Since we are keen on making sport of team 5 for leaving paladin in the dark, 3 expansions in a row.
It's also important to supplement this criticism with praise when it is due.
From OG to MSG, they moved away from the midrange elements paladin had and went deeper into the control and healing side, with cards like Ragnaros, Lightlord, Ivory Knight and Forbidden Healing. This meant it was really hard for paladin to get on board or contest it.
It was obvious from the start that the quest wouldn't work, I tried what I could just to get it out of the way. But that's fine, we have superior choices with viable decks anyway.
We have 2 possible midrange variants, with murlocs and silver hand recruits, which are at least tier 2 right now. And a hand-buff elemental deck, although I think this variant will see less and less play because the deck isn't good enough.
Until zoo comes back into the meta, (which is bound to happen, it always does) Paladin is in a great spot. And just how great is it that finally after more than 3 years, we can be favoured against miracle rogue AND the new freeze mage. The players who played a lot of midrange pally back in the day, know just how abysmal those matchups were.
Hydrologist this little badboy is so versatile, I said it would be better than Dark Peddler and people took it with a grain of salt. Dark Peddler offered you 3 choices and you pick the best card. But the thing about Hydrologist is that it effectively allows you to have a sideboard with techs against the opponents deck, and fetch it in-game.
Spikeridged Steed There's no need to mention how good this is against aggro if it gets played. The taunt keyword is so crucial and makes go from unplayable to great.
Also, Adaptation, I initially bashed this card in a quest deck but have grown to love it as a one-of in a midrange deck. Wild Pyromancer poisonous is a risk that sometimes needs to be taken against zoo like decks. Alternatively it can sneak a cheeky lethal with windfury on Tirion.
At least for me, UG was a huge success for paladin.
Paladin got a lot of good and decent cards this expansion. Also keep in mind everything shines a lot brighter after the mess MsoG was for paladin.
I really enjoy the diversity and option we have now whenever it be murlocs, elementals, control and focus on recruits and board swarm.
Paladin is once again VERY enjoyable without being pushed into one specific archetype to be playable. All classes should be that way in a perfect world.
Also keep in mind paladin is really good against both types of warrior which makes it a lot easier to climb and win games without to much struggle.
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Since we are keen on making sport of team 5 for leaving paladin in the dark, 3 expansions in a row.
It's also important to supplement this criticism with praise when it is due.
From OG to MSG, they moved away from the midrange elements paladin had and went deeper into the control and healing side, with cards like Ragnaros, Lightlord, Ivory Knight and Forbidden Healing.
This meant it was really hard for paladin to get on board or contest it.
Cards like Lost in the Jungle, Lightfused Stegodon, Gentle Megasaur and most importantly Sunkeeper Tarim brought back all of these elements, which we have missed.
It was obvious from the start that the quest wouldn't work, I tried what I could just to get it out of the way.
But that's fine, we have superior choices with viable decks anyway.
We have 2 possible midrange variants, with murlocs and silver hand recruits, which are at least tier 2 right now.
And a hand-buff elemental deck, although I think this variant will see less and less play because the deck isn't good enough.
Until zoo comes back into the meta, (which is bound to happen, it always does) Paladin is in a great spot.
And just how great is it that finally after more than 3 years, we can be favoured against miracle rogue AND the new freeze mage. The players who played a lot of midrange pally back in the day, know just how abysmal those matchups were.
Hydrologist this little badboy is so versatile, I said it would be better than Dark Peddler and people took it with a grain of salt. Dark Peddler offered you 3 choices and you pick the best card. But the thing about Hydrologist is that it effectively allows you to have a sideboard with techs against the opponents deck, and fetch it in-game.
Spikeridged Steed There's no need to mention how good this is against aggro if it gets played. The taunt keyword is so crucial and makes go from unplayable to great.
Also, Adaptation, I initially bashed this card in a quest deck but have grown to love it as a one-of in a midrange deck. Wild Pyromancer poisonous is a risk that sometimes needs to be taken against zoo like decks. Alternatively it can sneak a cheeky lethal with windfury on Tirion.
At least for me, UG was a huge success for paladin.
Paladin got a lot of good and decent cards this expansion. Also keep in mind everything shines a lot brighter after the mess MsoG was for paladin.
I really enjoy the diversity and option we have now whenever it be murlocs, elementals, control and focus on recruits and board swarm.
Paladin is once again VERY enjoyable without being pushed into one specific archetype to be playable. All classes should be that way in a perfect world.
Also keep in mind paladin is really good against both types of warrior which makes it a lot easier to climb and win games without to much struggle.