Turning your small drops into random legendaries does not transform your deck from aggro to control. To be a control deck, you actually have to be controlling stuff. Not summoning random legendaries.
It's a nice way to turn your aggro deck into a control deck, but Call to Arms discourages 1-drops, so I think it'll be ignored for a year
Eh, Aggro paladin will probably run 9+ 1 cost cards most of the time after the rotation. Protector, Argent Squire, Lost in the Jungle, and ~5 Secrets, and maybe secret keeper. Only 2-3 of those are minions, and you'll mulligan for them, so it doesn't take much from the power of Call to Arms. This new legendary will be great for aggro paladin's worse match ups, like cubelock, and it's still a 5 mana 5/5, which is solid. It just means on those turns in the late game where you would have drawn 1 cost cards, you'll be drawing a random legendary, which is typically far more useful at that stage in the game.
You can use only 2 Call To Arms in deck, you can't expect draw that in all games, it is good have something as plan B.
If you play this card, what is ok for itself, 5 manas 5/5, you don't want any 1 cost card anymore, in turn 6 and after a random legendary is better draw than 1 cost card in 99% of the time.
Could find a home in a Quest mid-range paladin. Run 2x Blessing of Wisdom, Blessing of Might and Adaptation, along with Kings and Steeds, and once the Quest is complete, turn all the little buffs into random legendaries. Probably not viable, but the best use of this card I can think of.
You can use only 2 Call To Arms in deck, you can't expect draw that in all games, it is good have something as plan B.
If you play this card, what is ok for itself, 5 manas 5/5, you don't want any 1 cost card anymore, in turn 6 and after a random legendary is better draw than 1 cost card in 99% of the time.
but you ruin your call to arms draw by summoning 1 drops
Random legendaries are probably not good enough to gut all synergies out of your deck.
Exactly this , its the worst Legendary from the set imo.
Like some pros already said , the powerlevel of newer Legendarys is insane ,but to make them insane you have to build your deck arond them. In a long game transforming all 1mana cards into Legendarys will never win you the game.
It was clearly designed with secrets in mind. If secret paladin becomes a thing in standard it will definitely see play in it. Pala secrets are only good if you cheat them out or play several of them at once and you definitely don't want to draw them late game. This card turns them into value, which paladins usually desperately need after they run out of spikeridged steeds. I don't think it will ever see play in wild though, MC is just too powerful to ruin it's synergy
I'm on the fence of it being between Playable and Bad. It's stats are O.K. for it's cost. If there's a deck for it, it's probably Tempo or Mid-ranged, where turning 1 mana minions or secrets (or weapons, but no playable options there) into legendaries, so that drawing cards in later turns will more likely provide value vs the original. I wouldn't dust it right away, but I think there will be better Paladin decks that won't use this.
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It's a nice way to turn your aggro deck into a control deck, but Call to Arms discourages 1-drops, so I think it'll be ignored for a year
With call to arms it’s useless. In a world without Call, I imagine it could be decent.
kisses are a better fate than wisdom
Anger is the punishment we give ourselves for someone else's mistake.
Turning your small drops into random legendaries does not transform your deck from aggro to control. To be a control deck, you actually have to be controlling stuff. Not summoning random legendaries.
I predict this card will not see play.
seems nice one to turn 1 cost minions in late game to be more control
People please...
You can use only 2 Call To Arms in deck, you can't expect draw that in all games, it is good have something as plan B.
If you play this card, what is ok for itself, 5 manas 5/5, you don't want any 1 cost card anymore, in turn 6 and after a random legendary is better draw than 1 cost card in 99% of the time.
Could find a home in a Quest mid-range paladin. Run 2x Blessing of Wisdom, Blessing of Might and Adaptation, along with Kings and Steeds, and once the Quest is complete, turn all the little buffs into random legendaries. Probably not viable, but the best use of this card I can think of.
Check out my entrant for the WCDC 9.12: Bilgewater Highroller
Just imagine this, paladude, turn 7, psychic scream, and this legendary
Unpopular opinion: Rogue is OP
Random legendaries are probably not good enough to gut all synergies out of your deck.
Call to arms is just better, you run bellring sentry to thin your deck if you are running secrets (and not Repentance like was run in the stream)
NEW Prince Malchezaar POGGERS
you guys do realize it says 1 cost cards, right? Its not just minions, but things like Secrets and other spells that get transformed.
I feel honoured.
It was clearly designed with secrets in mind. If secret paladin becomes a thing in standard it will definitely see play in it. Pala secrets are only good if you cheat them out or play several of them at once and you definitely don't want to draw them late game. This card turns them into value, which paladins usually desperately need after they run out of spikeridged steeds. I don't think it will ever see play in wild though, MC is just too powerful to ruin it's synergy
I'm on the fence of it being between Playable and Bad. It's stats are O.K. for it's cost. If there's a deck for it, it's probably Tempo or Mid-ranged, where turning 1 mana minions or secrets (or weapons, but no playable options there) into legendaries, so that drawing cards in later turns will more likely provide value vs the original. I wouldn't dust it right away, but I think there will be better Paladin decks that won't use this.