There need to be more cards you can build a control paladin deck around, with the otk rotating soon. It seems to me there are a lot of good cards to support this archetype (like this one), but no viable core cards which provide the win condition (like Uther of the ebon blade). Other legendary paladin cards just support this theoretical arhectype and seem very niche, like Bolvar, Fireblood, The Glass Knight or Crystalsmith Kangor. Divine shield and healing effects do nothing on their own. Control paladin has potential, but it needs stronger cards to define it, otherwise these support cards will never be used in a real deck.
ice block can be played at any point in the game, and will always be used to stop lethal. time out you have to predict if this is the turn to use it. so if your hunter opponent has a pair of kill comand in hand, then you might not play time out, and die. but ice block will already be up to block it.
also paladin does not have cards to support this. but hey, there is still every other card the be revealed so who knows!
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Rejoice, for even in death, you have become children of Thanos.
Good card in a vacuum. However, it needs the right deck to be played. Currently control paladin lacks proper win condition for one turn immune to matter. OTK Paladin with DK and Pandas is meme tier on its own but this can help it a lot. Next rotation DK is gone though so they will need to introduce some sort of new win condition for paladin.
ice block can be played at any point in the game, and will always be used to stop lethal. time out you have to predict if this is the turn to use it. so if your hunter opponent has a pair of kill comand in hand, then you might not play time out, and die. but ice block will already be up to block it.
also paladin does not have cards to support this. but hey, there is still every other card the be revealed so who knows!
What I have seen no one clearly mention yet is that ice block only triggers when you are hit for lethal, that means you actually get to do a lot of damage to the mage on the turn it triggers. With this card you are immune for the entirety of both your and your opponent's turn.
Lets say your opponent has 20 damage on board. You have 20 life and play this. Not only do you not die like with ice block, but you also don't take the extra, lets say, 19 damage leading up to the final lethal damage.
The comparison with ice block makes sense because this card seems to have the same effect on a normal spell at first glance, but the more I think about it, the two cards are very, very different, and each has very different pros and cons.
I think this effect is actually much closer to valeera's battlecry.
I like it. Probably will help control or otk paladin to stall even more even against combo decks.
It's not exactly better. You have to be more s skilled to use it and the cost is more prohibitive since you can't use it any turn you have 'extra' Mana
One possible theoretical use for this card is setup for combo cards.
I mean, if Paladin gets a combo that requires a setup similar to Emperor Thaurissan, Simulacrum or Juicy Psychmelon, this is an excelent way to make sure you won't die before performing the combo.
That's precisely why the card is actually pretty strong. Played a incredible amount of games with Four Hoursemen Paladin and I can tell you that this card would have won me a plethora of games! The amount of times I couldn't drop Emperor Thaurissan on the board without dying is just insane, you're always like, oh well if I had that one single turn, then I would win.. PEOPLE THAT SAY THIS CARD IS NOT GOOD DID NOT PLAY OTK PALADIN IN WILD! I'm calling this a near meta-defining card and I'm quite certain of it lads. As for Standard, it's hard to tell if it'll be that good. But it might see play as a one of in Control Paladin. Swing a Grave Vengeance, heal for pretty much 10+ health doesn't seem that bad. Even in the worst case scenario it stalls you atleast one turn for the board wipes, sometimes you might even get your opponent to extend on the board more than he should.
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Add me up if you're looking for someone to play friendly matches with! I play on EU. LuckyScrub#2745
Can't wait for some Lorewalker Cho Azalina shenanigans
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"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
ice block can be played at any point in the game, and will always be used to stop lethal. time out you have to predict if this is the turn to use it. so if your hunter opponent has a pair of kill comand in hand, then you might not play time out, and die. but ice block will already be up to block it.
also paladin does not have cards to support this. but hey, there is still every other card the be revealed so who knows!
What I have seen no one clearly mention yet is that ice block only triggers when you are hit for lethal, that means you actually get to do a lot of damage to the mage on the turn it triggers. With this card you are immune for the entirety of both your and your opponent's turn.
Lets say your opponent has 20 damage on board. You have 20 life and play this. Not only do you not die like with ice block, but you also don't take the extra, lets say, 19 damage leading up to the final lethal damage.
The comparison with ice block makes sense because this card seems to have the same effect on a normal spell at first glance, but the more I think about it, the two cards are very, very different, and each has very different pros and cons.
I think this effect is actually much closer to valeera's battlecry.
100% agree... people should stop comparing Time Out to different cards 1:1... whats the point of ice block if it triggers on turn5,6 because you had no answers to the incoming dmg from minions and you are left with 1 health for several turns? Control paladin always struggeled vs aggro because sometimes you don't have the mana/time to set up board clears and if you manage to clear the board you are most likely sitting on 1-15 health which is not much vs aggro/tempo decks. the best part of time out in my opinion is that you can get 1-2 extra turns vs aggro/tempo without losing health to set up board clears and as someone who plays OTK pala in standard I also appreciate the 1-2 extra turns vs shudderwock/malygos druid
"each has very different pros and cons." is the best evaluation of Time Out vs Ice Block vs Frost Nova.. this whole discussion reminds me of "Darkbomb is a worse Frostbolt "... otk pala is an existing theme and it needs to stall the game to get its combo-pieces set up.. other control decks never evolved because we lacked a different win-condition vs control/combo/DK-rexxar... few new cards and anything can happen.. even Shrivallah + Holy Wrath or some kind of fatigue pala
The Four Horsemen and Mecha'thun will destroy you anyway. Sacrificial Pact (not Dark Pact) will kill you only if casted by cards like Yogg Saron or Grand Archivist because Immune Characters can't be targeted
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"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
Good gravy.... this card is simply ridiculous! After the huge hassle of dealing with Ice Block and finally getting it HOF'd, Blizzard have undone the marginal good work they did by re-implementing the effect all over again.
Good gravy.... this card is simply ridiculous! After the huge hassle of dealing with Ice Block and finally getting it HOF'd, Blizzard have undone the marginal good work they did by re-implementing the effect all over again.
/slowclap
If you don't see the vast differences between this and Ice Block, you can't be helped.
Immune makes a target unable to receive damage or be targeted by a minion/spell. Something like twisting nether has been shown to destroy immune cards, because it doesn't target or damage, it just destroys and goes on.
1. Most importantly, being able to cast on turn with a weapon equipped is free damage (potentially free heal as well). That alone is a very strong abilitiy, provided you have the mana or the previous turn set up to Crystalsmith Kangor and Truesilver Champion and then play Time Out!. That is a hell of a lot of value for a Control Paladin, and it can potentially keep giving the next turn and snowball. I used that combination specifically because you can even combo it all together on/by turn 8 with coin.
2. Any type of true stall was missing from Paladin that allowed for more control creativity with the evolution of aggressive decks. Aggro is not overbearing in our meta, but some decks are capable of turn 5-6 kills, and the rest can execute from 7-9 if drawing "the nuts". I think this card cements the countering of the latter mentioned, and slows down the first example.
3. An additional OTK archetype with stronger presence will likely do good for the current meta (no idea what it will be like after R'sR, but we can assume somewhat similarly to K&C that this expansion will only add to current meta decks and then help heavily shape the new year). This should win against most other OTK decks if it positions its Time Out! well. Against control its a toss up if it can align the full combo and not fall far behind, but maybe more strength to OTK will be revealed in the following weeks.
4. A negative that made me vote against "meta-defining!" was the fact that it's too early to say for sure how strong this will be for all Paladin decks. I doubt heavily it's ran in Odd Pally, as defensive tools aren't really used (any defensive cards used are put in the deck for offensive capability- IE Stonehill Defender pulling Sunkeeper Tarim). I feel that this card only has a place in OTK Paladin for sure since currently Midrange has little support, and aggro doesn't really need it and hasn't changed by a single card since the start of the year.
5. Lastly, to bounce off point 2: more control oriented cards are needed for Paladin. We have always had the Consecration and Equality combo, but if a single board stall or AOE spell came out that stood alone to accomplish that combo- Paladin would be in a stronger control space. We don't necessarily need (some don't necessarily want) Paladin to reacquire its reign of control on standard ladder, but it certainly would shake the meta and be a fun deck.
TL;DR: Definite great card, though not yet meta-defining. If more control card(s) support comes out with this expansion, this card will definitely carry and be meta-defining. An excellent move to shape Paladin away from its "Odd Tendencies", and a fresh opportunity to play a fun OTK interaction (for one player at least lol).
Hearthstone needs more cards like this. Anything that can disrupt your opponent’s plans in new and interesting ways is an A in my book, as it moves away from the Solitaire gameplay. The issue is that some classes still lack disrupt tools and there are very few neutral disrupters that aren’t embarrassingly bad. Dirty Rat, Loatheb and Demonic Project are the 3 top disruption cards that I can think of outside of Secrets. I’m sure I’m missing a few but I think my point still stands. If only Secrets were more prevalent and in every class...
Good gravy.... this card is simply ridiculous! After the huge hassle of dealing with Ice Block and finally getting it HOF'd, Blizzard have undone the marginal good work they did by re-implementing the effect all over again.
/slowclap
WIthout secret synergies, without it persisting through turns, without huge spell generation in the class, without it being in classic and thus impacting future spell generation, without it eating your burn/combo and the opp then healing from 1... This should be fine. I'm viewing it more as a nova effect in a control shell, which is absolutely not broken.
The main point why this isn’t super scary is the bad carddraw in Paladin imo.
Also we can expect some "ridiculous " cards in the last expansion of the year, since they will rotate the fastest. If Uther really should become the King of OTK decks... so whatever, he will be gone in April.
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There need to be more cards you can build a control paladin deck around, with the otk rotating soon. It seems to me there are a lot of good cards to support this archetype (like this one), but no viable core cards which provide the win condition (like Uther of the ebon blade). Other legendary paladin cards just support this theoretical arhectype and seem very niche, like Bolvar, Fireblood, The Glass Knight or Crystalsmith Kangor. Divine shield and healing effects do nothing on their own.
Control paladin has potential, but it needs stronger cards to define it, otherwise these support cards will never be used in a real deck.
It's not rng if you call - Amaz
your wrong.
ice block can be played at any point in the game, and will always be used to stop lethal. time out you have to predict if this is the turn to use it. so if your hunter opponent has a pair of kill comand in hand, then you might not play time out, and die. but ice block will already be up to block it.
also paladin does not have cards to support this. but hey, there is still every other card the be revealed so who knows!
Rejoice, for even in death, you have become children of Thanos.
Good card in a vacuum. However, it needs the right deck to be played. Currently control paladin lacks proper win condition for one turn immune to matter. OTK Paladin with DK and Pandas is meme tier on its own but this can help it a lot. Next rotation DK is gone though so they will need to introduce some sort of new win condition for paladin.
What I have seen no one clearly mention yet is that ice block only triggers when you are hit for lethal, that means you actually get to do a lot of damage to the mage on the turn it triggers. With this card you are immune for the entirety of both your and your opponent's turn.
Lets say your opponent has 20 damage on board. You have 20 life and play this. Not only do you not die like with ice block, but you also don't take the extra, lets say, 19 damage leading up to the final lethal damage.
The comparison with ice block makes sense because this card seems to have the same effect on a normal spell at first glance, but the more I think about it, the two cards are very, very different, and each has very different pros and cons.
I think this effect is actually much closer to valeera's battlecry.
It's not exactly better. You have to be more s skilled to use it and the cost is more prohibitive since you can't use it any turn you have 'extra' Mana
That's precisely why the card is actually pretty strong. Played a incredible amount of games with Four Hoursemen Paladin and I can tell you that this card would have won me a plethora of games! The amount of times I couldn't drop Emperor Thaurissan on the board without dying is just insane, you're always like, oh well if I had that one single turn, then I would win.. PEOPLE THAT SAY THIS CARD IS NOT GOOD DID NOT PLAY OTK PALADIN IN WILD! I'm calling this a near meta-defining card and I'm quite certain of it lads. As for Standard, it's hard to tell if it'll be that good. But it might see play as a one of in Control Paladin. Swing a Grave Vengeance, heal for pretty much 10+ health doesn't seem that bad. Even in the worst case scenario it stalls you atleast one turn for the board wipes, sometimes you might even get your opponent to extend on the board more than he should.
Add me up if you're looking for someone to play friendly matches with! I play on EU. LuckyScrub#2745
Some classes would love to have this card, particularly those with OTK potential. It is wasted on Paladin, an Aggro-only class.
Perhaps upcoming reveals are about to change that?
Can't wait for some Lorewalker Cho Azalina shenanigans
"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
"aggro-only class"
also, would like Druid to have this instead?
I tried having fun once. It was awful.
100% agree... people should stop comparing Time Out to different cards 1:1... whats the point of ice block if it triggers on turn5,6 because you had no answers to the incoming dmg from minions and you are left with 1 health for several turns? Control paladin always struggeled vs aggro because sometimes you don't have the mana/time to set up board clears and if you manage to clear the board you are most likely sitting on 1-15 health which is not much vs aggro/tempo decks. the best part of time out in my opinion is that you can get 1-2 extra turns vs aggro/tempo without losing health to set up board clears and as someone who plays OTK pala in standard I also appreciate the 1-2 extra turns vs shudderwock/malygos druid
"each has very different pros and cons." is the best evaluation of Time Out vs Ice Block vs Frost Nova.. this whole discussion reminds me of "Darkbomb is a worse Frostbolt "... otk pala is an existing theme and it needs to stall the game to get its combo-pieces set up.. other control decks never evolved because we lacked a different win-condition vs control/combo/DK-rexxar... few new cards and anything can happen.. even Shrivallah + Holy Wrath or some kind of fatigue pala
The Four Horsemen and Mecha'thun will destroy you anyway. Sacrificial Pact (not Dark Pact) will kill you only if casted by cards like Yogg Saron or Grand Archivist because Immune Characters can't be targeted
"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
Good gravy.... this card is simply ridiculous!
After the huge hassle of dealing with Ice Block and finally getting it HOF'd, Blizzard have undone the marginal good work they did by re-implementing the effect all over again.
/slowclap
No this is a new card. It doesn't read "Ice Block"
If you don't see the vast differences between this and Ice Block, you can't be helped.
https://www.reddit.com/r/hearthstone/comments/39u7iv/how_does_immune_interact_with_twisting_nether/
Immune makes a target unable to receive damage or be targeted by a minion/spell. Something like twisting nether has been shown to destroy immune cards, because it doesn't target or damage, it just destroys and goes on.
Wasn't there an actual spell in WOW that had this effect for pally? Why not keep the name?
I remember casting it and then using hearthstone when PVP folks would try to kill me. Pretty useful, but I can't recall the name.
Galavant Animation
It's called "Divine Shield", which is already implemented in the game.
I voted it a "very good" card.
1. Most importantly, being able to cast on turn with a weapon equipped is free damage (potentially free heal as well). That alone is a very strong abilitiy, provided you have the mana or the previous turn set up to Crystalsmith Kangor and Truesilver Champion and then play Time Out!. That is a hell of a lot of value for a Control Paladin, and it can potentially keep giving the next turn and snowball. I used that combination specifically because you can even combo it all together on/by turn 8 with coin.
2. Any type of true stall was missing from Paladin that allowed for more control creativity with the evolution of aggressive decks. Aggro is not overbearing in our meta, but some decks are capable of turn 5-6 kills, and the rest can execute from 7-9 if drawing "the nuts". I think this card cements the countering of the latter mentioned, and slows down the first example.
3. An additional OTK archetype with stronger presence will likely do good for the current meta (no idea what it will be like after R'sR, but we can assume somewhat similarly to K&C that this expansion will only add to current meta decks and then help heavily shape the new year). This should win against most other OTK decks if it positions its Time Out! well. Against control its a toss up if it can align the full combo and not fall far behind, but maybe more strength to OTK will be revealed in the following weeks.
4. A negative that made me vote against "meta-defining!" was the fact that it's too early to say for sure how strong this will be for all Paladin decks. I doubt heavily it's ran in Odd Pally, as defensive tools aren't really used (any defensive cards used are put in the deck for offensive capability- IE Stonehill Defender pulling Sunkeeper Tarim). I feel that this card only has a place in OTK Paladin for sure since currently Midrange has little support, and aggro doesn't really need it and hasn't changed by a single card since the start of the year.
5. Lastly, to bounce off point 2: more control oriented cards are needed for Paladin. We have always had the Consecration and Equality combo, but if a single board stall or AOE spell came out that stood alone to accomplish that combo- Paladin would be in a stronger control space. We don't necessarily need (some don't necessarily want) Paladin to reacquire its reign of control on standard ladder, but it certainly would shake the meta and be a fun deck.
TL;DR: Definite great card, though not yet meta-defining. If more control card(s) support comes out with this expansion, this card will definitely carry and be meta-defining. An excellent move to shape Paladin away from its "Odd Tendencies", and a fresh opportunity to play a fun OTK interaction (for one player at least lol).
Hearthstone needs more cards like this. Anything that can disrupt your opponent’s plans in new and interesting ways is an A in my book, as it moves away from the Solitaire gameplay. The issue is that some classes still lack disrupt tools and there are very few neutral disrupters that aren’t embarrassingly bad. Dirty Rat, Loatheb and Demonic Project are the 3 top disruption cards that I can think of outside of Secrets. I’m sure I’m missing a few but I think my point still stands. If only Secrets were more prevalent and in every class...
The main point why this isn’t super scary is the bad carddraw in Paladin imo.
Also we can expect some "ridiculous " cards in the last expansion of the year, since they will rotate the fastest. If Uther really should become the King of OTK decks... so whatever, he will be gone in April.