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I agree with some of your other ideas, but I still stand by some of earlier claims. Although I do see that you intend to keep a large hand two acolytes can easily be dealt with in just one hit (even by zoo) and I don't believe that you will be able to maintain a very strong early game against aggressive decks (hence my earlier ideas) and you won't be able to kill enough minions per turn for Solemn Vigil to be usable unless to add some removal. However, I do agree with not using Scaled Nightmare and suggest using Chilmaw to remove aggro and stand strong against Control. I just believe that these changes would help your deck avoid being killed to early by aggro, but I'm not going to pretend to be a genius hearthstone player so if you disagree that is fine.
I was talking about Darkshire Councilman for the 3-4 attack slot. Other than that I am satisfied. Have fun with this deck.
A common and this good, tempo palli in arena is gonna be sick
This card looks amazing but I think people are overestimating it too much. It just doesn't belong to any kind of deck.
If you play it in a classic aggro Paladin on turn two, it will probably cost you the board and most likely the game (your opponent can't beat you in the early game if you play aggro or you lose).
If 1-cost aggro paladin becomes a thing, this would be either played on curve a turn before Small-Time Recruits which doesn't leave it with much value after playing a 1-drop and having a spell or two in hand. You need it to hit at least 3 minions to make any sense. Or you can play it on turn after Small-Time Recruits which allows you to play it with 2 buffed 1-drops which is OK but it will probably cost you the board because you will not use turn 3 to play a minion and therefore give your opponent a chance to trade favorably. And you will most likely lose the game. I think it will only have a chance to work if we get more cards like Meanstreet Marshal which have a synergy with it. Right now it seems too clunky.
And someone mentioned greedy control decks but I don't think a +1/+1 to 2-4 minions won't make that much difference in the late game. Control Paladins right now rely on Murloc or N'Zoth finishers and neither of those will gain anything from this card.
So to conclude - this card seems awesome on paper but it's too clunky for aggro and irrelevant for control. Unless we see more synergestic cards, I would bet that this won't see any play after the first few weeks of meta-testing.
I do agree this won't easily fit into any deck. I think this card is slightly over hyped like mistcaller and will be two big of a tempo lose to recover from. in arena this might be ok because it is a slower minion based meta but in constructed paladins win by tempoing pit the opponent or using a late game combo. Unless a new paladin archetype emerges in the expansion, this card will see little play.
I mean it's good with Small-Time Recruits but we don't know if this aggro-paladin deck actually has a hand, it actually naturally seems bad in a deck that vomits it's hand so maybe it is more of a midrange card for a deck that would use Small-Time Recruits to thin your deck and have synergy with this card.
So this seems cool in a kind of midrange deck with Small-Time Recruits but there is no more curve to play a midrange deck with pally
I love how Competitive Spirit just gets shit on from every angle
Mark of the Lotus and now this? Rip.
Well it's clear with this card that blizz wants pally to be an agro class, I apologize to anyone who may or may not care about that
Turn 1 Getaway Kodo, Turn 2 Grimestreet Outfitter
PROFIT!
Theoretically this card is crazy, practically it is underwhelming. Reason is this:
To summarize, the deck i see this working in is a divine favore and small time recruits deck with a lot of early game, basically zooing your opponent down as paladin has nearly no agressive tools other than some of the buffs (kings and might) and weapons. However i still don't see this deck winning early game against a deck like shaman that just outstat you every single turn and have a solid 1-2-3 curve. How do you beat totem golem? How do you beat tunnel trogg? How do you deal with feral spirit? Not to mention the countless waves of small aoe will destroy you because you have no sticky minions.
What i would have liked to see was something like these: 2 mana 2/2 battlecry give a friendly minion +2+1 or 2 mana 2/2 deathrattle summon an argent squire. These have either immediate impact on board or gives paladin a way to stick a minion to the board so you can actually make use of the huge arsenal of buffs without having them suck and just be clunky in your hand.
Hey ranked agro paladins! We buffing ControlPriest to tier 1 and decided to drop you some card that does nothing against ControlPriests. Have fun!
Anyfin paladin still crush priest...
Really good Arena card, which will help Pally since it went down so much with the last expansions.
Trust me paladin will be shit in new expansion (about standard)
You've made a really good point, if it works it will be more likely in the way you described. Unfortunately, Dragon Paladin is not a very good deck and the list is tight so its hard to include something else. Well, its hard to know when many cards are not yet released.
This makes The Mistcaller look REALLY bad.
This is ridicilous strong, i dont like it that Blizzard want Paladin to be aggro, and why did they want Taunt Warrior Archetype soooo fucking hard ?