We got the weapon. But every other class got at least 1, and some got 2, strong two drops. I guess they figure everyone will play mini bots so why bother?
The only time when playing Minibot makes me want to concede is when Priest plays Cleric and I don't have the coin for Mustard. There's Seal of Light but I was kinda hoping for something like Holy Shock. That wouldn't be a minion but oh well. Actually just anything that isn't a boring straight stat buff (especially for token), more token stuff or secrets would have made me happy. Or just anything that we don't already have. I like that Warrior got such a great legendary, but it's effect kind of makes more sense for Paladin. Summoning guys to fight and all.
Also Paladin also has a tank spec. So far only Tirion really fits into that role?
we didnt get a 2 drop but got warhorse trainer and competitive spirit which combo with silver hand recruits, paladin also already has minibots and muster for early board
Well we did get a pretty good weapon Argent Lance (in my opinion) which gives paladin a pretty good removal tool early on. While this might not be as good as Fiery War Axe but it still gives paladins that early game removal that we've been lacking to make control paladin somewhat viable.
Some people have been comparing it to Coghammer but one mana makes a whole lot of difference and to get the full effect of that weapon you need to have a minion on board first. Having Argent Lance and Shielded Minibot in the 2-mana slot gives us a really strong early game.
Well we did get a pretty good weapon Argent Lance (in my opinion) which gives paladin a pretty good removal tool early on. While this might not be as good as Fiery War Axe but it still gives paladins that early game removal that we've been lacking to make control paladin somewhat viable.
Some people have been comparing it to Coghammer but one mana makes a whole lot of difference and to get the full effect of that weapon you need to have a minion on board first. Having Argent Lance and Shielded Minibot in the 2-mana slot gives us a really strong early game.
Not really. Everyone did run Muster for Battle too and Truesilver. The obvious way to deal with 3 health stuff was by using Minibot and then Muster. If something bigger came up that needed immediate attention, then Truesilver. Argent Lance still has that awkward 2 attack on turn 2 unless you coin Minibot... And then it's on you for 3 turns where you would usually play Truesilver or Muster. Even Seal of Light is a better card than the Lance for that matter.
The Lance only makes sense if you don't are about Muster and therefore tokens or don't care about replacing the Lance.
Now if the Lance had Heal 1 for each attack effect...
Hmm, I see what you mean but Argent Lance gives you a lot of tempo. Being able to deal two damage immediately on turn two to quickly take out a minion is very useful, Shielded Minibot is a very strong two drop but doesn't really let you deal two damage to an enemy on turn 2. And it's also a weapon so you can use it on turn 3 to deal two damage again if your opponent plays another minion while letting you play a minion of your own (a minibot off curve or even a 3 drop from the new set could be pretty good for tempo) and that's not even taking into account the joust mechanism that can potentially let you deal 6 damage for 2 mana in the long run.
I think that compared to Seal of Light, Argent Lance gives you much more value since early game sometimes you don't even get the 4 health and it really only allows you to deal 2 damage. In the long run I think that the lance has more value which is really what you want from cards especially if playing a control deck.
I also understand the point that you made about Muster for Battle. It is kind of awkward having a weapon on turn 2 and having to equip another one on turn 3. It is, however, still possible to deal all 4 damage with the lance for 2 mana then play muster on turn 3 while having a fresh Light's Justice with 4 charges ready for next turn, it depends on how the first few turns unfold really.
The only way to know for sure is by trying it out in games and trying to come up with new decks that can efficiently use the new cards.
The problem is that 2 damage don't really matter if you can't do more asap, which only works when you have the coin with the lance. The only time where I needed to deal 3 damage on turn 2 is against Northshire Cleric, or something like Mech Warper. The Lance doesn't seem to be a solution unless using the coin for Minibot on turn 1, which still gets abused by the Cleric.
I meant Seal of Light was better due to the ability to use it with a weapon later, to add 2 damager to Truesilver for example, or having the option to use it for 2 damage early on possibly with a minion (sure the lance would be better value then). Using both the Lance and Seal seems too much.
I have decks where the Lance could fit in, like Healadin, but those decks don't use tokens. Which by now is like playing Hunter without caring for face damage, which makes the hero power pointless. You could try a slow deck with Justicar or that 3/3 but the latter seems bad. The former still makes it awkward to use Quartermaster. Or again, you just don't care about possibly replacing it with another weapon.
Technically it isn't bad, I just don't see much use for the 2 damage in Paladin I guess.
Well, I wouldn't say that 2 damage doesn't really matter, especially early game. As i've said I don't think it's as good as a Fiery War Axe since it doesn't allow you to deal with 3 health minions early on, I think Argent Lance is more about tempo and getting valuable trades, or at least trying to.
I never said that I would want to use both Seal of Light and Argent Lance in the same deck, I said that minibot and the lance in the 2 mana spot gives us a strong early game to potentially allow us to better survive the early game until we can put down our stronger minions, as you would traditionally try to do in a control deck.
For me, the Lance gets its value because it allows us to deal immediate damage at a cheap mana cost, repeatable damage that is 4 to 6 if you win the joust. I think that's one of the reasons Fiery War Axe is such a good card, repeatable damage for a low cost, albeit 3 damage but still, that's the concept that makes the lance a pretty good card.
Now don't get me wrong a 2 mana, 3 damage spell would be welcomed, but I think that the lance is decent and can potentially see some play.
Minibot is one of the strongest 2 drops in the game, Paladin surely doesn't need a second one. What Paladin really needed is something to close out a game imo
Something like this:
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We got the weapon. But every other class got at least 1, and some got 2, strong two drops. I guess they figure everyone will play mini bots so why bother?
It also bugs me that both epics cost 6.
Thoughts?
I heal people to death
The only time when playing Minibot makes me want to concede is when Priest plays Cleric and I don't have the coin for Mustard. There's Seal of Light but I was kinda hoping for something like Holy Shock. That wouldn't be a minion but oh well. Actually just anything that isn't a boring straight stat buff (especially for token), more token stuff or secrets would have made me happy. Or just anything that we don't already have. I like that Warrior got such a great legendary, but it's effect kind of makes more sense for Paladin. Summoning guys to fight and all.
Also Paladin also has a tank spec. So far only Tirion really fits into that role?
To be fair, Paladin already has too much cards that are good by itself, besides the token stuff. It's getting a bit boring.
Doesn't Paladin arguably already have the best class 2 drop in the game?
You have to learn the rules of the game. And then you have to play better than anyone else.
we didnt get a 2 drop but got warhorse trainer and competitive spirit which combo with silver hand recruits, paladin also already has minibots and muster for early board
Arena > all
In BRM druid was the only class to not get a spell and no-one batted an eye-lid
Personally I was hoping for a form of hard removal, not sure if I'm happy with what we got.
diamonds and guns
Well we did get a pretty good weapon Argent Lance (in my opinion) which gives paladin a pretty good removal tool early on. While this might not be as good as Fiery War Axe but it still gives paladins that early game removal that we've been lacking to make control paladin somewhat viable.
Some people have been comparing it to Coghammer but one mana makes a whole lot of difference and to get the full effect of that weapon you need to have a minion on board first. Having Argent Lance and Shielded Minibot in the 2-mana slot gives us a really strong early game.
I agree on Argent Lance, really like it for paladin builds of all sorts.
Not really. Everyone did run Muster for Battle too and Truesilver. The obvious way to deal with 3 health stuff was by using Minibot and then Muster. If something bigger came up that needed immediate attention, then Truesilver. Argent Lance still has that awkward 2 attack on turn 2 unless you coin Minibot... And then it's on you for 3 turns where you would usually play Truesilver or Muster. Even Seal of Light is a better card than the Lance for that matter.
The Lance only makes sense if you don't are about Muster and therefore tokens or don't care about replacing the Lance.
Now if the Lance had Heal 1 for each attack effect...
Hmm, I see what you mean but Argent Lance gives you a lot of tempo. Being able to deal two damage immediately on turn two to quickly take out a minion is very useful, Shielded Minibot is a very strong two drop but doesn't really let you deal two damage to an enemy on turn 2. And it's also a weapon so you can use it on turn 3 to deal two damage again if your opponent plays another minion while letting you play a minion of your own (a minibot off curve or even a 3 drop from the new set could be pretty good for tempo) and that's not even taking into account the joust mechanism that can potentially let you deal 6 damage for 2 mana in the long run.
I think that compared to Seal of Light, Argent Lance gives you much more value since early game sometimes you don't even get the 4 health and it really only allows you to deal 2 damage. In the long run I think that the lance has more value which is really what you want from cards especially if playing a control deck.
I also understand the point that you made about Muster for Battle. It is kind of awkward having a weapon on turn 2 and having to equip another one on turn 3. It is, however, still possible to deal all 4 damage with the lance for 2 mana then play muster on turn 3 while having a fresh Light's Justice with 4 charges ready for next turn, it depends on how the first few turns unfold really.
The only way to know for sure is by trying it out in games and trying to come up with new decks that can efficiently use the new cards.
The problem is that 2 damage don't really matter if you can't do more asap, which only works when you have the coin with the lance. The only time where I needed to deal 3 damage on turn 2 is against Northshire Cleric, or something like Mech Warper. The Lance doesn't seem to be a solution unless using the coin for Minibot on turn 1, which still gets abused by the Cleric.
I meant Seal of Light was better due to the ability to use it with a weapon later, to add 2 damager to Truesilver for example, or having the option to use it for 2 damage early on possibly with a minion (sure the lance would be better value then). Using both the Lance and Seal seems too much.
I have decks where the Lance could fit in, like Healadin, but those decks don't use tokens. Which by now is like playing Hunter without caring for face damage, which makes the hero power pointless. You could try a slow deck with Justicar or that 3/3 but the latter seems bad. The former still makes it awkward to use Quartermaster. Or again, you just don't care about possibly replacing it with another weapon.
Technically it isn't bad, I just don't see much use for the 2 damage in Paladin I guess.
Well, I wouldn't say that 2 damage doesn't really matter, especially early game. As i've said I don't think it's as good as a Fiery War Axe since it doesn't allow you to deal with 3 health minions early on, I think Argent Lance is more about tempo and getting valuable trades, or at least trying to.
I never said that I would want to use both Seal of Light and Argent Lance in the same deck, I said that minibot and the lance in the 2 mana spot gives us a strong early game to potentially allow us to better survive the early game until we can put down our stronger minions, as you would traditionally try to do in a control deck.
For me, the Lance gets its value because it allows us to deal immediate damage at a cheap mana cost, repeatable damage that is 4 to 6 if you win the joust. I think that's one of the reasons Fiery War Axe is such a good card, repeatable damage for a low cost, albeit 3 damage but still, that's the concept that makes the lance a pretty good card.
Now don't get me wrong a 2 mana, 3 damage spell would be welcomed, but I think that the lance is decent and can potentially see some play.
Something like this: