Even if this card never sees play in your decklist, can we agree on the fact that opponents will make unfavorabel trades to prevent Lightfues / Sunkeeper Tarim / Dinosoize value turns ( Turn 4, 6, 8 ), even if you don't play the cards in your deck?
Now people will fear paladins SHR even more and I like this change because it will maybe give us some advantage without investing in bad cards.
Your opponent doesn't actually lose tempo for trading into your SHR's.. You spent 2 mana to give their minion -1 health. Much wow :p
Besides, nobody is going to fear paladins if hardly anyone plays the class in ranked.
Sry but I have to disagree. There will be situation in ranked/arena where a single SHR on the board will impact the game because of Adapt into poison and your opponent won't be able to trade off every single turn and sometimes they won't play a high value card into a single SHR if they fear Lightfused and that are the scenarios i am talking about or they have to use 1-2 mana to ping your dudes and can't play on curve which is good for a handbuff paladin who wants to generate more handbuff value by holding his cards back during the early game.
A Druid will most likely swipe on turn4 if you play Lost in the Jungle + Hero Power on turn3 and that would have not happened during the current meta.
I understand your point, and it's pretty sound, I just feel that unless the quest is silver hand based (which it probably will be) this and the 1 mana silver hand card are too slow. The best options are
Taunt vs aggro
Poison to trade
+1/+1 just because it's relevant if adapt hits more than 1 shr
Stealth if you want to make it into a 10/10 next turn, or windfury if you just made it a 10/10
In a token shr deck it's not bad but you need to get the nuts
Turn 5 stand united
Turn 6 the legendary
Turn 7 adapt them with this.
You can also darkshire them to have Divine shield on turn 8
Then buff to 3/3s or adapt but that's insanely slow
Pretty bad. Recruits need to be adapted more than one to be a threat, and they are so easily cleaned off with the recent AoE added in recent expansions. Obviously there is the Dinosize threat, but that's a threat regardless of this card. Yes, there are instances where this could work, but they seem situational at best now.
Wonder if the Paladin quest involves recruits? That's two cards revealed that are tied to recruits somehow. Perhaps there is more recruit synergy to come that would improve this card.
I predicted this effect (along with mostly anyone) glad it's not on galvadon. the 4 mana annoys me. I think a minimum if one might be played if any since silverhands are hard to keep on the field.
There must be more silverhand cards coming... both "buff" cards and also "swarm" cards... otherwise another disappointing few months for Paladin players. This alone isn't enough to make silverhands useful. But, this, with something else (?) could do it.
This is one of those cards that gets more and more powerful as new sets come out so even if we don't see it day one of Un'Goro, the effect is powerful enough that it'll see play eventually. In Wild this will be nuts because it curves out with Muster.
A combo card with lost in the jungle. but does this curve ut without using hero power on 2? quest for paladin could realy be silverhand recruit related...well see. a card with potential but does rely hard on paladins ability to spam recruits, just lost in the jungle will never be enough for this to work.
You get the same amount of recruits for the same amount of mana, but lost in the jungle is more flexible and easier to combo. With the recent power creep I find it hard to rate cards anymore, but I do know that in the past this would have been very good.
We'll have to look to the future to see how much combo potential this thing will really end up having. I personally don't like the fact that it's 3 mana worth of stats for 4 mana on an effect that Adapts allied minions, because after Gentle Megasaur came out I was hoping Blizz wouldn't make the situational cards like this weak without the necessary conditions.
Maybe if there was a card like "Your Silver Hand Recruits are Immune until the start of your next turn," which would give you 2 turns to build some up for buffs and/or allow you to use them for more than a turn after buffing. That would be cool.
Seems kind of bad. Paladin is all over the place this expansion. I don't think it will turn out so well to be completely honest. Realistically the best scenario for this card is hits 3 recruits on turn 4. That has the potential to be insane but I just don't see it happening. No one will let them live that long.
This is a good choice to make hero power stronger. I guess Paladin quest will also be related to silver hands
If there is another new card to swarm the board with recruits, then this cards is decent.
It's already good in Wild. But is "good" enough ?
Pretty bad. Recruits need to be adapted more than one to be a threat, and they are so easily cleaned off with the recent AoE added in recent expansions. Obviously there is the Dinosize threat, but that's a threat regardless of this card. Yes, there are instances where this could work, but they seem situational at best now.
Wonder if the Paladin quest involves recruits? That's two cards revealed that are tied to recruits somehow. Perhaps there is more recruit synergy to come that would improve this card.
I predicted this effect (along with mostly anyone) glad it's not on galvadon. the 4 mana annoys me. I think a minimum if one might be played if any since silverhands are hard to keep on the field.
Decent card.
There must be more silverhand cards coming... both "buff" cards and also "swarm" cards... otherwise another disappointing few months for Paladin players. This alone isn't enough to make silverhands useful. But, this, with something else (?) could do it.
This is one of those cards that gets more and more powerful as new sets come out so even if we don't see it day one of Un'Goro, the effect is powerful enough that it'll see play eventually. In Wild this will be nuts because it curves out with Muster.
For this to be good you'd need 3 mana spell
Buff a silver hand recruit +2/+2 summon 2 more
meaning you will have 1/1 3/3 1/1 on board to adapt on turn 4
Otherwise this is just pure jank
Cause in reality thats turn 1 alley cat SHR/ turn 2 drop another/turn 3 buff 1 and summon 2 more/turn 4 make them all nuts
A combo card with lost in the jungle. but does this curve ut without using hero power on 2? quest for paladin could realy be silverhand recruit related...well see. a card with potential but does rely hard on paladins ability to spam recruits, just lost in the jungle will never be enough for this to work.
previous silver hand recruit buffs never saw play I doubt this will too.
Let's not forget that for the purpose of generating silver hand recruits, Lost in the Jungle is better than Muster for Battle.
You get the same amount of recruits for the same amount of mana, but lost in the jungle is more flexible and easier to combo. With the recent power creep I find it hard to rate cards anymore, but I do know that in the past this would have been very good.
We'll have to look to the future to see how much combo potential this thing will really end up having. I personally don't like the fact that it's 3 mana worth of stats for 4 mana on an effect that Adapts allied minions, because after Gentle Megasaur came out I was hoping Blizz wouldn't make the situational cards like this weak without the necessary conditions.
Reno-Hand-Recruit deck for Wild incoming!
Ibn Fahd.
Maybe if there was a card like "Your Silver Hand Recruits are Immune until the start of your next turn," which would give you 2 turns to build some up for buffs and/or allow you to use them for more than a turn after buffing. That would be cool.
Now all we need is a 4-mana 2/4 weapon that says "Whenever your hero attacks, summon a 1/1 silver hand recruit with charge".
I was messing around this thing lately:
Seems kind of bad. Paladin is all over the place this expansion. I don't think it will turn out so well to be completely honest. Realistically the best scenario for this card is hits 3 recruits on turn 4. That has the potential to be insane but I just don't see it happening. No one will let them live that long.
I mean defender of Argus is better most of the time
insane Yoggs --> Youtube