I feel like I'm playing a different game than most commentators. Thing from Below is a staple and it can take a while before you drop it. This isn't far from that card. Card is easy to upgrade against aggro and isn't needed early against control but provides another cheap, powerful option later. This card is pretty damn good and should be a staple of post Jade, Raza BS for pally.
I love it how the upvotes changed from playable to very good after the change. I think this will become a staple card in control paladin. With Wickerflame and Truesilver you can play this card at T5
Its difficult to play spellstone on curve, as first you need to take at least 3 damage to face, and than heal. Btw truesilver firstly heal (and overheal doesn't count) and then you are taking damage
I love it how the upvotes changed from playable to very good after the change. I think this will become a staple card in control paladin. With Wickerflame and Truesilver you can play this card at T5
Its difficult to play spellstone on curve, as first you need to take at least 3 damage to face, and than heal. Btw truesilver firstly heal (and overheal doesn't count) and then you are taking damage
Against Tempo, midrange and aggro I think that it's normal for you to get at least 3 damage up to t3 and 4. The ways to heal and get it procced is with Wickerflame and Truesilver. If you get a wickerflame with redemption then you got your double upgrade. Problem is that you have to draw the card along with some heals.
This card is pretty bad. @ mana 2/2 taunt is unplayable so you have to upgrade it to be viable and it's not that easy for paladin to heal 3 at a time since truesilve doesn't count. This card has to go in a control paladin and it really doesn't fit that style.
This card is pretty bad. @ mana 2/2 taunt is unplayable so you have to upgrade it to be viable and it's not that easy for paladin to heal 3 at a time since truesilve doesn't count. This card has to go in a control paladin and it really doesn't fit that style.
You don't have to heal all 3 at a time, you could attack with Truesilver twice and it'd upgrade. Can we stop going over this in the thread.
First stage is a frostwolf grunt, definitely below curve, but not useless. Second stage is a 2 mana 4/4, which is great. Third stage is incredible.
If you can consistently upgrade this once, its a good card, but you'll probably need to run it in a deck with a lot of healing, limiting its usefulness to very specific decks.
What we need now is a decently stated 1 or 2 drop that permanently increase the maximum life by 5 (without healing) so that we can get value from truesilver and the genie right away. Otherwise it will feel weird to take damage even if we can avoid it just to make use of these cards.
What we need now is a decently stated 1 or 2 drop that permanently increase the maximum life by 5 (without healing) so that we can get value from truesilver and the genie right away. Otherwise it will feel weird to take damage even if we can avoid it just to make use of these cards.
We absolutley need a better 1 and 2 drop option. We have nothing like the other classes. So, so depressing.
What we need now is a decently stated 1 or 2 drop that permanently increase the maximum life by 5 (without healing) so that we can get value from truesilver and the genie right away. Otherwise it will feel weird to take damage even if we can avoid it just to make use of these cards.
We absolutley need a better 1 and 2 drop option. We have nothing like the other classes. So, so depressing.
What we need now is a decently stated 1 or 2 drop that permanently increase the maximum life by 5 (without healing) so that we can get value from truesilver and the genie right away. Otherwise it will feel weird to take damage even if we can avoid it just to make use of these cards.
We absolutley need a better 1 and 2 drop option. We have nothing like the other classes. So, so depressing.
I think it's even sadder that there is a quite good 1 drop and it's a murloc and good only for murloc decks...
What we need now is a decently stated 1 or 2 drop that permanently increase the maximum life by 5 (without healing) so that we can get value from truesilver and the genie right away. Otherwise it will feel weird to take damage even if we can avoid it just to make use of these cards.
We absolutley need a better 1 and 2 drop option. We have nothing like the other classes. So, so depressing.
What we need now is a decently stated 1 or 2 drop that permanently increase the maximum life by 5 (without healing) so that we can get value from truesilver and the genie right away. Otherwise it will feel weird to take damage even if we can avoid it just to make use of these cards.
We absolutley need a better 1 and 2 drop option. We have nothing like the other classes. So, so depressing.
I think it's even sadder that there is a quite good 1 drop and it's a murloc and good only for murloc decks...
What we need now is a decently stated 1 or 2 drop that permanently increase the maximum life by 5 (without healing) so that we can get value from truesilver and the genie right away. Otherwise it will feel weird to take damage even if we can avoid it just to make use of these cards.
So you are telling me you need a perma 5 life cap to compensate for a weapon that heals 4 hp and does 8 damage?!? I dont think the it should work like that at all. - If you are on the losing side you already have something to heal with both of those cards. Taking 5 damage by turn 4 is not an uncommon case. A new 1 drop for paladins would be cool but just look at all the divine shield minions in each set and expansions - they are pretty consistent
What we need now is a decently stated 1 or 2 drop that permanently increase the maximum life by 5 (without healing) so that we can get value from truesilver and the genie right away. Otherwise it will feel weird to take damage even if we can avoid it just to make use of these cards.
So you are telling me you need a perma 5 life cap to compensate for a weapon that heals 4 hp and does 8 damage?!? I dont think the it should work like that at all. - If you are on the losing side you already have something to heal with both of those cards. Taking 5 damage by turn 4 is not an uncommon case. A new 1 drop for paladins would be cool but just look at all the divine shield minions in each set and expansions - they are pretty consistent
Truesilver is a great weapon, full stop. I'm only talking about how healing works in Hearthstone (in many other card games you can heal above your starting value). The way it works here however make it useful only if you are on the losing side. Against rogue this may work to use an healing strategy to stabilize an uneven fight (but counting on comebacks is very risky in this game) but against Priest and Druid (pretty common on the ladder I daresay) they may as well do 0 damage to you and contain the board until they can crush you with no chances for comeback. Meanwhile you have tried to put pressure on them with minions that are not exactly fit for this task.
as a 2/2 taunt, basically a Frostwolf Grunt, which never sees play in any meta even in basic collection only deck. Unplayable.
as a 4/4 how is this any different than Evil Heckler or Ancient Watcher + Sunfury Protector combo? like saving 2mana for Paladin can swing any big damage or threats or even a combo.
as a 6/6, well it's just 1 minion taunt. If any deck can clear Stegodon or Sen'jin Shieldmasta on turn 4, they will have no problem clearing 6/6 on turn 4 as well (turn1 Mistress of Mixtures, turn2 weapon, to get health down for heal to work, turn3 Earthen Ring Farseer), and it's even more easier to clear 1 taunt in later turns anyway.
Big fan of the potential of this, easy to set up with the new elemental, plus the existing healing staples in paladin. Its even good when its small.
I feel like I'm playing a different game than most commentators. Thing from Below is a staple and it can take a while before you drop it. This isn't far from that card. Card is easy to upgrade against aggro and isn't needed early against control but provides another cheap, powerful option later. This card is pretty damn good and should be a staple of post Jade, Raza BS for pally.
Pretty good, but pretty boring.
FOR THE HORDE!
Seems a little underrated to me. All Control Paladins are going to auto-include this.
You only upgrade once since the amount of healing/armor up happens all at the same time and the card transforms itself at the end.
This card is pretty bad. @ mana 2/2 taunt is unplayable so you have to upgrade it to be viable and it's not that easy for paladin to heal 3 at a time since truesilve doesn't count. This card has to go in a control paladin and it really doesn't fit that style.
Carpe Diem - Seize the day
First stage is a frostwolf grunt, definitely below curve, but not useless. Second stage is a 2 mana 4/4, which is great. Third stage is incredible.
If you can consistently upgrade this once, its a good card, but you'll probably need to run it in a deck with a lot of healing, limiting its usefulness to very specific decks.
What we need now is a decently stated 1 or 2 drop that permanently increase the maximum life by 5 (without healing) so that we can get value from truesilver and the genie right away. Otherwise it will feel weird to take damage even if we can avoid it just to make use of these cards.
Why did the guardian spirit change hands as it grows?
So you are telling me you need a perma 5 life cap to compensate for a weapon that heals 4 hp and does 8 damage?!? I dont think the it should work like that at all. - If you are on the losing side you already have something to heal with both of those cards. Taking 5 damage by turn 4 is not an uncommon case. A new 1 drop for paladins would be cool but just look at all the divine shield minions in each set and expansions - they are pretty consistent
I don't think this card will work in any meta.
as a 2/2 taunt, basically a Frostwolf Grunt, which never sees play in any meta even in basic collection only deck. Unplayable.
as a 4/4 how is this any different than Evil Heckler or Ancient Watcher + Sunfury Protector combo? like saving 2mana for Paladin can swing any big damage or threats or even a combo.
as a 6/6, well it's just 1 minion taunt. If any deck can clear Stegodon or Sen'jin Shieldmasta on turn 4, they will have no problem clearing 6/6 on turn 4 as well (turn1 Mistress of Mixtures, turn2 weapon, to get health down for heal to work, turn3 Earthen Ring Farseer), and it's even more easier to clear 1 taunt in later turns anyway.
Free dust.
Frostwolf Grunt is sad