First: People always say that Paladin (right now in Standard) has "no card draw".
But the fact is, right now, Paladin has plenty of Card draw:
Knight of Anointment (up to 2 Cards)
Sword of the fallen (up to 4 cards)
Hand of A'dal (2 Cards)
Northwatch Commander (up to 2 Cards)
First day of School (not card draw but good card generation so your hand doesn't get empty)
Lady Liadrin and the Murloc Angling Rod are similar. I also see Redscale Dragontamer popping up again (1 Card draw).
So Paladin has plenty of card draw right now I think. What do you think?
II.
A few interactions with divine shield are and were crazy. I mean Explosive Runes and Piercing shot. In my opinion, the divine shield (as it "tanks" a full attack) should absorb the full dmg but it doesn't. So you couldn't counter explosive runes with divine shield, which is just mind boggling in my opinion..
just my 2 cents about 2 issues with paladin I thought about.
Ad I: I haven't seen anybody state that Paladin has no draw since the FitB release. Before, that statement was quite true with Hand of A'dal being the only reliable universal draw (besides Lay on Hands, but who would play that card?).
Ad II: Those Divine Shield interactions can be explained quite simply, as I already did in a thread about Piercing Shot: Both the Divine Shield and the "excess damage" reference the "recieve damage" trigger, not the "deal damage" trigger. Without spell damage or other modifications, Piercing Shot will cause 6 damage to be dealt. Then the Divine Shield states that the minion recieves no damage and Piercing Shot (as well as Explosive Runes) states that all the remaining damage is recieved by the enemy hero, meaning all of the 6 in this scenario. But if they were to put all of this explicitely on the cards, we would be confronted with a wall of text on a lot of cards.
Now, of course the question remains whether Piercing Shot and Explosive Runes should work like that, flavourwise. And in that matter I agree with you, they shouldn't. But the problem is not the Divine Shield, it's those cards. If Divine Shield would reference the "deal damage" trigger, there would be other problems, I guess.
Paladin has strengths and weaknesses just like any of the current meta and has counters just like any meta. You can't simply say, "I play mage and I lose to Paladin all the time and it's unfair!" because your mage deck is probably a bad matchup. That's how metagame works. If you play one deck, another deck is going to dominate you and you will hate it.
Is Paladin good? Of course. Does Paladin beat everything? No way.
If I'm playing Priest and I see a Paladin, I'm not as worried as I am if I am playing Demon Hunter or Warlock. Honestly, you can break it down on every class and every single one of them has at least some success against another deck in the meta. Except Shaman. Shaman is dreadful.
Paladin has strengths and weaknesses just like any of the current meta and has counters just like any meta. You can't simply say, "I play mage and I lose to Paladin all the time and it's unfair!" because your mage deck is probably a bad matchup. That's how metagame works. If you play one deck, another deck is going to dominate you and you will hate it.
Is Paladin good? Of course. Does Paladin beat everything? No way.
If I'm playing Priest and I see a Paladin, I'm not as worried as I am if I am playing Demon Hunter or Warlock. Honestly, you can break it down on every class and every single one of them has at least some success against another deck in the meta. Except Shaman. Shaman is dreadful.
Paladin has NO weaknesses at all. None. lets review:
Tons of card draw
Easily get rid of a wide board
Massive healing
Cheap buffs
Crazy secrets - and the game has NO secret counters at all right now. Zero.
Huge minions
Card discovery & generation
Super EASY to play - as braindead as standard face hunter if not worse.
Paladin has strengths and weaknesses just like any of the current meta and has counters just like any meta. You can't simply say, "I play mage and I lose to Paladin all the time and it's unfair!" because your mage deck is probably a bad matchup. That's how metagame works. If you play one deck, another deck is going to dominate you and you will hate it.
Is Paladin good? Of course. Does Paladin beat everything? No way.
If I'm playing Priest and I see a Paladin, I'm not as worried as I am if I am playing Demon Hunter or Warlock. Honestly, you can break it down on every class and every single one of them has at least some success against another deck in the meta. Except Shaman. Shaman is dreadful.
Paladin has NO weaknesses at all. None. lets review:
Tons of card draw
Easily get rid of a wide board
Massive healing
Cheap buffs
Crazy secrets - and the game has NO secret counters at all right now. Zero.
Huge minions
Card discovery & generation
Super EASY to play - as braindead as standard face hunter if not worse.
What weaknesses????
I think luck of the draw can be his weakness, but wait, he always has something on turn 1 that tutors his turn 2 and so on. And the burst damage from conviction is insane. And the fcking dmg stays on the minion it doesnt go away like bloodlust or savage roar.
Paladin has strengths and weaknesses just like any of the current meta and has counters just like any meta. You can't simply say, "I play mage and I lose to Paladin all the time and it's unfair!" because your mage deck is probably a bad matchup. That's how metagame works. If you play one deck, another deck is going to dominate you and you will hate it.
Is Paladin good? Of course. Does Paladin beat everything? No way.
If I'm playing Priest and I see a Paladin, I'm not as worried as I am if I am playing Demon Hunter or Warlock. Honestly, you can break it down on every class and every single one of them has at least some success against another deck in the meta. Except Shaman. Shaman is dreadful.
Paladin has NO weaknesses at all. None. lets review:
Tons of card draw
Easily get rid of a wide board
Massive healing
Cheap buffs
Crazy secrets - and the game has NO secret counters at all right now. Zero.
Huge minions
Card discovery & generation
Super EASY to play - as braindead as standard face hunter if not worse.
What weaknesses????
The weakness is that all of their shit is easy to predict and play around and you can run them out of resources easily.
They don't have "huge minions", they have a couple of 8/8 divine shields, two Hand of Adal, and librams.
They don't have "tons of card draw", they have a medium amount that is generally low-impact stuff.
They have zero card discovery and the only generation is First Day and Liadrin.
They can't "easily get rid of a wide board", they have a max of 2 board clears. Warlock for example has 9.
The easy way to win is to run silence, Polymorph type cards, or bounce. If you wait until they double Wisdom something and you get rid of that without killing it, all you have to do at that point is play conservatively and the only threat they have left is four 8/8s. If you can't deal with four 8/8s and a few 4/6s, then the problem is that you're either playing hard aggro or your deck is bad.
It does still need some nerfs but the big reason it's good is because no one is running silence or non-destro removal right now.
The biggest weakness Paladin decks have is that they have very few comeback mechanisms. They have a very strong early game, they will get ahead on board, bring your HP low, but if you make a strong comeback turn where you clear their board and develop yours they are more or less done. They have effectively no reach outside of Alex (and 3 damage from the weapon if you don't have a taunt) and no AOE outside of Samuro in Libram Paladin.
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I.
First: People always say that Paladin (right now in Standard) has "no card draw".
But the fact is, right now, Paladin has plenty of Card draw:
Knight of Anointment (up to 2 Cards)
Sword of the fallen (up to 4 cards)
Hand of A'dal (2 Cards)
Northwatch Commander (up to 2 Cards)
First day of School (not card draw but good card generation so your hand doesn't get empty)
Lady Liadrin and the Murloc Angling Rod are similar. I also see Redscale Dragontamer popping up again (1 Card draw).
So Paladin has plenty of card draw right now I think. What do you think?
II.
A few interactions with divine shield are and were crazy. I mean Explosive Runes and Piercing shot. In my opinion, the divine shield (as it "tanks" a full attack) should absorb the full dmg but it doesn't. So you couldn't counter explosive runes with divine shield, which is just mind boggling in my opinion..
just my 2 cents about 2 issues with paladin I thought about.
II. Seems legit
Im f*cking talented..
Can you make one for piercing shot as well? :-D
Imagine.. it must be a very very very big bullet xD
Ad I: I haven't seen anybody state that Paladin has no draw since the FitB release. Before, that statement was quite true with Hand of A'dal being the only reliable universal draw (besides Lay on Hands, but who would play that card?).
Ad II: Those Divine Shield interactions can be explained quite simply, as I already did in a thread about Piercing Shot: Both the Divine Shield and the "excess damage" reference the "recieve damage" trigger, not the "deal damage" trigger. Without spell damage or other modifications, Piercing Shot will cause 6 damage to be dealt. Then the Divine Shield states that the minion recieves no damage and Piercing Shot (as well as Explosive Runes) states that all the remaining damage is recieved by the enemy hero, meaning all of the 6 in this scenario. But if they were to put all of this explicitely on the cards, we would be confronted with a wall of text on a lot of cards.
Now, of course the question remains whether Piercing Shot and Explosive Runes should work like that, flavourwise. And in that matter I agree with you, they shouldn't. But the problem is not the Divine Shield, it's those cards. If Divine Shield would reference the "deal damage" trigger, there would be other problems, I guess.
Ceterum censeo classum magi esse delendam.
Paladin has strengths and weaknesses just like any of the current meta and has counters just like any meta. You can't simply say, "I play mage and I lose to Paladin all the time and it's unfair!" because your mage deck is probably a bad matchup. That's how metagame works. If you play one deck, another deck is going to dominate you and you will hate it.
Is Paladin good? Of course. Does Paladin beat everything? No way.
If I'm playing Priest and I see a Paladin, I'm not as worried as I am if I am playing Demon Hunter or Warlock. Honestly, you can break it down on every class and every single one of them has at least some success against another deck in the meta. Except Shaman. Shaman is dreadful.
Paladin has NO weaknesses at all. None. lets review:
What weaknesses????
I think luck of the draw can be his weakness, but wait, he always has something on turn 1 that tutors his turn 2 and so on. And the burst damage from conviction is insane. And the fcking dmg stays on the minion it doesnt go away like bloodlust or savage roar.
The weakness is that all of their shit is easy to predict and play around and you can run them out of resources easily.
They don't have "huge minions", they have a couple of 8/8 divine shields, two Hand of Adal, and librams.
They don't have "tons of card draw", they have a medium amount that is generally low-impact stuff.
They have zero card discovery and the only generation is First Day and Liadrin.
They can't "easily get rid of a wide board", they have a max of 2 board clears. Warlock for example has 9.
The easy way to win is to run silence, Polymorph type cards, or bounce. If you wait until they double Wisdom something and you get rid of that without killing it, all you have to do at that point is play conservatively and the only threat they have left is four 8/8s. If you can't deal with four 8/8s and a few 4/6s, then the problem is that you're either playing hard aggro or your deck is bad.
It does still need some nerfs but the big reason it's good is because no one is running silence or non-destro removal right now.
The biggest weakness Paladin decks have is that they have very few comeback mechanisms. They have a very strong early game, they will get ahead on board, bring your HP low, but if you make a strong comeback turn where you clear their board and develop yours they are more or less done. They have effectively no reach outside of Alex (and 3 damage from the weapon if you don't have a taunt) and no AOE outside of Samuro in Libram Paladin.