you get high value
so that's 63% to get good (or over 9 manas worth) value, 21% to get OK value, and 16% to get poor value.
yeah, another 3 drop for priest that is super crappy by itself. You wouldn't survive at ladder if you running cards like fencing coach just to support 1 card in your deck.
no, in almost evey game i would play injured blademaster, dark cultist, thoughsteal, deathlord or velen's chosen. Do you even priest?
Maiden of the Lake best use would be to allow Paletress' ability on turn 8
this girl has the worst stats and really heavy RNG. I love Priest but no thanks.
Emperor hand. Fencing coach and w/e turn 9. Turn 10 Confessor + faceless + hero power = two confessors and two legendaries.
So I decided to do a breakdown of this card's results. Numbers may be off but they should be around correct
By my count there are now 86 Legendaries in the game. I assumed that you'd never play Paletress earlier than turn 9 as you definitely need to make sure you can get her effect off before playing her. I assigned each resulting Legendary a score in one of six categories:
Amazing: The Legendary you get either through stats, board effects, or the sheer fact that it's a bigger target than Paletress far exceeds what you would have expected for 9 mana. Likely turns the game heavily in your favor.
Good: The Legendary you get exceeds what you'd expect for the 9 mana slot but doesn't really affect the board state. A lot of high-stat minions with battlecry effects you don't get the benefit of fall in this category. Paletress is still likely the bigger threat but might not be depending on board state.
Passable: The Legendary you get has stats that or effects that, while good, will not possibly be a bigger threat than Paletress. Still, they have value on the board and will have to be dealt with.
Bad: The Legendary you get has horrible stats and does little to leave a useful body behind. You did NOT spend your 9 mana welll if you get them.
Horrible: The Legendary you get backfires, giving you a minion that has stats that just plain suck or, worse, give your opponent the advantage and let them turn the game around
Variant: The Legendary you get's value will be entirely board dependent. An example would be Baron Geddon as, if you have control of the board or are at 2 health, his entrance could turn the game around for your opponent. If the reverse is true however, he may have just won the game for you. Another example is Thaurissan: if you have no cards in your hand he's passable as a 5/5 body along with your 5/4 Paletress. If you have a lot of cards in your hand he's amazing.
Here are my results:
7 Horrible: 8.14% (Baron Rivendare, Bloodmage Thalnos, Bolvar Fordragon, Edwin VanCleef, Lorewalker Cho, Majordomo Executus)
13 Bad: 15.12% (Blingtron, Eydris Darkbane, Fjola Darkbane, Gormok the Impaler, Hemet Nessingwary, Justicar Trueheart, Millhouse Manastorm, Mimiron's Head, Old Murk-Eye, The Mistcaller, Tinkmaster Overspark, Vol'jin, Wilfred Fizzlebang)
14 Passable: 16.28% (Captain Greenskin, Eadric the Pure, ETC, Feugen, Gazlowe, Gelbin Mekkatorqe, Harrison Jones, Hogger, Iron Juggernaut, King Mukla, Loatheb, Rend Blackhand, Stalagg, the Black Knight)
15 Good: 17.44% (Alexstrsza, Bolf Ramshield, Cairne Bloodhoof, Cenarius, Dr. Boom, Flame Leviathan, Illidan Stormrage, Leeroy Jenkins, Maexxna, Nefarian, Neptulon, Onyxia, The Beast, Toshley, Varian Wrynn)
28 Amazing: 32.56% (Al'Akir, Anub'arak, Archmage Antonidas, Aviana, Chillmaw, Chromaggus, Confessor Paletress, Deathwing, Foe Reaper 4000, Gahz'rilla, Grommash, Gruul, Kel'Thuzad, King Krush, Mal'Ganis, Malorne, Malygos, Mekgineer Thermaplugg, Nexus Champion Saraad, Prophet Velen, Ragnaros, Rhonin, Skycap'n Kragg, Sneed's Old Shredder, Sylvanas, Tirion Fordring, Troggzor the Earthinator, Ysera)
9 Variant: 10.47% (Acidmaw, Baron Geddon, Dreadscale, Emperor Thaurissan, Icehowl, Mogor the Ogre, Nozdormu, The Skeleton King, Trade Prince Gallywix)
Some of you may disagree with a few of my placements but each one that you disagree with changes the percents by 1.16% so let's not pick at nits here.
So by my math, there is about a 50% shot at getting something good or better. Passable or better is about a 2/3 chance. The numbers go up a bit more depending on if you get value out of a variant card. I'd say by that math the card is great as very few cards have the chance to swing the game the way this card can on turn 9. That said, the best comparison to this card is Ysera as both create valuable resources out of thin air at the 9 mana slot. But Ysera's body is MUCH better (I mean her body as in stats. Paletress's actually body is far more attractive. See what I did there?) and her cards tend to be more consistent (the swing between getting Ysera Awakens and Laughing Sister is much smaller than the swing between Lorewalker Cho and Tirion Fordring). On top of that, Ysera has dragon synergy which Blizzard seems to be putting resources towards making Dragon Priest a thing.
Personally, I'm looking forward to playing Paletress but I don't think she'll be in any competitive decks because when it comes to tournament time, you're looking for more reliable methods of play and Ysera is much more consistent. That said, maybe there is a Priest inspire deck that will come out and make the fact that Paletress's effect can go off the same time as other inspire effects even better. We'll have to see.
*Editted to switch Black Knight from bad to passable