I myself got now 5000 Paladin wins and consider myself a Pala main. I am playing wild, not standard, but even in wild you are right. you lack the identity, the fire and the fun. Paladin is nice, I mean there has to be a reason why I main it. And don't mistake me. I love the new quest. I made a very nice controlling reborn deck myself which works pretty decent. But as you said, the class feels clunky. And fuck yeah, no decent card draw at all. I am playing high defensive hardcontroldecks to win against most things. And that's the best I can do as Controldeck in Pala nowadays. But guess what? Every fucking combo deck eats me. Every fucking hardcore aggressive deck eats me. Every value cheating decks freaking eats me. I create my decks myself, I work at them, I make them unique and good. And I am proud of them. BUT I am suffering that much on ladder sometimes I wanna hang myself already. It's so good damn frustrating. The fifth game in follow against quest mage. You already now you are beaten. Then pirate warrior with perfect curve. Then millrouge with 20.000 N'Zoth. It's disgusting. Pala has several problems and thank God, I am not the only ****** who does see this. Thank you for this essay my friend. Highly appreciate it. And no matter what let's keep the Paladin flag high in the wind. I will fight with honor!
PS: And don't you start playing this cancer mech or murloc shit. Then you abandoned the way of light. 😉
At least in Wild you have Enter the Colosseum, which is a decent board clear. Why can’t we get another card like that.
Hammer of Wrath is crap at 4 mana, it would see play if it was 3. And so is Call to Adventure. People talked about including it after Aldor Attendant got reworked to 1 mana and it got cut very quickly. If either of them are as good as you guys say, please explain why they doesn't get run in any decks and why even the best players at Legend don't run them.
What's really funny is nothing that I suggested goes outside the boundaries of Paladin identity, yet you're accusing me of wanting cards outside Paladin identity. Plenty of "fast" damage nowadays is minion-based. Just look at Restless Mummy. When Witchwood was first released Paladin got a Rush card along with the other classes, and I believe this is the first expansion post-Witchwood where we've gotten a Rush card that we can use. Paladins have traditionally been about minion combat, Rush uses minions as removal and establishes board at the same time - the mechanics aren't conflicting. Neither is card draw outside Paladin identity, yet you're accusing me of whining and wanting something that shouldn't be available.
I legend this season with a homebrew pure libram deck that runs 2 hammers of wrath. After 50+ games I'm over 70% with the deck. So are you saying my winrate would be higher if I dropped them?
Hammer is far from useless.
Also, you have totally misread and made up a wrong interpretation of what I said. No where did I say paladin shouldn't have draw... Draw is also not a class mechanic it's a card game mechanic.
PS rush minions are reactive at best. The problem if any with pali is that it's a tempo class (sometimes combo) and tempo has generally struggled against the hyper agro decks out there or the casino RNG decks that are Mage, Priest and Rogue.
That doesn't make the class bad.
If you had better options then you certainly would have better winrates. The baseline card for draw in Classic is 3 mana draw 2 (Arcane Intellect). Drawing a single card for 4 mana is really terrible. The other good comparison is Shadow Bolt which is 3 mana deal 4 damage to a minion and that's considered generally bad. Hammer is worse than a bad card for the purpose of removal. And when it comes to direct damage it pales in comparison to Fireball and Kill Command. So, Hammer of Wrath as a baseline card just sucks hard compared to everything else. Combining all three types of effects (draw, removal, direct damage) isn't good if the card ends up too weak on each front. This card perfectly showcases the issues within the class: it's an amalgamation of multiple mechanics without any focus.
Rush minion aren't necessarily reactive tools, either. They are in fact very proactive. You make an immediate value trade and you leave a body to threaten your opponent and the rest of their minions. That's good tempo. Paladin would benefit a lot if they had more of those. As a tempo class, it just sucks compared to Hunter and DH. Even Warrior is doing better than Paladin in that regard. Just because you are doing well that doesn't mean everyone else is. The class struggled extremely hard during AoO and only got a little breathing room after DH was completely demolished by nerfs. And, according to Vicious Syndicate, DH could easily regain their original position in the meta with just a few adjustments and that would be very bad news for Paladin and Shaman. There just isn't enough time left for the meta to settle once more. The class isn't bad but it's very, very far from good.
I have been playing paladin since KaC, when I decided to invest all of my in-game money on the class (I am a f2player). I have to say that I am really enjoying playing with the class in this last expansion, but even I agree that there are some problems with how the devs manage the class. Sometimes, it really feels like you are playing two steps behind the other classes, but at the same time I like the general feeling of paladin. These "fair" cards, simple but effective effects, I really like it. I think that Libram Pure paladin is probably my favorite deck of all time, because I just love that kind of mdrange deck with high late game potential. Honestly, the new expansion seems preety good, the lifesteal minion is not the best, agreed, but it's not the only thing paladin received. I like Turalyon, it's a cool card, I like the design of the 2 mana 1/1 that matches the best stats on board, and there are a lot more cards in there that I can't wait to play. I don't know man, maybe you should it take a little bit cooler and try other classes.
@SirRandsborg Thing is, at the moment it would be absolutely pointless giving Paladin anything else than strong aggro cards. To outcontrol classes like Priest Mage Rogue is impossible. To counter that they would have to give us some kind of otk (Wich Druid and Mage got this expansion).
But i was asking for years to remove the secrets and give Paladin finally another aoe... but everytime i mentioned this someone on reddit replyed with; Dude, a class shouldnt have everything.... (looking at Shaman,Warrior etc , and actually Highlander decks since Zephyris offers everything).
Maybe thats Blizzards design philosopy about Paladin aswell. They should have okish minions , but only draw fair, while other classes can cheese out way more value with cardcombinations. But like that MTG guy said, if you make a classes strength drawing cards you made the classes strength, winning.
It was fine - they nerfed eqaulity, rotated divine favour, and have given them nothing to replace. So aggro paladin is dead in the water without draw or murlocs, and control paladin is just dead dead.
There are still midrange options, but I don't find librams espcieally inspiring...just boring, and cheesey, either you get a minion to stick and snowball or you don't. Waste of effing time.
Educated Elekk could be helpful (though you would have to take out the Pure aspect, but you could add Pyromancer back in) in that it could shuffle back Libram of Hopes into the deck to be reused later, especially with the Abbess.
So if rush is that good, even with low health. Why is everyone and there mom hating on the new legendary rush minions that guarantees a kill and leaves 6 HP on board?
Rush is reactive. Charge is proactive.
And hammer in a bubble against the cards you listed is bad, yes. Buts it's also game winning when played right.
0 mana sunwalker and Alura legandaries are broken for paladin, it's going to be one of the strongest classes in the new expansion.
Why? What's the wincon there?
Devout Pupil is basically better (not even strictly) Anubisath Defender. It probably doesn't come down on curve very often, and it's not game winning. High Abbess Alura seems better in pala than priest (less spells that screw you), but it's hardly game winnning. Certainly not broken.
Paladin might continue to be decent, but it's probably still going to be in aggro form due to their lack of consistent card draw and late game win conditions. Could be because Blizzard gives them something new every exp, like a toddler with zero attention span.
Your win condition is drop your midrange minions, control the board and hit the opponent's face lol... paladin is really good at it.
0 mana sunwalker and Alura legandaries are broken for paladin, it's going to be one of the strongest classes in the new expansion.
Why? What's the wincon there?
Devout Pupil is basically better (not even strictly) Anubisath Defender. It probably doesn't come down on curve very often, and it's not game winning. High Abbess Alura seems better in pala than priest (less spells that screw you), but it's hardly game winnning. Certainly not broken.
Paladin might continue to be decent, but it's probably still going to be in aggro form due to their lack of consistent card draw and late game win conditions. Could be because Blizzard gives them something new every exp, like a toddler with zero attention span.
Your win condition is drop your midrange minions, control the board and hit the opponent's face lol... paladin is really good at it.
Person before says you can't play agro because no card draw, then someone posts you have to play agro because there's no value...
He said: it's probably still going to be in aggro form ... , Not that you cant play it. My guess is also that some aggressive Paladin will still be okish, but not as good as other classes .
One thing is for sure tho, any lategame or Big Paldin stuff, just gets outvalued or OTKed by everything else.
So if rush is that good, even with low health. Why is everyone and there mom hating on the new legendary rush minions that guarantees a kill and leaves 6 HP on board?
Rush is reactive. Charge is proactive.
And hammer in a bubble against the cards you listed is bad, yes. Buts it's also game winning when played right.
Because the community ALWAYS overreact to cards that end up not seeing any play and badly rate cards that look bad on the surface but then they end up becoming meta. There has been plenty of examples in every single card reveal period. Lady in White and Chameleos are two of the most notorious ones. People were going crazy about those two cards and they end up being so bad that they saw no play in standard and are completely dead in Wild. I overreacted to them as well. People are judging Turalyon, the Tenured way too early. The card got better after they revealed Commencement. If you pull him with that he kills something without taking any damage then you can kill another thing and you end the turn with a 3/9 taunt. That's really solid. Of course, that's highly dependent on the viability of Big Paladin but people just like to look at cards on their surface and ignore potential synergies and the fact that it's impossible to predict how the meta will turn out.
Being proactive isn't about just going face with a charge minion. That's extremely short sighted. Getting good value trades and leaving a threat is also a proactive way to win the game. Your opponent has to react and if they fail you will be way ahead of them and they are going to have a hard time making a comeback. That's actually how the game should work. Charge minions are unhealthy. Stonetusk Boar is one of most cancerous cards in the game. Whenever there's a way to reliably make it big enough to kill your opponent, the meta becomes insanely frustrating. Some time ago, both Imprisoned Scrap Imp and Scavenger's Ingenuity were nerfed because they made Boar (and other chargers in Zoo) into an easy way to kill opponents so fast they barely had time to do anything. Those two cards would be fine if it wasn't for charge abuse. Boar should be removed from standard, eventually. It just causes problems.
I don't know how Hammer of Wrath can be game winning outside of killing players that are already pretty much dead. Its draw isn't even conditional. It's regular random draw so it will never guarantee anything. If you use it to kill stuff so you don't have to sacrifice health or trade your own stuff then i suppose that can be game winning, occasionally. But, as i said, paying 4 mana to deal 3 damage is absolutely terrible. If there were better options this card would be cut instantly from all lists and remain in Limbo until it was buffed/removed from standard. The only reason to ever use this card is just that: a lack of better options.
Another frustrated Blizzard developer...let's move on. More Quest Paladin Support - More Murloc Paladin Suporte. No controlbraindead Paladin support anymore (no more any control decks if possible) Thanks Blizzard.
Frankly paladin could really just use a libram that draws at this point. A 4 mana libram that draws 2 would be quite helpful. Or maybe if they wanted the pure archetype to be pushed, a 2 mana spell that draws 1, then draws 1 more if you only have paladin cards in the deck. Either way, effective draw would be fixed while buffing one of the class identities would be excellent.
But I do think libram paladin did get buffed this set, if not directly. The priest/paladin legendary is essentially a paladin card more than priest, and fits libram excellently, Devout Pupil is an excellent slot in for librams, goody two shields is good to help fill out the early game, and personally I think first day of school is better than imprisoned sungill.
At this point all paladin misses is a good draw engine, as we can all see, and a good direct removal method. The paladin legend gets close to that, but is just too expensive for what it does.
Hammer of Wrath is crap at 4 mana, it would see play if it was 3. And so is Call to Adventure. People talked about including it after Aldor Attendant got reworked to 1 mana and it got cut very quickly. If either of them are as good as you guys say, please explain why they doesn't get run in any decks and why even the best players at Legend don't run them.
What's really funny is nothing that I suggested goes outside the boundaries of Paladin identity, yet you're accusing me of wanting cards outside Paladin identity. Plenty of "fast" damage nowadays is minion-based. Just look at Restless Mummy. When Witchwood was first released Paladin got a Rush card along with the other classes, and I believe this is the first expansion post-Witchwood where we've gotten a Rush card that we can use. Paladins have traditionally been about minion combat, Rush uses minions as removal and establishes board at the same time - the mechanics aren't conflicting. Neither is card draw outside Paladin identity, yet you're accusing me of whining and wanting something that shouldn't be available.
I legend this season with a homebrew pure libram deck that runs 2 hammers of wrath. After 50+ games I'm over 70% with the deck. So are you saying my winrate would be higher if I dropped them?
Hammer is far from useless.
Also, you have totally misread and made up a wrong interpretation of what I said. No where did I say paladin shouldn't have draw... Draw is also not a class mechanic it's a card game mechanic.
PS rush minions are reactive at best. The problem if any with pali is that it's a tempo class (sometimes combo) and tempo has generally struggled against the hyper agro decks out there or the casino RNG decks that are Mage, Priest and Rogue.
That doesn't make the class bad.
If you had better options then you certainly would have better winrates. The baseline card for draw in Classic is 3 mana draw 2 (Arcane Intellect). Drawing a single card for 4 mana is really terrible. The other good comparison is Shadow Bolt which is 3 mana deal 4 damage to a minion and that's considered generally bad. Hammer is worse than a bad card for the purpose of removal. And when it comes to direct damage it pales in comparison to Fireball and Kill Command. So, Hammer of Wrath as a baseline card just sucks hard compared to everything else. Combining all three types of effects (draw, removal, direct damage) isn't good if the card ends up too weak on each front. This card perfectly showcases the issues within the class: it's an amalgamation of multiple mechanics without any focus.
Rush minion aren't necessarily reactive tools, either. They are in fact very proactive. You make an immediate value trade and you leave a body to threaten your opponent and the rest of their minions. That's good tempo. Paladin would benefit a lot if they had more of those. As a tempo class, it just sucks compared to Hunter and DH. Even Warrior is doing better than Paladin in that regard. Just because you are doing well that doesn't mean everyone else is. The class struggled extremely hard during AoO and only got a little breathing room after DH was completely demolished by nerfs. And, according to Vicious Syndicate, DH could easily regain their original position in the meta with just a few adjustments and that would be very bad news for Paladin and Shaman. There just isn't enough time left for the meta to settle once more. The class isn't bad but it's very, very far from good.
Bang on on Hammer of Wrath being mediocre and Rush not being purely reactive - they can establish board while at the same time taking something out. Look at the Warrior 5/8 Rush, Darius Crowley etc.
So if rush is that good, even with low health. Why is everyone and there mom hating on the new legendary rush minions that guarantees a kill and leaves 6 HP on board?
Rush is reactive. Charge is proactive.
And hammer in a bubble against the cards you listed is bad, yes. Buts it's also game winning when played right.
Because the community ALWAYS overreact to cards that end up not seeing any play and badly rate cards that look bad on the surface but then they end up becoming meta. There has been plenty of examples in every single card reveal period. Lady in White and Chameleos are two of the most notorious ones. People were going crazy about those two cards and they end up being so bad that they saw no play in standard and are completely dead in Wild. I overreacted to them as well. People are judging Turalyon, the Tenured way too early. The card got better after they revealed Commencement. If you pull him with that he kills something without taking any damage then you can kill another thing and you end the turn with a 3/9 taunt. That's really solid. Of course, that's highly dependent on the viability of Big Paladin but people just like to look at cards on their surface and ignore potential synergies and the fact that it's impossible to predict how the meta will turn out.
Being proactive isn't about just going face with a charge minion. That's extremely short sighted. Getting good value trades and leaving a threat is also a proactive way to win the game. Your opponent has to react and if they fail you will be way ahead of them and they are going to have a hard time making a comeback. That's actually how the game should work. Charge minions are unhealthy. Stonetusk Boar is one of most cancerous cards in the game. Whenever there's a way to reliably make it big enough to kill your opponent, the meta becomes insanely frustrating. Some time ago, both Imprisoned Scrap Imp and Scavenger's Ingenuity were nerfed because they made Boar (and other chargers in Zoo) into an easy way to kill opponents so fast they barely had time to do anything. Those two cards would be fine if it wasn't for charge abuse. Boar should be removed from standard, eventually. It just causes problems.
I don't know how Hammer of Wrath can be game winning outside of killing players that are already pretty much dead. Its draw isn't even conditional. It's regular random draw so it will never guarantee anything. If you use it to kill stuff so you don't have to sacrifice health or trade your own stuff then i suppose that can be game winning, occasionally. But, as i said, paying 4 mana to deal 3 damage is absolutely terrible. If there were better options this card would be cut instantly from all lists and remain in Limbo until it was buffed/removed from standard. The only reason to ever use this card is just that: a lack of better options.
A card is bad because better options don't exist?
Guess I'll just be a terrible legendary player for getting legend running 2 copies. Thanks.
So if rush is that good, even with low health. Why is everyone and there mom hating on the new legendary rush minions that guarantees a kill and leaves 6 HP on board?
Rush is reactive. Charge is proactive.
And hammer in a bubble against the cards you listed is bad, yes. Buts it's also game winning when played right.
Because the community ALWAYS overreact to cards that end up not seeing any play and badly rate cards that look bad on the surface but then they end up becoming meta. There has been plenty of examples in every single card reveal period. Lady in White and Chameleos are two of the most notorious ones. People were going crazy about those two cards and they end up being so bad that they saw no play in standard and are completely dead in Wild. I overreacted to them as well. People are judging Turalyon, the Tenured way too early. The card got better after they revealed Commencement. If you pull him with that he kills something without taking any damage then you can kill another thing and you end the turn with a 3/9 taunt. That's really solid. Of course, that's highly dependent on the viability of Big Paladin but people just like to look at cards on their surface and ignore potential synergies and the fact that it's impossible to predict how the meta will turn out.
Being proactive isn't about just going face with a charge minion. That's extremely short sighted. Getting good value trades and leaving a threat is also a proactive way to win the game. Your opponent has to react and if they fail you will be way ahead of them and they are going to have a hard time making a comeback. That's actually how the game should work. Charge minions are unhealthy. Stonetusk Boar is one of most cancerous cards in the game. Whenever there's a way to reliably make it big enough to kill your opponent, the meta becomes insanely frustrating. Some time ago, both Imprisoned Scrap Imp and Scavenger's Ingenuity were nerfed because they made Boar (and other chargers in Zoo) into an easy way to kill opponents so fast they barely had time to do anything. Those two cards would be fine if it wasn't for charge abuse. Boar should be removed from standard, eventually. It just causes problems.
I don't know how Hammer of Wrath can be game winning outside of killing players that are already pretty much dead. Its draw isn't even conditional. It's regular random draw so it will never guarantee anything. If you use it to kill stuff so you don't have to sacrifice health or trade your own stuff then i suppose that can be game winning, occasionally. But, as i said, paying 4 mana to deal 3 damage is absolutely terrible. If there were better options this card would be cut instantly from all lists and remain in Limbo until it was buffed/removed from standard. The only reason to ever use this card is just that: a lack of better options.
A card is bad because better options don't exist?
Guess I'll just be a terrible legendary player for getting legend running 2 copies. Thanks.
In this case the answer is yes. I already made the necessary comparisons so i'm not gonna go through that again. Just because a good player got to legend using a bad card that doesn't make the card good. The good players can make the most out of any card including the bad ones. So, give yourself a pat in the back. You are a very good player. But the card is still bad.
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At least in Wild you have Enter the Colosseum, which is a decent board clear. Why can’t we get another card like that.
Hey!
I hear you, but there's hope :)
If you had better options then you certainly would have better winrates. The baseline card for draw in Classic is 3 mana draw 2 (Arcane Intellect). Drawing a single card for 4 mana is really terrible. The other good comparison is Shadow Bolt which is 3 mana deal 4 damage to a minion and that's considered generally bad. Hammer is worse than a bad card for the purpose of removal. And when it comes to direct damage it pales in comparison to Fireball and Kill Command. So, Hammer of Wrath as a baseline card just sucks hard compared to everything else. Combining all three types of effects (draw, removal, direct damage) isn't good if the card ends up too weak on each front. This card perfectly showcases the issues within the class: it's an amalgamation of multiple mechanics without any focus.
Rush minion aren't necessarily reactive tools, either. They are in fact very proactive. You make an immediate value trade and you leave a body to threaten your opponent and the rest of their minions. That's good tempo. Paladin would benefit a lot if they had more of those. As a tempo class, it just sucks compared to Hunter and DH. Even Warrior is doing better than Paladin in that regard. Just because you are doing well that doesn't mean everyone else is. The class struggled extremely hard during AoO and only got a little breathing room after DH was completely demolished by nerfs. And, according to Vicious Syndicate, DH could easily regain their original position in the meta with just a few adjustments and that would be very bad news for Paladin and Shaman. There just isn't enough time left for the meta to settle once more. The class isn't bad but it's very, very far from good.
I have been playing paladin since KaC, when I decided to invest all of my in-game money on the class (I am a f2player). I have to say that I am really enjoying playing with the class in this last expansion, but even I agree that there are some problems with how the devs manage the class. Sometimes, it really feels like you are playing two steps behind the other classes, but at the same time I like the general feeling of paladin. These "fair" cards, simple but effective effects, I really like it. I think that Libram Pure paladin is probably my favorite deck of all time, because I just love that kind of mdrange deck with high late game potential. Honestly, the new expansion seems preety good, the lifesteal minion is not the best, agreed, but it's not the only thing paladin received. I like Turalyon, it's a cool card, I like the design of the 2 mana 1/1 that matches the best stats on board, and there are a lot more cards in there that I can't wait to play. I don't know man, maybe you should it take a little bit cooler and try other classes.
@SirRandsborg Thing is, at the moment it would be absolutely pointless giving Paladin anything else than strong aggro cards. To outcontrol classes like Priest Mage Rogue is impossible. To counter that they would have to give us some kind of otk (Wich Druid and Mage got this expansion).
But i was asking for years to remove the secrets and give Paladin finally another aoe... but everytime i mentioned this someone on reddit replyed with; Dude, a class shouldnt have everything.... (looking at Shaman,Warrior etc , and actually Highlander decks since Zephyris offers everything).
Maybe thats Blizzards design philosopy about Paladin aswell. They should have okish minions , but only draw fair, while other classes can cheese out way more value with cardcombinations. But like that MTG guy said, if you make a classes strength drawing cards you made the classes strength, winning.
If they aren’t going to give us any board clears for Paladin, the least they could do is move Enter the Colosseum into the Classic set.
It was fine - they nerfed eqaulity, rotated divine favour, and have given them nothing to replace. So aggro paladin is dead in the water without draw or murlocs, and control paladin is just dead dead.
There are still midrange options, but I don't find librams espcieally inspiring...just boring, and cheesey, either you get a minion to stick and snowball or you don't. Waste of effing time.
Educated Elekk could be helpful (though you would have to take out the Pure aspect, but you could add Pyromancer back in) in that it could shuffle back Libram of Hopes into the deck to be reused later, especially with the Abbess.
So if rush is that good, even with low health. Why is everyone and there mom hating on the new legendary rush minions that guarantees a kill and leaves 6 HP on board?
Rush is reactive. Charge is proactive.
And hammer in a bubble against the cards you listed is bad, yes. Buts it's also game winning when played right.
Tempo and playing board is cheesy but agro is fun and exciting?
Um what? Also not liking a play style doesn't make the class bad it just means you like Red but the class is currently in a blue phase.
My takeaway: COVID-19 is giving people way too time on their hands.
Your win condition is drop your midrange minions, control the board and hit the opponent's face lol... paladin is really good at it.
Person before says you can't play agro because no card draw, then someone posts you have to play agro because there's no value...
I love it and you are right sir.
He said: it's probably still going to be in aggro form ... , Not that you cant play it. My guess is also that some aggressive Paladin will still be okish, but not as good as other classes .
One thing is for sure tho, any lategame or Big Paldin stuff, just gets outvalued or OTKed by everything else.
Because the community ALWAYS overreact to cards that end up not seeing any play and badly rate cards that look bad on the surface but then they end up becoming meta. There has been plenty of examples in every single card reveal period. Lady in White and Chameleos are two of the most notorious ones. People were going crazy about those two cards and they end up being so bad that they saw no play in standard and are completely dead in Wild. I overreacted to them as well. People are judging Turalyon, the Tenured way too early. The card got better after they revealed Commencement. If you pull him with that he kills something without taking any damage then you can kill another thing and you end the turn with a 3/9 taunt. That's really solid. Of course, that's highly dependent on the viability of Big Paladin but people just like to look at cards on their surface and ignore potential synergies and the fact that it's impossible to predict how the meta will turn out.
Being proactive isn't about just going face with a charge minion. That's extremely short sighted. Getting good value trades and leaving a threat is also a proactive way to win the game. Your opponent has to react and if they fail you will be way ahead of them and they are going to have a hard time making a comeback. That's actually how the game should work. Charge minions are unhealthy. Stonetusk Boar is one of most cancerous cards in the game. Whenever there's a way to reliably make it big enough to kill your opponent, the meta becomes insanely frustrating. Some time ago, both Imprisoned Scrap Imp and Scavenger's Ingenuity were nerfed because they made Boar (and other chargers in Zoo) into an easy way to kill opponents so fast they barely had time to do anything. Those two cards would be fine if it wasn't for charge abuse. Boar should be removed from standard, eventually. It just causes problems.
I don't know how Hammer of Wrath can be game winning outside of killing players that are already pretty much dead. Its draw isn't even conditional. It's regular random draw so it will never guarantee anything. If you use it to kill stuff so you don't have to sacrifice health or trade your own stuff then i suppose that can be game winning, occasionally. But, as i said, paying 4 mana to deal 3 damage is absolutely terrible. If there were better options this card would be cut instantly from all lists and remain in Limbo until it was buffed/removed from standard. The only reason to ever use this card is just that: a lack of better options.
Another frustrated Blizzard developer...let's move on.
More Quest Paladin Support - More Murloc Paladin Suporte.
No controlbraindead Paladin support anymore (no more any control decks if possible)
Thanks Blizzard.
Frankly paladin could really just use a libram that draws at this point. A 4 mana libram that draws 2 would be quite helpful. Or maybe if they wanted the pure archetype to be pushed, a 2 mana spell that draws 1, then draws 1 more if you only have paladin cards in the deck. Either way, effective draw would be fixed while buffing one of the class identities would be excellent.
But I do think libram paladin did get buffed this set, if not directly. The priest/paladin legendary is essentially a paladin card more than priest, and fits libram excellently, Devout Pupil is an excellent slot in for librams, goody two shields is good to help fill out the early game, and personally I think first day of school is better than imprisoned sungill.
At this point all paladin misses is a good draw engine, as we can all see, and a good direct removal method. The paladin legend gets close to that, but is just too expensive for what it does.
Bang on on Hammer of Wrath being mediocre and Rush not being purely reactive - they can establish board while at the same time taking something out. Look at the Warrior 5/8 Rush, Darius Crowley etc.
A card is bad because better options don't exist?
Guess I'll just be a terrible legendary player for getting legend running 2 copies. Thanks.
In this case the answer is yes. I already made the necessary comparisons so i'm not gonna go through that again. Just because a good player got to legend using a bad card that doesn't make the card good. The good players can make the most out of any card including the bad ones. So, give yourself a pat in the back. You are a very good player. But the card is still bad.