Elven archer is 1 mana and 1 card. or you want to tell me that they are equal to wisp what is 0 mana so everything can summon infinite 1/1 and it will be ok?
Oh right, I forgot whisp: so 3 mana =3*0 +1*1 mana in one card. Man, now I'm conviced.
With the new exploding sheep, there are so many ways to deal with 1/1-s (or 2/2-s), I find it hard to be too effective.
So with your logic this card needs to be 1 mana? Now that's balanced....
Obviously not, but some people here say it's 7 (or 10) mana in one card. No it's not. 3 mana is acceptable, but from what I see, people overglorify it. Not the worst card ever, but I think it's below average, and wont help paladin to get out from his bad position, unless some mad combo card comes with the expansion.
Yeah knife juggler is probably better early game but bloodsail raider is probably better mid and late game. There are basically 5 weapons in the deck. I figured knife+muster is nice but this deck doesn't have the tempo to take full advantage of that combo. Though removing 1 lay and guardian allows for both.
I was looking at greenskin as well, but i doubt he better than any of those 5 drops.
Honestly it likely not a good deck, but that is paladin life. So it goes.
The most important thing an aggro Paladin needs to do is keep SOMETHING on the board - so you can combo in avenge or blessing of kings/might. This is an amazing card.
I'm glad some people are hyped about this card but I personally am not very impressed with it. Compared to similar cards from other classes, (Unleash the Hounds, Snake Trap, Feral Spirit etc.) even with the 1/4 weapon and potential SoJ combo'n, I feel this card falls short. Fairly mediocre if not slightly below average.
Though it seems I'm in the minority, looks like a lot of people are excited about this card. I guess that's a good thing?
The fact that this card gets wiped by board clearing cards that people keep pointing out does not make it any less potent. That is an accepted risk and if anything this card is a great board wipe answer. Turn 4 hellfire? Ok ill play this and make 3 dudes and hit you for a point.
Realistically this card combos with Equality and Sea Giant pretty damn well and these are both cards you probably wanted to play. Even with the mechs coming out and cards we don't yet know, i cannot see how this wont see play.
That list is more like anti-go-wide with its inability to ever play or produce more than 1 dude per turn. If you want to use swarm tactics you need to stop thinking like cookie cutter paladin deck with one or two random cards replaced with something else and start using cheap critters (1 & 2 drops) and cards like Echoing Ooze and Imp Master that provide multiple bodies for single card and stuff that synergizes with multiple bodies like Sword of Justice and Knife Juggler.
You can play the card in a slower deck, it helps to survive the early game or is useful for SOJ combos. In addition, if it draws any removal, it's already worth it.
Yeah, but SoJ really isn't great in control Paladin, and the SoJ would just get replaced with the 1/4 weapon, and most control paladins are ready to equip a truesilver on turn 4 any way.
Personally I'd like it much more if the weapon was even a 2/1, that way you could instantly deal with a minion which is really what Pally needs on turn 3. A 1/4 weapon is pretty bad, especially if you have Truesilver in hand for next turn any way.
I kinda like the idea behind the dude summoning because 1/1s actually have decent value in Paladin. Early game they can trade or be buffed, and late game your opponent has to clear them or they become a free Equality clear.
But I don't get why it has to be a 1/4 weapon. To get full value out of it you will have to delay your Truesilver by 4 turns and risk getting Harrison-ed. I see the potential, but I'm not sold on this yet.
You can play the card in a slower deck, it helps to survive the early game or is useful for SOJ combos. In addition, if it draws any removal, it's already worth it.
Yeah, but SoJ really isn't great in control Paladin, and the SoJ would just get replaced with the 1/4 weapon, and most control paladins are ready to equip a truesilver on turn 4 any way.
why would you ever play this with SoJ? (you do realize this most likely destroys your SoJ before the minions gets the buff, right?) this is good by itself. it helps keeping up with the board and is better than general options. I know you wanted a "3 mana, destroy all minions" but that is not going to happen. this is the best you can get and I belive this is a lot more of a control card than an aggro card.
This is also a strong cantrip, and opens up for a lot of different strategies.
Seems okay. It's kind of Feral Spirit for paladin, but maybe not quite as good (because Feral Spirit is amazing). Hey, there also seems to be minimal additions to pirates this release, so the light's justice gets some value maybe.
A really good way to analyze this card is that Wisp is generally considered to be half of a card. With the weapon, this card could be valued at just above or around two cards. Play to cards for one card(and three mana)? Sounds good to me!
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Obviously not, but some people here say it's 7 (or 10) mana in one card. No it's not. 3 mana is acceptable, but from what I see, people overglorify it. Not the worst card ever, but I think it's below average, and wont help paladin to get out from his bad position, unless some mad combo card comes with the expansion.
I read this as Hordeling Outburst (A card from the most recent magic set) + a marginal weapon, for that same cost. I like it.
A lot of decks like to do one of three things, or a mix thereof:
Go over: Play bigger threats that just outclass your opponents' threats.
Go under: Play smaller but faster threats and kill the opponent before they can set up a good defense.
Go wide: Play lots of teenie things, so they can't all be removed/blocked.
This card makes going wide more viable.
Feel free to add me in-game. I won't bite. Probably.
Here what I imagine the go wide deck would be like.
Yeah knife juggler is probably better early game but bloodsail raider is probably better mid and late game. There are basically 5 weapons in the deck. I figured knife+muster is nice but this deck doesn't have the tempo to take full advantage of that combo. Though removing 1 lay and guardian allows for both.
I was looking at greenskin as well, but i doubt he better than any of those 5 drops.
Honestly it likely not a good deck, but that is paladin life. So it goes.
Holy shit! Sword of Justice and then this card? Pretty good value then.
Kinda gets wrecked by AoE. Oh well.
"The entire paladin economy is based on dudes" - Kripparrian
This card is very, very good for tempo. Not only you get 3 minions, you also play a weapon the same turn that can kill/finish something off.
About time paladin received some love!
My comments refer mostly to the wild format.
The most important thing an aggro Paladin needs to do is keep SOMETHING on the board - so you can combo in avenge or blessing of kings/might. This is an amazing card.
I'm glad some people are hyped about this card but I personally am not very impressed with it. Compared to similar cards from other classes, (Unleash the Hounds, Snake Trap, Feral Spirit etc.) even with the 1/4 weapon and potential SoJ combo'n, I feel this card falls short. Fairly mediocre if not slightly below average.
Though it seems I'm in the minority, looks like a lot of people are excited about this card. I guess that's a good thing?
The fact that this card gets wiped by board clearing cards that people keep pointing out does not make it any less potent. That is an accepted risk and if anything this card is a great board wipe answer. Turn 4 hellfire? Ok ill play this and make 3 dudes and hit you for a point.
Realistically this card combos with Equality and Sea Giant pretty damn well and these are both cards you probably wanted to play. Even with the mechs coming out and cards we don't yet know, i cannot see how this wont see play.
thisis OP!!! Tokens will rule the world!!! Spectral procession is here :)
That list is more like anti-go-wide with its inability to ever play or produce more than 1 dude per turn. If you want to use swarm tactics you need to stop thinking like cookie cutter paladin deck with one or two random cards replaced with something else and start using cheap critters (1 & 2 drops) and cards like Echoing Ooze and Imp Master that provide multiple bodies for single card and stuff that synergizes with multiple bodies like Sword of Justice and Knife Juggler.
Good card in order to maintain the attrition, good for the early turns where paladins are weak.
Retired Hearthstone Columnist
As a control Paladin player, I'm very underwhelmed. Blizzard seems to think people only want to play aggro pally. :/
Yeah, but SoJ really isn't great in control Paladin, and the SoJ would just get replaced with the 1/4 weapon, and most control paladins are ready to equip a truesilver on turn 4 any way.
Personally I'd like it much more if the weapon was even a 2/1, that way you could instantly deal with a minion which is really what Pally needs on turn 3. A 1/4 weapon is pretty bad, especially if you have Truesilver in hand for next turn any way.
I kinda like the idea behind the dude summoning because 1/1s actually have decent value in Paladin. Early game they can trade or be buffed, and late game your opponent has to clear them or they become a free Equality clear.
But I don't get why it has to be a 1/4 weapon. To get full value out of it you will have to delay your Truesilver by 4 turns and risk getting Harrison-ed. I see the potential, but I'm not sold on this yet.
if the new paladin weapon has a deathrattle that buffs your minions, then pally would be the new meta
i prefer handlock over zoo.
why would you ever play this with SoJ? (you do realize this most likely destroys your SoJ before the minions gets the buff, right?) this is good by itself. it helps keeping up with the board and is better than general options. I know you wanted a "3 mana, destroy all minions" but that is not going to happen. this is the best you can get and I belive this is a lot more of a control card than an aggro card.
This is also a strong cantrip, and opens up for a lot of different strategies.
Retired Hearthstone Columnist
Seems okay. It's kind of Feral Spirit for paladin, but maybe not quite as good (because Feral Spirit is amazing). Hey, there also seems to be minimal additions to pirates this release, so the light's justice gets some value maybe.
A really good way to analyze this card is that Wisp is generally considered to be half of a card. With the weapon, this card could be valued at just above or around two cards. Play to cards for one card(and three mana)? Sounds good to me!