Hi guys, control paladin lover here, I would like to know if you also feel that something is missing for control pally. I think there is a control pally that is one step from being viable: in this meta full of silencing effect the new cool legendary lynessa is basically a 7 mana 1-1; the missing card that would make the deck viable in my opinion is a buff spell that can give a minion can't be silenced. What do you think? What would make the control paladin shine in this meta? What would be an alternative solution to the one I'm proposing?
Silence isn't the problem at all. You have plenty of effects that can bait it out before Lynessa. the problem for Paladin i boardclear and card draw.
They have multiple combos that inolve Equality, but no effective 1-card clear that would help them in dire situations. Consecration by itself just isn't good enough for the most part. In addition they also have no true single-target removal. Aldor Peace Keeper can neuter big balls of stats, but he doesn't do jackshit against minions with strong effects (unless paired with Scorp-o-matic). Combine that with their lack of useful draw (Lay on Hands is way too slow in any scenario, Acolyte is too conditional and everything else is mostly just cycle) and you get a deck with plenty of value but no way of getting there reliably.
for me, the main weaknesses of Paladin are spread out and all very difficult to tackle - and have not been looked at by the devs for ages. like, Control Paladin can do a lot of things but it's not particularly good at anything, something like Shaman. it can't at all fight these current powers either. I'm rather depressed by it
- lack of better card draw
- still stuck with the same 2 card boardclear since forever
- stuck on the same few crutch cards since forever (and those cards are being outclassed/outpowered)
- lack of a focused strategy/theme (it's just a goodstuff deck, not particularly good at anything and that's contributed to by the previous 2 weaknesses)
- getting good cards for aggro archetype (mainly murlocs, also Call to Arms supports a zooish approach) so probably getting worse cards for slower archetypes in response (because now cards like Call to Arms must not get too much support)
- lack of support towards anything nonaggro across multiple expansions
- curve problem since forever (no good 3, 5 and 7 that really shine for nonaggro/tempo. a flood of good cards on 4 and 6.)
so I think the entire puzzle is missing, and Paladin is just a (murloc) wreck waiting for the Priest treatment.
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''He traded sands for skins, skins for gold, gold for life. In the end, he traded life for sand.''
Control Paladin lacks the aggressive finishing of other controls. Once they establish board they can proceed to end the game. Control Paladin is VERY slow, and it gives the opponent ALL the chances he needs to come back.
for me, the main weaknesses of Paladin are spread out and all very difficult to tackle - and have not been looked at by the devs for ages. like, Control Paladin can do a lot of things but it's not particularly good at anything, something like Shaman. it can't at all fight these current powers either. I'm rather depressed by it
- lack of better card draw
- still stuck with the same 2 card boardclear since forever
- stuck on the same few crutch cards since forever (and those cards are being outclassed/outpowered)
- lack of a focused strategy/theme (it's just a goodstuff deck, not particularly good at anything and that's contributed to by the previous 2 weaknesses)
- getting good cards for aggro archetype (mainly murlocs, also Call to Arms supports a zooish approach) so probably getting worse cards for slower archetypes in response (because now cards like Call to Arms must not get too much support)
- lack of support towards anything nonaggro across multiple expansions
- curve problem since forever (no good 3, 5 and 7 that really shine for nonaggro/tempo. a flood of good cards on 4 and 6.)
so I think the entire puzzle is missing, and Paladin is just a (murloc) wreck waiting for the Priest treatment.
The only way they are gonna print more paladin aoe cards is if equality hits hof, which it wont. Also the idea of the dk is cool but 3 dk directly nullify your h.p., so it's almost impossible to stall the game and pull the combo off (unless you play beardo, which is sadly rotating out). Hopefully the new expac brings some support for the archetype; we'll see.
Board clear : The combo is cool but you need another kind of boardclear becuase aggro is now too fast and control can generate zillion value through the game. 4 mana 2 aoe doesnt mean shiit now.
Single target removal. You cant feel good when you can only aldor the lichking or Ysera , do you. 2 card combo to kill now is inconsistant and take away deck slot for tech cards.
Card draw: Paladn card draw is pathetic since Solemn vigil stay in Wild. LOH is very cool but it too expansive, Call to arm is very good deck thinning though but as a Control deck, we need more drawing otions
Control Paladin always a dream for control lover becase the sheer value and power in Tirion Fording. But that card alone doesnt do shit in the game with a deck have so much problem like this.
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Hi guys, control paladin lover here, I would like to know if you also feel that something is missing for control pally. I think there is a control pally that is one step from being viable: in this meta full of silencing effect the new cool legendary lynessa is basically a 7 mana 1-1; the missing card that would make the deck viable in my opinion is a buff spell that can give a minion can't be silenced. What do you think? What would make the control paladin shine in this meta? What would be an alternative solution to the one I'm proposing?
Silence isn't the problem at all. You have plenty of effects that can bait it out before Lynessa. the problem for Paladin i boardclear and card draw.
They have multiple combos that inolve Equality, but no effective 1-card clear that would help them in dire situations. Consecration by itself just isn't good enough for the most part. In addition they also have no true single-target removal. Aldor Peace Keeper can neuter big balls of stats, but he doesn't do jackshit against minions with strong effects (unless paired with Scorp-o-matic). Combine that with their lack of useful draw (Lay on Hands is way too slow in any scenario, Acolyte is too conditional and everything else is mostly just cycle) and you get a deck with plenty of value but no way of getting there reliably.
I tried having fun once. It was awful.
Lynessa is huge on top of Tirion, the lifesteal taunt guy and Spikeridged: nobody can silence them all.
The point is they are all passive board controls, big value, bad Tempo.
Imo, the problem of CP is that they lack efficient board control.
Control Pally hasn't been given an alternate single card board removal since Enter the Coliseum .
Sadly the 6 card package of pyro, equal, consec isn't nearly enough anymore IMHO.
for me, the main weaknesses of Paladin are spread out and all very difficult to tackle - and have not been looked at by the devs for ages. like, Control Paladin can do a lot of things but it's not particularly good at anything, something like Shaman. it can't at all fight these current powers either. I'm rather depressed by it
- lack of better card draw
- still stuck with the same 2 card boardclear since forever
- stuck on the same few crutch cards since forever (and those cards are being outclassed/outpowered)
- lack of a focused strategy/theme (it's just a goodstuff deck, not particularly good at anything and that's contributed to by the previous 2 weaknesses)
- getting good cards for aggro archetype (mainly murlocs, also Call to Arms supports a zooish approach) so probably getting worse cards for slower archetypes in response (because now cards like Call to Arms must not get too much support)
- lack of support towards anything nonaggro across multiple expansions
- curve problem since forever (no good 3, 5 and 7 that really shine for nonaggro/tempo. a flood of good cards on 4 and 6.)
so I think the entire puzzle is missing, and Paladin is just a (murloc) wreck waiting for the Priest treatment.
''He traded sands for skins, skins for gold, gold for life. In the end, he traded life for sand.''
(.o.))~ ~(('o') (.o.))~
Control Paladin lacks the aggressive finishing of other controls. Once they establish board they can proceed to end the game. Control Paladin is VERY slow, and it gives the opponent ALL the chances he needs to come back.
Board clear : The combo is cool but you need another kind of boardclear becuase aggro is now too fast and control can generate zillion value through the game. 4 mana 2 aoe doesnt mean shiit now.
Single target removal. You cant feel good when you can only aldor the lichking or Ysera , do you. 2 card combo to kill now is inconsistant and take away deck slot for tech cards.
Card draw: Paladn card draw is pathetic since Solemn vigil stay in Wild. LOH is very cool but it too expansive, Call to arm is very good deck thinning though but as a Control deck, we need more drawing otions
Control Paladin always a dream for control lover becase the sheer value and power in Tirion Fording. But that card alone doesnt do shit in the game with a deck have so much problem like this.