Very good! 2 mana 2/2 Divine Shield is already a solid card and adding in a Mech just helps with the synergy with all kinds of stuff. This is something Paladins could really use and I really want to put it in my Aggro Pally. It also gives Control Paladin a solid 2-drop that could be useful later...and maybe Blood Knight synergy with this + Squire? It's all very good. I wanna combo it with Argent Protector for the tempo + value, too.
In Arena, this card will be great: 2/2 is below curve slightly, but Divine Shield more than makes up for it, it will trade evenly with 2/3s unless the Shield is popped and can +1 on 3/2s easy. And unlike Scarlet Crsuader, a ping won't leave it open to die to a single ping next time. Plus, it is a Mech and so helps you draft Mech cards! Very nice.
Seriously. This + Cog means paladins actually have an early game for control decks. This is the dark culltist for paladins. A nice, sturdy card with nothing too gimmicky that they NEEDED to fill a nasty hole.
I remember a thread about this card art, where people were trying to guess what the card might be. Someone said "It'll be a 2/2 with divine shield." and people thought they were wrong because it would be too powerful.
Am I the only person who thinks that this is a below average, fringing on bad, card?
Maybe if you could enunciate your reasoning your stance might seem plausible.
I just don't think it does enough to justify a slot in my deck. No one is going to be running 3\2s other than shaman, and it just dies to so much other stuff practicality for free.
I don't know, maybe I'm just not seeing it and I'll see the error of my ways first hand in a few weeks, or maybe not.
I think this card is what Paladin needed to be good. Just one 2 drop that is worth it and gives Paladin the edge they need.
The fact that you trade with anything and it is guaranteed to stay on the board is very strong. Sure, Robbo-Teddy is stronger stat wise, but Teddye still dies to early game removal like wrath and frostbolt while this does not.
Am I the only person who thinks that this is a below average, fringing on bad, card?
Maybe if you could enunciate your reasoning your stance might seem plausible.
I just don't think it does enough to justify a slot in my deck. No one is going to be running 3\2s other than shaman, and it just dies to so much other stuff practicality for free.
I don't know, maybe I'm just not seeing it and I'll see the error of my ways first hand in a few weeks, or maybe not.
Consider it a Harvest Golem with one health lower but also one mana lower.
here's the thing - divine shield is the absolute best synergy with all Paladin secrets (save for the obvious garbage eye for an eye which shall never be spoken of again). They potentially have the hardest to remove creatures in the game now so let's also forget Bolvar ever happen and hope against hope that despite lackluster class cards there is something in the neutrals to really give paladin the oomph it needs.
between this and Seal of Light paladin early game got so much stronger. I think I might try paladin now. Honestly those 2 cards filled the holes. Seal of Light definitely isnt the best early game removal, but it helps.
I am absolutely baffled by this design choice since Annoy-o-Tron was also introduced. Annoy-o-Tron has synergy with redemption, stalls aggro early and protects important minions late. Very rarely will the 2 attack be worth more than the taunt provided by Annoy-o-Tron (not counting arena).
Edit: I guess if you want to play this along with Annoy-o-Tron you now have more options for a gimmicky Blood Knight deck.
Despite the two having nearly identical stats, they are for drastically different decks. Shielded Minibot can fit in just about any style of deck; sticky minion for aggro/midrange and very good for clearing 2 minions against aggro decks for midrange/control decks. Meanwhile, Annoy-o-Tron is much better later in the game to protect key minions since it requires two separate attacks to get through, as you said.
Also, the 1 vs. 2 attack is EXTREMELY important early game. Taking a look at two of the more prominent aggro decks atm, zoolock and hunter; this trades favorably with a lot of zoos openings, with their 3/2's and 2/2's and actually kills aVoidwalker, same goes for hunter, kills webspinner, haunted creeper, mad scientist, huffer. Compare this to annoy-o-tron, which, out of all of these cards, only kills webspinner.
Now late game, you are completely right, taunt>>>>+1 attack. You have one or two key minions and they have two giants; This: oh look, a 2/2, kill you/your good minions. Tron: GOD F#?&ING......., have to deal 16 damage to kill a 1/2.
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Very good! 2 mana 2/2 Divine Shield is already a solid card and adding in a Mech just helps with the synergy with all kinds of stuff. This is something Paladins could really use and I really want to put it in my Aggro Pally. It also gives Control Paladin a solid 2-drop that could be useful later...and maybe Blood Knight synergy with this + Squire? It's all very good. I wanna combo it with Argent Protector for the tempo + value, too.
In Arena, this card will be great: 2/2 is below curve slightly, but Divine Shield more than makes up for it, it will trade evenly with 2/3s unless the Shield is popped and can +1 on 3/2s easy. And unlike Scarlet Crsuader, a ping won't leave it open to die to a single ping next time. Plus, it is a Mech and so helps you draft Mech cards! Very nice.
Divine Paladin-decks incoming?
Twitter: @ThatSanderGuy | Twitch & Reddit: HiMyNameIsSander
This card is so sweet. Paladin mech decks with this guy, the cobalt guardian, and blood knights. This minion kills the enemy 3/2 and lives!
Oh wow. Paladin has an early game now. Who knew?
Seriously. This + Cog means paladins actually have an early game for control decks. This is the dark culltist for paladins. A nice, sturdy card with nothing too gimmicky that they NEEDED to fill a nasty hole.
One does not simply walk into Mordor,
unless they want to be the best they can be.
Control paladin power!
Vision without action is a dream. Action without vision is a nightmare.
Am I the only person who thinks that this is a below average, fringing on bad, card?
Maybe if you could enunciate your reasoning your stance might seem plausible.
I remember a thread about this card art, where people were trying to guess what the card might be. Someone said "It'll be a 2/2 with divine shield." and people thought they were wrong because it would be too powerful.
Apparently Blizzard disagrees!
Druid Robbo-Teddy is still better
I just don't think it does enough to justify a slot in my deck. No one is going to be running 3\2s other than shaman, and it just dies to so much other stuff practicality for free.
I don't know, maybe I'm just not seeing it and I'll see the error of my ways first hand in a few weeks, or maybe not.
I think this card is what Paladin needed to be good. Just one 2 drop that is worth it and gives Paladin the edge they need.
The fact that you trade with anything and it is guaranteed to stay on the board is very strong. Sure, Robbo-Teddy is stronger stat wise, but Teddye still dies to early game removal like wrath and frostbolt while this does not.
This card has some of the best art of the expansion, IMO.
I want to see the golden version of this.
Good card anyhow. With scarlet purifier paladins get some nice early game love.
Consider it a Harvest Golem with one health lower but also one mana lower.
here's the thing - divine shield is the absolute best synergy with all Paladin secrets (save for the obvious garbage eye for an eye which shall never be spoken of again). They potentially have the hardest to remove creatures in the game now so let's also forget Bolvar ever happen and hope against hope that despite lackluster class cards there is something in the neutrals to really give paladin the oomph it needs.
Since when did people stop using rush decks?
When one s just isn't enough.
between this and Seal of Light paladin early game got so much stronger. I think I might try paladin now. Honestly those 2 cards filled the holes. Seal of Light definitely isnt the best early game removal, but it helps.
Paladin is looking very promising.
Despite the two having nearly identical stats, they are for drastically different decks. Shielded Minibot can fit in just about any style of deck; sticky minion for aggro/midrange and very good for clearing 2 minions against aggro decks for midrange/control decks. Meanwhile, Annoy-o-Tron is much better later in the game to protect key minions since it requires two separate attacks to get through, as you said.
Also, the 1 vs. 2 attack is EXTREMELY important early game. Taking a look at two of the more prominent aggro decks atm, zoolock and hunter; this trades favorably with a lot of zoos openings, with their 3/2's and 2/2's and actually kills aVoidwalker, same goes for hunter, kills webspinner, haunted creeper, mad scientist, huffer. Compare this to annoy-o-tron, which, out of all of these cards, only kills webspinner.
Now late game, you are completely right, taunt>>>>+1 attack. You have one or two key minions and they have two giants; This: oh look, a 2/2, kill you/your good minions. Tron: GOD F#?&ING......., have to deal 16 damage to kill a 1/2.
Favorite class: keeping all 9 of them equal in level.