It will see play.....but only as a "one of" if that........not enough silverhand synergy to make it worthwhile. Adapting a few 1/1's on t8 won't have a load of impact
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When life gives you lemons, trade'em for limes and get some Coronas!
This is when you know that people don't acknowledge the existence of Paladin class nowadays, or the fact that this class actually has weapon..
No, it's the fact that it's difficult to tell just looking at a weapon what class it's for. Paladin may not be tier 1 right now, but you CAN climb with it, and I think it will be just fine in Un'Goro.
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Life before death. Strength before weakness. Journey before destination.
This card is really good. It does a fair amount of damage, dealing 12. Also it summons 6 Silver Hand Recruits. Perfect for Token Paladin decks. I like it a lot.
Really slow, but really high long-term value. You can bait out weapon removals with Truesilver Champion and Tirion Fordring at least, but the deck looking to spam a bunch of Silver Hand Recruits for buffs probably doesn't want to wait until turn 7 to start.
In another comparison, this is a lot like Justicar Trueheart who lets you spam out a bunch of guys. Not permanent, but the higher and faster damage output a 4/3 weapon compared to a 6/3 body is really significant.
I think this is a solid 1-of for us in most of our Midrange / Control decks.
I mean 4 damage swings with Truesilver Champion have never really been disappointing for us in the past with the exception of a few niche early Minions. Granted it will be later in the game that you put this down, think about it following our new Turn 6 Spikeridged Steed buff. With those two on curve, we should be able to take care of almost any Minion that is 6 in the back or less while generating small bits of value here and there via the Silver Hand Recruits it spawns.
Also, that's 4 damage for three turns in a row. So just one example: Turn 4: Truseilver equip + hit Turn 5: Truesilver hit + 5 our drop Turn 6: Spikeridged Steed for whatever we stuck on turn 5 Turn 7: Vinecleaver + hit Turn 8: Tirion if they removed it or Dinosize if they left something alive
Realistically speaking, we are probably going to be removing an easy 3-4 minions across 2 weapons (Truesilver + Vinecleaver) regardless of a single weapon destruction effect and we'll potentially take out 5 minions without weapon removal. I mean that's like a 2.5 for 1 in value when combined with the board and then even more when factoring in the additional effects of each weapon.
Yes, I know it will suck to eat a weapon destruction effect, but lets be honest, most people will have already used their Ooze or whatever on our Truesilver hoping to lock down board control before turn 7, then we play this with no more answers in their hand? Seems good. I'm not saying this is the greatest weapon ever made, but I actually see some potential in it. Also, turn 8 it gives you a 100% body for Dinosize and if they left one of the recruits alive from last turn, they're going to be really upset at your new 8/8 Charge minion. Or better yet, they use weapon removal on your Vinecleaver, they'll have to now have an answer to Tirion's Ashbringer etc.
I know you guys can theory craft the perfect hands for your opponents decks to answer everything I said, but these extra effects everywhere start adding up. It might not see play given Paladin seems to have a few directions it can go now, but I'm rating it playable for sure.
I love the flavour. You cleave vines away from from Silver Hand Recruits who are Lost in the Jungle.
Comparing this to Piranha Launcher isn't fair. Piranha Launcher is just a crap weapon, and is far slower - I wouldn't pay anymore than 3 mana for a 2/4 weapon, regardless of its effect. This is an okay statline with a better immediate effect. It's probably still too expensive, but I think it's worth a try, at least.
I think this card is completely fair and balanced which is why it won't see play. At 6 mana it just might be good enough for competitive play, and at 5 mana it would be beyond broken.
People are giving this card a hard time, but bear in mind, Paladin doesn't have many 7-cost cards. Grimestreet Protector sees very little play, and this provides pretty good value.
It might see play by virtue of being Paladin's best card at the 7-mana line.
It doesn't seem like it does enough on the turn that it's played, similar to Assassin's Blade in Rogue. It comes closer to Gorehowl, but I don't think Paladin can pull it off.
People are underestimating this cards. It will most likely see play as a 1-off in midrange/control paladins.
Before Un'goro got released, 2 SHR were "worth" 2 mana, playing Justicar Truehearth on turn6, using your hero power the following 3 turns was already in some control decks an option. This weapon has more value than that and if you synergize it with Sunkeeper Tarim / adapt poison / high cost buffs you are fine. The opponent hardly can clear all little dudes efficently over few turns.
People are underestimating this cards. It will most likely see play as a 1-off in midrange/control paladins.
Before Un'goro got released, 2 SHR were "worth" 2 mana, playing Justicar Truehearth on turn6, using your hero power the following 3 turns was already in some control decks an option. This weapon has more value than that and if you synergize it with Sunkeeper Tarim / adapt poison / high cost buffs you are fine. The opponent hardly can clear all little dudes efficently over few turns.
I suppose that's true, but there are plenty of Decks coming from Un'Goro with a superior Late Game than Paladin. Taunt Warrior can behind all the Taunts in the world while putting you on the clock with the Ragnaros Hero Power, Priests try to stick high health Minions on the Board and keep them fighting with Healing (and this is before an N'zoth turn), Hunter and maybe Discardlock has plenty of viable tools to make them strong contenders in the Meta, Elemental Shaman has a potentially strong curve with powerful effects that blow Pallys off of the face of the Earth, and Jade Druid is well...Jade Druid!
Doesn't do enough on t7 against the typical minions seen in the late game to see play, way too slow.
By the way, someone said earlier that 2 1/1s were worth 2 mana; this is incorrect - it's more like 1 mana, otherwise Alley Cat, Living Roots token spawn and Lost in the Jungle would be broken cards, which they are not.
I also agree that Paladin late game is not as strong as people seem to think. Aside from two minions that are always Hexed or Poly'd, is there even such a thing as Paladin late game? Honestly.
That's a cool effect to be tied to a weapon, BUT it's the wrong effect for a 7mana weapon! Who is needing dual 1/1's at that late point in the game? It just doesn't make sense...
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It will see play.....but only as a "one of" if that........not enough silverhand synergy to make it worthwhile. Adapting a few 1/1's on t8 won't have a load of impact
When life gives you lemons, trade'em for limes and get some Coronas!
Kaladin's RoS Set Review
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This card is really good. It does a fair amount of damage, dealing 12. Also it summons 6 Silver Hand Recruits. Perfect for Token Paladin decks. I like it a lot.
Really slow, but really high long-term value. You can bait out weapon removals with Truesilver Champion and Tirion Fordring at least, but the deck looking to spam a bunch of Silver Hand Recruits for buffs probably doesn't want to wait until turn 7 to start.
In another comparison, this is a lot like Justicar Trueheart who lets you spam out a bunch of guys. Not permanent, but the higher and faster damage output a 4/3 weapon compared to a 6/3 body is really significant.
I think this is a solid 1-of for us in most of our Midrange / Control decks.
I mean 4 damage swings with Truesilver Champion have never really been disappointing for us in the past with the exception of a few niche early Minions. Granted it will be later in the game that you put this down, think about it following our new Turn 6 Spikeridged Steed buff. With those two on curve, we should be able to take care of almost any Minion that is 6 in the back or less while generating small bits of value here and there via the Silver Hand Recruits it spawns.
Also, that's 4 damage for three turns in a row. So just one example:
Turn 4: Truseilver equip + hit
Turn 5: Truesilver hit + 5 our drop
Turn 6: Spikeridged Steed for whatever we stuck on turn 5
Turn 7: Vinecleaver + hit
Turn 8: Tirion if they removed it or Dinosize if they left something alive
Realistically speaking, we are probably going to be removing an easy 3-4 minions across 2 weapons (Truesilver + Vinecleaver) regardless of a single weapon destruction effect and we'll potentially take out 5 minions without weapon removal. I mean that's like a 2.5 for 1 in value when combined with the board and then even more when factoring in the additional effects of each weapon.
Yes, I know it will suck to eat a weapon destruction effect, but lets be honest, most people will have already used their Ooze or whatever on our Truesilver hoping to lock down board control before turn 7, then we play this with no more answers in their hand? Seems good. I'm not saying this is the greatest weapon ever made, but I actually see some potential in it. Also, turn 8 it gives you a 100% body for Dinosize and if they left one of the recruits alive from last turn, they're going to be really upset at your new 8/8 Charge minion. Or better yet, they use weapon removal on your Vinecleaver, they'll have to now have an answer to Tirion's Ashbringer etc.
I know you guys can theory craft the perfect hands for your opponents decks to answer everything I said, but these extra effects everywhere start adding up. It might not see play given Paladin seems to have a few directions it can go now, but I'm rating it playable for sure.
I love the flavour. You cleave vines away from from Silver Hand Recruits who are Lost in the Jungle.
Comparing this to Piranha Launcher isn't fair. Piranha Launcher is just a crap weapon, and is far slower - I wouldn't pay anymore than 3 mana for a 2/4 weapon, regardless of its effect. This is an okay statline with a better immediate effect. It's probably still too expensive, but I think it's worth a try, at least.
Definitely grade A in arena, though.
Only good when you get it from Malkorok or Blingtron 3000 lol
All the Silver Hand synergy in the world won't make me want to pay 7 mana for a 4-attack weapon.
"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
I think this card is completely fair and balanced which is why it won't see play. At 6 mana it just might be good enough for competitive play, and at 5 mana it would be beyond broken.
Too expensive for its effect.
It helps rescue those Silver Hand Recruits that are Lost in the Jungle by clearing vegetation.
People are giving this card a hard time, but bear in mind, Paladin doesn't have many 7-cost cards. Grimestreet Protector sees very little play, and this provides pretty good value.
It might see play by virtue of being Paladin's best card at the 7-mana line.
Not everything has to be amazing for constructed.. I think this is a pretty decent arena card
Seems ok.
It doesn't seem like it does enough on the turn that it's played, similar to Assassin's Blade in Rogue. It comes closer to Gorehowl, but I don't think Paladin can pull it off.
This weapon actually makes me mad. Blizzard fucking change it
People are underestimating this cards. It will most likely see play as a 1-off in midrange/control paladins.
Before Un'goro got released, 2 SHR were "worth" 2 mana, playing Justicar Truehearth on turn6, using your hero power the following 3 turns was already in some control decks an option. This weapon has more value than that and if you synergize it with Sunkeeper Tarim / adapt poison / high cost buffs you are fine. The opponent hardly can clear all little dudes efficently over few turns.
Doesn't do enough on t7 against the typical minions seen in the late game to see play, way too slow.
By the way, someone said earlier that 2 1/1s were worth 2 mana; this is incorrect - it's more like 1 mana, otherwise Alley Cat, Living Roots token spawn and Lost in the Jungle would be broken cards, which they are not.
I also agree that Paladin late game is not as strong as people seem to think. Aside from two minions that are always Hexed or Poly'd, is there even such a thing as Paladin late game? Honestly.
That's a cool effect to be tied to a weapon, BUT it's the wrong effect for a 7mana weapon! Who is needing dual 1/1's at that late point in the game? It just doesn't make sense...