Between that and Grimstreet Outfitter and the 2/1 draw a card death rattle- which can become 3/2 or better! you suddenly have a sick and consistent draw engine.
Between that and Grimstreet Outfitter and the 2/1 draw a card death rattle- which can become 3/2 or better! you suddenly have a sick and consistent draw engine.
Not to mention 3/5 draw a card for 4, 2/2 draw a card for 2... you get the idea.
Midrange grows with every new card to be introduced. This is amazing as it further allows for a solid turn 2 or even turn 3 play that might make pally be the counter to shaman.
rip control or midrange, blizzard has spoken, curvestone and aggro for the days to come !!!
These are really good cards in Midrange. Suddenly the Ivory Knight that you play mostly for the battlecry has a decent (5/5 or 6/6) body, Tirion or Happy Rag are 10/10s, your Doomsayer is now a 2/9 so it hurts things that try to kill it.
It'll be interesting to see how many of them make the cut in those kinds of decks, though.
Wow, grimstreet boys really got themselves a treat this expansion. Play this thing, drop a coin into 2/2 argent, then 3/2 loot hoarder, then 2/4 acolyte of pain, maybe a 3/3 shieldbot in wild, 4/4 aldor if opponent dropped something nasty, buff again, continue with 6/6 sylvanas, 5/6 cairne, 7/7 challenger, 7/7 tirion, divine favor if neccessary, vomit again, rinse, repeat.
The card it's very powerfull, it's BROKEN! But the set it's kinda of boring don't you think? All grimy goons's cards "give +1/+1", seems lazy to me, but, it will work, I think will ber a very powerfull deck.
It's very easy to sit at home and spout "lazy this" and "boring that," but I think they did exactly what they had to do give this idea a shot.
I'm sure a lot of work and testing was involved in the creation of these cards. Balancing this insanely powerful effect with stats and mana costs was probably a nightmare. And even though the effect is similar for a lot of them, that is exactly what is required for the type of deck they are trying to foster here.
The overall undertaking of creating a new direction for Paladin is actually monumental, not lazy.
Most said Grimestreet Outfitter and Grimestreet Enforcer had great effects, but were a tempo loss because of their stats. With more and more buffs coming out, it seems that these cards need to be a tempo loss in order to not be broken. Because of the "buff ALL minions in your hand" shtick Paladin cards seem to have, your buff minions become less and less of a tempo loss the more buffs the get themselves. It's kinda like a Hunter having a bunch of beasts that buff other beasts, it's more consistent the more and more of them you add.
The card it's very powerfull, it's BROKEN! But the set it's kinda of boring don't you think? All grimy goons's cards "give +1/+1", seems lazy to me, but, it will work, I think will ber a very powerfull deck.
It's very easy to sit at home and spout "lazy this" and "boring that," but I think they did exactly what they had to do give this idea a shot.
I'm sure a lot of work and testing was involved in the creation of these cards. Balancing this insanely powerful effect with stats and mana costs was probably a nightmare. And even though the effect is similar for a lot of them, that is exactly what is required for the type of deck they are trying to foster here.
The overall undertaking of creating a new direction for Paladin is actually monumental, not lazy.
Of course,they doing a great job, and I think the deck will work, but it's just TOO MUCH of the same kind fo card 1 mana give +1/+1, 2 mana give +1/1, 3 mana give +1/1... But it will denefinilly work, it's not my style of gameplay, but will work.
I don't quite understand why you added avenging wrath, but it looks pretty sick. I feel like The 4/4 add +1+1 to everything in your hand might be better than Uldaman... but maybe not. Is avenging wrath mainly for more face damage?
Smuggler's Run is obviously very good. I'm just curious how well this works in swarm decks. On turn 1, a swarm paladin wants to be dropping a minion. Is it worth giving up that bit of tempo for the value of this buff? Probably, but it does slow them down just a tad.
I also like the comparison here between Smuggler's Run and Mark of the Lotus. Both are good cards but function very differently. With Mark, you have to develop a board and then cast it, allowing you to hit tokens as well, which I'm sure was part of the plan. Smuggler's Run though, you don't have to worry about maintaining a board, you just have to have minions in the hand, allowing it to combo extremely well with heavy card draw.
This expansion is shaping up to be quite interesting. I just hope that control decks are given the tools necessary to combat these decks!
On a side note, I believe Paladins as of this post have officially taken the lead with most revealed cards for MSG! So, I'm very anxious to see what's in store for the other classes, especially the remaining Priest cards.
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I see why Priest was given the cards they were given now. They will be the hard counter to the token/aggro/buffadin decks.
Suddenly Spellbreaker is looking like a pretty sick 4 drop.
Midrange grows with every new card to be introduced. This is amazing as it further allows for a solid turn 2 or even turn 3 play that might make pally be the counter to shaman.
-vomit hand
-emote "well met"
-play Divine Favor to buy 6 cards and overrun you with their army of midgets.
need take time to make new pic and signature using the new cards.
rip control or midrange, blizzard has spoken, curvestone and aggro for the days to come !!!
Wow, grimstreet boys really got themselves a treat this expansion. Play this thing, drop a coin into 2/2 argent, then 3/2 loot hoarder, then 2/4 acolyte of pain, maybe a 3/3 shieldbot in wild, 4/4 aldor if opponent dropped something nasty, buff again, continue with 6/6 sylvanas, 5/6 cairne, 7/7 challenger, 7/7 tirion, divine favor if neccessary, vomit again, rinse, repeat.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Most said Grimestreet Outfitter and Grimestreet Enforcer had great effects, but were a tempo loss because of their stats. With more and more buffs coming out, it seems that these cards need to be a tempo loss in order to not be broken. Because of the "buff ALL minions in your hand" shtick Paladin cards seem to have, your buff minions become less and less of a tempo loss the more buffs the get themselves. It's kinda like a Hunter having a bunch of beasts that buff other beasts, it's more consistent the more and more of them you add.
OP with the some of the other new paladin cards like Wickerflame Burnbristle, Small-Time Recruits and Meanstreet Marshal.
My magic will tear you apart!
Powerfull but not great against Pirate Warrior.
Cancer <3
Smuggler's Run is obviously very good. I'm just curious how well this works in swarm decks. On turn 1, a swarm paladin wants to be dropping a minion. Is it worth giving up that bit of tempo for the value of this buff? Probably, but it does slow them down just a tad.
I also like the comparison here between Smuggler's Run and Mark of the Lotus. Both are good cards but function very differently. With Mark, you have to develop a board and then cast it, allowing you to hit tokens as well, which I'm sure was part of the plan. Smuggler's Run though, you don't have to worry about maintaining a board, you just have to have minions in the hand, allowing it to combo extremely well with heavy card draw.
This expansion is shaping up to be quite interesting. I just hope that control decks are given the tools necessary to combat these decks!
On a side note, I believe Paladins as of this post have officially taken the lead with most revealed cards for MSG! So, I'm very anxious to see what's in store for the other classes, especially the remaining Priest cards.