Lost in the Jungle
Summon two 1/1 Silver Hand Recruits.
フレーバーテキスト
George and Karl were never heard from again.
Summon two 1/1 Silver Hand Recruits.
George and Karl were never heard from again.
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You are a cute man, and I like you a lot.
Flexible and more balanced than Muster for Battle?
I already can't wait to run into T1 Lost in the Jungle, T2 Shielded Minibot, T3 Muster for Battle......
"Welcome to the jungle, we've got fun and games."
We got everything you want , Honey, we know the names.
Playable. Most likely a standard card in all paladin decks for the next year simply because of the lack of good 1-drop minons/spells. Odds are we see Silver hand recruit synergy so theres that.
For wild player don't forget that Muster for Battle exists. Maybe we will see the comeback of Quartermaster.
Kind of wished the art wasn't a Silver hand recruit getting pwned.
as a minion this would be better, you miss the draw 3x1 mana card.
but its a 50% worse version of living roots..
but druid use that spell for the 1/1's 99% of the time and those 1/1's are silver hand recruits so more useful in paladin
not bad...whatsoever lol
i used the damage buff so often for killing a stb or to kill the opponent with maly. but the card is still good with the secrets paly has and i hope we will see any synergy card for turn 2
More likely summon 10
If the quest is summon X Silver Hand Recruits, you won't be seeing this card turn 1 because you have to play the quest first.
15 is correct, there is no love for paly. they had dr 6-8 and now blizzard prefere every other class for the next 2 exp.
doubt it, the paladin legendary adapts 5 times, so you probably have to play 5-7 adapt minions
I think this to me shows how weak the paladin's hero power is. For one mana, you can get two of them. If we saw a one mana summon 2 random basic totems or 1 mana for hunter deal 4 damage to the face... that'd be ridiculous.
paladin HP isn't weak, it sacrifices utility for consistency. with shaman sometimes you really need a certain totem and don't get it. At least with pally you always are guaranteed one damage that your opponent is paranoid to leave on the board because of the buffs next turn
All hero powers are worth roughly half a mana.
Mage 1 damage vs holy smite, deal 2 damage
rogue 1/2 weapon vs lights justice, 1/4
druid 1 armour 1 attack vs claw, 2 armour 2 attack
Other hps get slightly better or worse returns but they're all vaguely in that ball park.
Alleycat version of paladin, designed to use with Sunkeeper Tarim
I mean it's just a worse living roots ay?
you were rigth