Seal of Champions
Card Text
Give a minion
+3 Attack and Divine Shield.
Flavor Text
"Arf! Arf! Arf!" - Seal of Champions
Give a minion
+3 Attack and Divine Shield.
"Arf! Arf! Arf!" - Seal of Champions
Click on the buttons to change the PopCard background.
Click on the button to hide or unhide popcard elements.
Seal of Champions is probably the best buff spell paladin has access to in arena, yet in constructed it's actually quite a bit worse than Blessing of Kings and Blessing of Might. This is because you trade into bigger minions so much more often in arena. You get to actually use the divine shield to clear a high attack minion while keeping your minion at full health. This almost never happens in constructed due to much fewer bigger minions seeing play. Bog Creepers, Krakens, Ogres, Yetis, and all those big healthy minions are quite common in arena, but in constructed they're replaced with removal spells, AoEs, weaker minions with battlecries or deathrattles, and a lot of tokens. This means that making a big trade in constructed is almost never going to happen like it does in arena, so Seal of Champions becomes much weaker, especially with all the light damage effects such as Maelstrom Portal, Blood to Ichor, and more. In short, Seal of Champions in a great arena card but a mediocre constructed card by the circumstances of both formats.
Blessed Champion
Seal of Champions
Truesilver Champion
Holy Champion
Light's Champion
CHAMPIONS BLESSED BY "THE LIGHT" AWAY! Blizzard has shown a lot of creativity on this one. Mmmm hmm. Yup. Totally.
Kappa
If your deck relies on maintaining board control like many good Paladin decks do, this card works great for large minion removal. Not only does it leave you with an attack-boosted minion to increase your pressure on the board, but the damage it deals also scales up based on the minions you have out. This means it's perfect both for dealing with an Emperor Thaurissan quickly using one of your smaller minions, or using a mid-size minion to take out Ragnaros the Firelord. Also, if you just need to rush damage out against a slower deck, it gives a significant damage boost while making a minion more resistant to AOE.
The only issue I see with this is that it sets up your mid-size minions to be Big Game Hunter targets which makes the divine shield go to waste.
Hurray ! Another card to my Echoing Ooze Paladin
Sorry, Seal of Champions flavor text. Seal of Light beat you to the Seal pun.
Try comparing to Blessing of Kings instead of Blessing of Might. BoM has a niche role, mostly because it's absurdly cheap. However, when you compare it to Blessing of Kings, you're looking at a slightly smaller BoK. SoC is +3/+(4-ish) for 3 mana, instead of +4/+4 for 4 mana.
There are times when Kings is better. When you have dude vs. Emperor Thaurissan, for example. Likewise, Seal of Champions only really gets full value if if there are good trade targets on board--if your opponent is just able to remove the shield with a ping or 1/1, that's bad. There are times when this is better, like if you have a Shredder on board, and they play Dr. Boom, so you'll still have a 7/3 shredder left over after the trade, and an extra mana for playing the rest of your turn. Then, it's just about figuring out how you want your curve and your deck to go. Perhaps you're overloaded on 4-drops, but still want Blessing of Kings Junior.
That's a really good point there. I think the real strength of this card is that it does not take up the highly contested 4 mana slot in a paladin deck. Also, BoK is usually used for trading anyways so Seal of Champs really only loses out if the board is empty or you are one damage short when trading (which is good because that makes the card balanced and not directly better than BoK).
Could somebody explain the flavor text to me?
Seal quote.
"Arf!" is sound that seals make. Like... those animals.
Yep more Buffs!!!
Would much rather have just had a 3 damage spell that DIDNT require a minion...why is that so hard for a paladin to receive?
Umm.. Hammer of Wrath says hello?
Hammer is wrath is widely known as a huge tempo loss and frankly its not worth the 4 slot its pretty bad. So...Hammer of wrath can say "hello" all it wants but it'll still be ignored.
Paladin isnt about the hard control, they're about playing and buffing minions most of the time. If you need something killed, try telling it to follow de rules or play muster to gain some board control
I know what they are about but having no playable direct dmg spell puts them in a bad spot because they always need a minion on board to remove something. I can be very disadvantageous having to always need board presence to kill something when the opponent can just remove your minion from the hand then play their own minion.
sure, and I'm telling you that's not how paladin is designed. Every class has weaknesses
I think he meant a cheap 2 mana 3 damage spell. Since most classes (6) have that. I think it would be horrible to give every class that spell, especially paladin. I feel that too many classes have that already and those are double auto-includes for control players. That's probably what OP is wanting, a 2 mana 3 damage instant for his control pally.
Classes that have 2 mana 3 damage: Warlock,Mage,Hunter,Shaman,Warrior(as a weapon),Druid
This is a good card, almost kill a minion card with permanent buff.
It's put into one card so it is better since you dont need to draw both of the combo