If there was a Silver Hand Recruit that was a 1 mana Paladin card, how good would it have to be to be playable?
You can add anything you like to the stats or text. Obviously a 2/3 would be too strong. What would be reasonable, not OP, but still playable in Paladin?
EDIT: To clarify, it would be a 1 mana minion that you could put in you deck. It would get the SHR buffs from stuff like Quartermaster, but it wouldn't be summoned by Hero Powers or Silver Hand Regent.
After much thought, but little work on the art, I give you:
The Recruits of the Knights of the Silver Hand. LOL
New minion type: Recruit
First Order of Business: FIX Silver Hand Regent
There we go. Fixed. Much better.
Now. ON TO THE RECRUITS!!!!
Now obviously 7, one mana minions is way too many to add, especially all at once. But so many cool ideas came about as I thought about it. Tried to make cards that would help slower decks and not too much for aggro decks. Didn't initially start out with so many Inspire cards but turns out Inspire works great on a 1 cost minion to encourage Hero Power on turn 2. Also these cards might be able to make a sort of Paladin token combo deck, especially if these were spread out to a few different mana costs, kind of murlocy.
I feel most of these cards would be totally fine. Even the Legendary one with Undertaker effect is ok, and probably could even be non-Legendary cause you have to Inspire to get the stats, which is much weaker than playing a deathrattle minion. NTM Silver Hand Captain on turn 1, followed by Hero Power on turn 2 would still be weaker than Zombie Chow into Shielded Minibot, so it's not like it would break the game.
My favorites are probably Sword, Shield, Defender, and Captain.
Sword I thought about it as a sort of 3 damage, 3 mana removal for Paladin that comes with a dude. They won't give us a cheap, 3 damage spell, but a card like this might give us atleast some way to deal 3. Might be too strong in aggro, but that's why it's Inspire, cause aggro won't want to push Hero Power.
Shield would be awesome for a really slow deck. One of my favorites.
Defender would probably be annoying, but then again Argent Squire already exists, and attack is the more important number on Divine Shield minions, 1/2 Divine Shield, is nearly the same as a 1/3. Obviously works with buff, but it's not like this card would give a ton more power to aggro decks, when they already have Argent Squire, probably wouldn't run both.
Captain is obviously sweet. Makes dude on turn 2 an ok play. Doesn't even need to be Legendary. If it was a 1/3 it would probably need to be Legendary, but as a 1/2, it could be Epic or less so two can be in a deck.
Dual Hammer maybe too strong, but was more about the fun in making this one. Didn't think too much about it, just a 2/2 with no text. On the other hand it might not be too strong, might be just fine. Shielded Minibot, minus the 1 mana Divine Shield, and this is what you get.
Healer and Blademaster were the last two I made. Might be good in some sort of combo type thing where you get Garrison Commander or Maiden of the Lake or Silver Hand Regent on board, and set up for a big turn using 2 hero powers with as many Inspire cards as you can get out.
I probably should have made the Healer and Blademaster 1/3s, it is Inspire after all, something that forces Hero Powering which is a "weak" effect, so the Inspire should probably amount to about 1 mana worth of something in addition to the minion having stats close to other minions at that cost.
Inspire: Summon a Silver Hand Recruit. (Would Summon the original card itself not the recruits summoned by your hero power so that on turn 2 if you used your hero power, you would have 2 Silver Hand Recruit Cards with that Inspire and one Silver Hand Recruit summoned by your hero power without the card text)
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If there was a Silver Hand Recruit that was a 1 mana Paladin card, how good would it have to be to be playable?
You can add anything you like to the stats or text. Obviously a 2/3 would be too strong. What would be reasonable, not OP, but still playable in Paladin?
EDIT: To clarify, it would be a 1 mana minion that you could put in you deck. It would get the SHR buffs from stuff like Quartermaster, but it wouldn't be summoned by Hero Powers or Silver Hand Regent.
1 mana 1/3 Deathrattle: Put a random paladin secret in your hand.
1 2/2
RIP yogg-saron good things don't last forever :(
After much thought, but little work on the art, I give you:
The Recruits of the Knights of the Silver Hand. LOL
New minion type: Recruit
First Order of Business: FIX Silver Hand Regent
There we go. Fixed. Much better.
Now. ON TO THE RECRUITS!!!!
Now obviously 7, one mana minions is way too many to add, especially all at once. But so many cool ideas came about as I thought about it. Tried to make cards that would help slower decks and not too much for aggro decks. Didn't initially start out with so many Inspire cards but turns out Inspire works great on a 1 cost minion to encourage Hero Power on turn 2. Also these cards might be able to make a sort of Paladin token combo deck, especially if these were spread out to a few different mana costs, kind of murlocy.
I feel most of these cards would be totally fine. Even the Legendary one with Undertaker effect is ok, and probably could even be non-Legendary cause you have to Inspire to get the stats, which is much weaker than playing a deathrattle minion. NTM Silver Hand Captain on turn 1, followed by Hero Power on turn 2 would still be weaker than Zombie Chow into Shielded Minibot, so it's not like it would break the game.
My favorites are probably Sword, Shield, Defender, and Captain.
Sword I thought about it as a sort of 3 damage, 3 mana removal for Paladin that comes with a dude. They won't give us a cheap, 3 damage spell, but a card like this might give us atleast some way to deal 3. Might be too strong in aggro, but that's why it's Inspire, cause aggro won't want to push Hero Power.
Shield would be awesome for a really slow deck. One of my favorites.
Defender would probably be annoying, but then again Argent Squire already exists, and attack is the more important number on Divine Shield minions, 1/2 Divine Shield, is nearly the same as a 1/3. Obviously works with buff, but it's not like this card would give a ton more power to aggro decks, when they already have Argent Squire, probably wouldn't run both.
Captain is obviously sweet. Makes dude on turn 2 an ok play. Doesn't even need to be Legendary. If it was a 1/3 it would probably need to be Legendary, but as a 1/2, it could be Epic or less so two can be in a deck.
Dual Hammer maybe too strong, but was more about the fun in making this one. Didn't think too much about it, just a 2/2 with no text. On the other hand it might not be too strong, might be just fine. Shielded Minibot, minus the 1 mana Divine Shield, and this is what you get.
Healer and Blademaster were the last two I made. Might be good in some sort of combo type thing where you get Garrison Commander or Maiden of the Lake or Silver Hand Regent on board, and set up for a big turn using 2 hero powers with as many Inspire cards as you can get out.
I probably should have made the Healer and Blademaster 1/3s, it is Inspire after all, something that forces Hero Powering which is a "weak" effect, so the Inspire should probably amount to about 1 mana worth of something in addition to the minion having stats close to other minions at that cost.
Was fun making. Hope you like.
1 mana 1/1, deathrattle: Return this minion to your hand.
Misunderstood the OP.
Inspire: Summon a Silver Hand Recruit. (Would Summon the original card itself not the recruits summoned by your hero power so that on turn 2 if you used your hero power, you would have 2 Silver Hand Recruit Cards with that Inspire and one Silver Hand Recruit summoned by your hero power without the card text)