In general, you will play this on 1/1 dudes. So, you turn a wisp, into let's say about 2 mana worth of card, so a bit of finagling, we'll say that's about 2 mana worth of value for each dude you hit, which checks out when you compare this with mark of the wild, a 2-mana card. So, logically, your goal is to hit at least 3 dudes for this to be worth it. That's not easy, which would make this card bad.
Mark of the Wild sucks though. Realistically a +2/+2 is worth about 1/1.5 mana (Raven). I really think if you don't hit 5+ guys with this you're going to be disappointed. It's slow af and even when buffed your minions are crazy susceptible to AOE. It's also much more limited than Lotus etc. because, well it only hits Recruits.
Card is terrible in Standard, pretty insane in Wild. May change with the rest of the expansion but right now? Nah.
I think this card won't see any play. You don't have slot for it in wild, Quartermaster is better, and you can't run both. For standard it needs more support.
This will def be great in wild token pally. Whether it'll make token pally a thing in standard remains to be seen. So 5 star in wild, 2-3 star in standard.
Was does Blizzard keep making insane OP cards for Druid and always Paladin gets the worst? Impossible to pull-off Paladin DK. BY FAR worst quest. Class cards full of unplayable 1-mana spells.
Was does Blizzard keep making insane OP cards for Druid and always Paladin gets the worst? Impossible to pull-off Paladin DK. BY FAR worst quest. Class cards full of unplayable 1-mana spells.
Aside from the old "small indie company" joke, Team 5 actually seems to small to really make a long plan ahead for each class. I still can't understand why they've made 3 classes in MSoG run highlander archetype legendaries only to rotate Reno Jackson out and leave mage and Warlock without legendaries from that set. They make questionable choices (like with War Axe nerf that pretty much killed Warrior, regardless of deck archetypes).
Maybe it's because basic and classic Paladin cards are pretty strong, with one of the strongest legendaries in the game? It seems new card prints react to what's going on in the meta? The lack of adventures sort of messed up their game building in general, as a smaller amount of impactful cards would make it easier to create some sort of class identity. Now we have an aggro-style Mage and almighty warrior-priest Paladin running decks based on illitarate fish-poeple :P
Their new base deck for paladin is to buff silver hand recruits with divine shield by minion cost 3 that give your 1 health minion divine shield and this card. Actually this is good for new free player.. hopefully
Another minority opinion: I think there's enough Silver Hand Recruit generation in Standard for this to work, with the caveat that's going to be much harder to play this on turn 5 like with Quartermaster in Wild, given the lack of Muster for Battle.
However, with the understanding that Team 5 isn't going to print something as busted as Muster for Battle for Silver Hand synergies, this actually has some flexiblity in Standard. Lost in the Jungle, Vinecleaver, Drygulch Jailor, etc. It isn't too difficult to toss 3 or more recruits on the board before you play this card, and even then it's worth it.
Do not underestimate the power of Lightfused Stegodon with this card. If you can keep the SHR on the board and give them divine shield, or even +3 and then windfury, such a combo could be devastating.
I hope there is another major card that says something along the lines of, "Costs 1 less for each SVR you played" or, "Gain +1/+1 for each SVR you played this game".
Just awful really, you're losing a 2/5 from Quartermaster plus there is no Muster For Battle anymore. The 5 mana for 5 1/1s exists yes but are you really going to play that combo for 10 mana??
Makes you really wonder how quartermaster got printed.
Agree, but even that in mind I remember in the GvG area ( until Muster + Quartermaster rotated out) there was always a debate if running two Quartermasters is correct. Some pros run two ( Xzirez fe.) ,but always considered cutting one or even both ( Kolento comes to mind when playing Midrange Pally without Qm,but with Muster ofc) .
For me it felt like it was almost 50/50 sometimes, when I run 2 Qm I had them both stuck in my hand cause ppl knew how dangerous a Recruit on board was. When they couldn’t clear the recruits on the other hand Qm was gamewinning. From The Grand Tournament on I only run one Qm until it all rotated out when Wispers came. So, thinking about all this leads ( for me personally) to only one conclusion... This card isn’t even a „fair“ version of Qm ( fair= playable in the first days,but not powerful enough to fit in/ compete with meta decks) ,it’s far worse .
No ,on curve recruit spawning ( so far) , no attached body, other classes have now better aoe or better/ faster board development. Just look at Shamans evolve+ gangster.... Imo this card will only see play from Ivory Knight or something like that.
I hope there is more dude support. It’s alwasy a fun deck to play.
10mana discard one card summon 15/15 taunt but way weaker for board clears..
I think this card won't see any play. You don't have slot for it in wild, Quartermaster is better, and you can't run both. For standard it needs more support.
My magic will tear you apart!
This will def be great in wild token pally. Whether it'll make token pally a thing in standard remains to be seen. So 5 star in wild, 2-3 star in standard.
Carpe Diem - Seize the day
Well, if Vinecleaver will be played, and somehow you manage to buff Dudes with Sunkeeper Tarim, it might even be good.
I've no clue what I'm doing...
I'm a sad Paladin :_(
Was does Blizzard keep making insane OP cards for Druid and always Paladin gets the worst? Impossible to pull-off Paladin DK. BY FAR worst quest. Class cards full of unplayable 1-mana spells.
Even the ideal turn 10 this plus Stand Against Darkness is worse than Mirror of Doom.
At this moment this card is not unfair enough to be played in Standard. It's an okayish card, but you don't want "okay"-cards.
I've no clue what I'm doing...
Their new base deck for paladin is to buff silver hand recruits with divine shield by minion cost 3 that give your 1 health minion divine shield and this card. Actually this is good for new free player.. hopefully
Probably good in Wild, but not in Standard, there aren't enough good Silver Hand Recruit generators there.
Another minority opinion: I think there's enough Silver Hand Recruit generation in Standard for this to work, with the caveat that's going to be much harder to play this on turn 5 like with Quartermaster in Wild, given the lack of Muster for Battle.
However, with the understanding that Team 5 isn't going to print something as busted as Muster for Battle for Silver Hand synergies, this actually has some flexiblity in Standard. Lost in the Jungle, Vinecleaver, Drygulch Jailor, etc. It isn't too difficult to toss 3 or more recruits on the board before you play this card, and even then it's worth it.
Do not underestimate the power of Lightfused Stegodon with this card. If you can keep the SHR on the board and give them divine shield, or even +3 and then windfury, such a combo could be devastating.
I hope there is another major card that says something along the lines of, "Costs 1 less for each SVR you played" or, "Gain +1/+1 for each SVR you played this game".
nice effect, costly. Paly always gets such high mana boosts.
Makes you really wonder how quartermaster got printed.
This card could be a sleeper
Just awful really, you're losing a 2/5 from Quartermaster plus there is no Muster For Battle anymore. The 5 mana for 5 1/1s exists yes but are you really going to play that combo for 10 mana??