I LOVE twinspells, and 2 1/1 taunts means I can protect other assets.
This will also pair well with Archmage Vargoth. You get 4 1/1 taunts + a 2nd card in hand to cast again. I'm looking forward to adding some frustration to my opponents day.
I doubt 4 1/1's (even with taunt) on turn 6 or later is going to do much.
Paladin is my favorite class, your deck is good, but not good as the handbuff archetipe... (Handbuff Pala (("obviously there are many different versions")) is the best archetype in wild for paladin, it is versatile, has heal, value, everything you need to win against every class!)
And It's a lot of fun to play! (not like the garbage that Paladin is now...)
The cards they have given in the latest expansions are so worthless that playing with the Paladin base set not affect your % win condition... (also because if you want to win, you don't have to play the Paladin class in this expansion...)
Yes it makes Giggling Inventor look like trash at 7 mana in wild. Though to be fair, the inventor had it coming, I still think 6 would be perfect for his mana cost, but I doubt they will ever revisit it, unless they do a standard wide card buffing this next year like they did last year.
No, it is not. Playing odd paladin and using your heropower on T2 beats this every time.
The problem is this is OP at 1 Mana but too weak at 2 Mana. They try 2 Mana and adding taunt to make it playable, but I don't think it is enough. In token decks, all minions pretty much have a built-in taunt anyway.
This is good because of the Twinspell, otherwise, this would not be worth putting into your deck. Also in pure Paladin decks, you can get this randomly generated which means flooding the board with no deck slots wasted.
If you think this is bad, then what about this....
Turn 1, Brazen Zealot. Turn 2, Air Raid. Brazen attacks for 4 damage. If they cannot kill the Brazen the opponent is in deep trouble. Ping classes can go ahead and kill it, but other than Mage, will be tanking another 4 damage.
Then you have Sky Claw OR Air Raid again on turn 3. If that is your curve, your opponent will not have a chance.
This also can work in a Highlander style deck, giving you 2 spells for 1 card slot AND board presence.
This is good because of the Twinspell, otherwise, this would not be worth putting into your deck. Also in pure Paladin decks, you can get this randomly generated which means flooding the board with no deck slots wasted.
If you think this is bad, then what about this....
Turn 1, Brazen Zealot. Turn 2, Air Raid. Brazen attacks for 4 damage. If they cannot kill the Brazen the opponent is in deep trouble. Ping classes can go ahead and kill it, but other than Mage, will be tanking another 4 damage.
Then you have Sky Claw OR Air Raid again on turn 3. If that is your curve, your opponent will not have a chance.
This also can work in a Highlander style deck, giving you 2 spells for 1 card slot AND board presence.
How is this bad exactly?
It's not. People (inexperienced people at least) always underestimate the power of low mana cards like this one. This is the kind of card that can get you off to a start your opponent will never recover from.
How exactly is your opponent going to be unable to recover from two 1/1s on turn two? Perhaps you should argue for why it's going to be good, rather than dismiss differing opinions offhand?
Mech pala doesn't need this and doesn't have synergy with the card. It may be included as a third 2-drop, though it seems much, much worse than Micro Mummy and Galvanizer. Also, Zoo laughs at this.
This is good because of the Twinspell, otherwise, this would not be worth putting into your deck. Also in pure Paladin decks, you can get this randomly generated which means flooding the board with no deck slots wasted.
If you think this is bad, then what about this....
Turn 1, Brazen Zealot. Turn 2, Air Raid. Brazen attacks for 4 damage. If they cannot kill the Brazen the opponent is in deep trouble. Ping classes can go ahead and kill it, but other than Mage, will be tanking another 4 damage.
Then you have Sky Claw OR Air Raid again on turn 3. If that is your curve, your opponent will not have a chance.
This also can work in a Highlander style deck, giving you 2 spells for 1 card slot AND board presence.
How is this bad exactly?
Warrior has the invoke card that does 1 damage to all minions, and warpath. Goodbye to your big opening.
This is good because of the Twinspell, otherwise, this would not be worth putting into your deck. Also in pure Paladin decks, you can get this randomly generated which means flooding the board with no deck slots wasted.
If you think this is bad, then what about this....
Turn 1, Brazen Zealot. Turn 2, Air Raid. Brazen attacks for 4 damage. If they cannot kill the Brazen the opponent is in deep trouble. Ping classes can go ahead and kill it, but other than Mage, will be tanking another 4 damage.
Then you have Sky Claw OR Air Raid again on turn 3. If that is your curve, your opponent will not have a chance.
This also can work in a Highlander style deck, giving you 2 spells for 1 card slot AND board presence.
How is this bad exactly?
Warrior has the invoke card that does 1 damage to all minions, and warpath. Goodbye to your big opening.
Rogue has fan of knives.
Hunter has the dogs.
Yeah but you're usually doing alright if you're forcing your opponent to react to your moves and use up their resources. If they're using those cards on turn 2-4 and my deck is built right I see that as a positive
I doubt 4 1/1's (even with taunt) on turn 6 or later is going to do much.
Paladin is my favorite class, your deck is good, but not good as the handbuff archetipe... (Handbuff Pala (("obviously there are many different versions")) is the best archetype in wild for paladin, it is versatile, has heal, value, everything you need to win against every class!)
And It's a lot of fun to play! (not like the garbage that Paladin is now...)
The cards they have given in the latest expansions are so worthless that playing with the Paladin base set not affect your % win condition... (also because if you want to win, you don't have to play the Paladin class in this expansion...)
Just for example link for you my version (tempo handbuff) https://www.hearthpwn.com/decks/1279015-handbuff-paladin
This card is shit like everything they gave the paladin in the recent expansion ...
After the cards of the last expansions for Paladin i don't even expect a synergy with this card from the others that will have to be revealed ... sad
It boosts both sidequests Sanctuary and Righteous Cause so definitely may find a place in Pure Paladin archetype
No, it is not. Playing odd paladin and using your heropower on T2 beats this every time.
The problem is this is OP at 1 Mana but too weak at 2 Mana. They try 2 Mana and adding taunt to make it playable, but I don't think it is enough. In token decks, all minions pretty much have a built-in taunt anyway.
There are much better 2drops out there.
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
Shotbot is as well. We'll see what else comes out but Blizzard seems to be trying to make Pure Pally more viable.
Easy side quest fulfillment.
This is good because of the Twinspell, otherwise, this would not be worth putting into your deck. Also in pure Paladin decks, you can get this randomly generated which means flooding the board with no deck slots wasted.
If you think this is bad, then what about this....
Turn 1, Brazen Zealot. Turn 2, Air Raid. Brazen attacks for 4 damage. If they cannot kill the Brazen the opponent is in deep trouble. Ping classes can go ahead and kill it, but other than Mage, will be tanking another 4 damage.
Then you have Sky Claw OR Air Raid again on turn 3. If that is your curve, your opponent will not have a chance.
This also can work in a Highlander style deck, giving you 2 spells for 1 card slot AND board presence.
How is this bad exactly?
It's not. People (inexperienced people at least) always underestimate the power of low mana cards like this one. This is the kind of card that can get you off to a start your opponent will never recover from.
How exactly is your opponent going to be unable to recover from two 1/1s on turn two? Perhaps you should argue for why it's going to be good, rather than dismiss differing opinions offhand?
Mech pala doesn't need this and doesn't have synergy with the card. It may be included as a third 2-drop, though it seems much, much worse than Micro Mummy and Galvanizer. Also, Zoo laughs at this.
Warrior has the invoke card that does 1 damage to all minions, and warpath. Goodbye to your big opening.
Rogue has fan of knives.
Hunter has the dogs.
Yeah but you're usually doing alright if you're forcing your opponent to react to your moves and use up their resources. If they're using those cards on turn 2-4 and my deck is built right I see that as a positive
Even Paladin?
Good card! Man if this was odd it’d be sooo broken in Odd pally!