How many Murloc Paladin decks have you seen? Yikes.
Purged by the Light
This expansion features around 50 cards ranging from common to legendary, exploring some interesting Paladin mechanics.
New Keyword: Judgment
The Judgment keyword comes in three flavors: Holy, Protection, and Retribution.
Judgment: Holy (4) means... Any cards that restore Health restore an additional 4 Health.
Judgment: Protection (2) means... Blessing of Kings gives +4/+6 instead of +4/+4.
Judgment: Retribution (1) means... 2/2 Argent Protector is a 3/2 (+1 attack) on your opponent's turn. See Tar Creeper.
Judgment: (1) means... All of the above effects with X at 1. Any cards that restore Health restore an additional 1 Health. Any buffs grant an extra 1 Health. Your minions have +1 Attack on your opponent's turn.
New Mechanics:
Double Divine Shield
Double Divine Shield works as regular Divine Shield, but has two charges instead of one. That means it takes two separate attacks to break through to the minion's health pool. Here is a visualization of a minion with Double Divine Shield. It might not be entirely visible, but I might have another go to make it more obvious.
There are only a few cards in this set that grant Double Divine Shield, and they are few and far between. Double Divine Shield, for the purposes of cards like Blood Knight, counts as two Divine Shields, so it loses the first one only.
Unsilence
Unsilence puts back in place all enchantments and effects that were active on a minion that was Silenced. Unsilence effects can be used even if the minion was not Silenced in the first place, but won't do anything. Only one card has this effect. That card is Blessing of Sanctuary.
Card art is original. I know it's not that good, but it's original.
Blessings and Seals
Cards like Blessing of Kings, Seal of Light, Blessing of Might, Seal of Champions. Cards with "Blessing" or "Seal" in them will be in the list of Blessings and Seals, and this set adds a number of these cards to the pool. There are various minion cards that interact with Blessings and Seals, doing something when one is cast or giving you a Blessing or Seal when you do something. This is similar to the mechanic of Potions from Kabal Chemist. As Blessing of Sanctuary qualifies, it enters the pool of Blessings.
The Blessings and Seals, in Wild, Standard, adding this expansion, are:
Added 4 rare cards, 2 epic cards, and 1 legendary. Added 3 Priest/Paladin cards. All cards revealed.
Steadfast Silver Hand [R]
Righteous Verdict [R]
Blood Knight Commander [R]
Bloodsail Blood Knight [R]
Greater Seal of Light [E]
Greater Blessing of Kings [E]
General Turalyon [L]
Cleanse Toxins [C Pala/Priest]
Beacon Carrier [C Pala/Priest]
Cleansing Light [R Pala/Priest]
July 16, 2017:
Added 4 common cards, 3 rare cards, 1 epic card, and 1 legendary. All common cards revealed.
Courageous Apprentice [C]
Fist of Justice [C]
Dawnkeeper [C]
Holy Inquisitor [C]
Blessing of Freedom [R]
Lawbringer [R]
Crusading Elemental [R]
Consecrated Hammer [E]
Kael'Thas, the Fallen [L]
July 13, 2017:
Added 4 common cards, 2 rare cards, 1 epic card, and 1 legendary.
Argent Cavalier [C]
Untrained Augur [C]
Templar's Verdict [C]
Argent Upstart [C]
Hand of Hindrance [R]
Blessing of the Silver Hand [R]
Consecration in Flame [E]
Sunwalker Dezco [L]
July 10, 2017:
Added 2 common cards, 2 rare cards, 2 epic cards, and 1 legendary.
Seal of Justice [C]
Divine Punishment [C]
Avenger's Shield [R]
Light of the Martyr [R]
Guardian of Queens [E]
Light of the Dawn [E]
Bolvar, Lich King [L]
July 9, 2017 (later):
Added 4 common cards, 2 rare cards, and 1 epic card.
Heroic Sacrifice [C]
Divine Protection [C]
Seal of Righteousness [C]
Flash of Light [C]
Sunwell Librarian [R]
Holy Ritualist [R]
Avenging Spirit [E]
July 9, 2017:
Added 4 common cards, 2 rare cards, and 1 epic card to the showcase. Expansion cards will be released in batches over a few days.
Blessing of Sanctuary [C]
Blessed Hands [C]
Seal of Truth [C]
Rebuke [C]
Devout Protector [R]
Stalwart Defender [R]
Holy Prism [E]
Card Explanations:
Blessing of Sanctuary: A simple 0 mana tech card that is extremely niche given the nerf silence cards have gotten. The primary use of this card is to provide a 'dummy' card or in some cases, a useful card, to the Blessings pool.
Blessed Hands: A way to generate Blessings. While Paladin may have a focus on buffing minions, there are only a limited number of deck slots. This eliminates the absolute requirement for including buffs directly in your deck, in favour of generating them in game.
Seal of Truth: Another 0 mana tech card that is not as niche as other cards. Of course this card is vulnerable to Counterspell, but then it's done the job of revealing at least one secret. While only useful against three classes, it can help you to make the right play. Does not destroy secrets, only lets you mouse over them to see what they are.
Rebuke: A pretty eh Paladin secret, but it can throw off your opponent if they're trying to play a tempo turn, as it reduces their available resources. If your opponent uses all their available mana to play a spell, the secret will trigger when they play the spell, the card will cost (1) more, and will therefore be returned to their hand as they do not have enough mana to complete the spell.
Heroic Sacrifice: A different Noble Sacrifice, for when you have board presence you want to maintain and don't want to lose that. If you also have Noble Sacrifice in play, the 2/1 will be summoned, but when the new target is about to take damage the attack will redirect to you instead, leaving you with a 2/1 token that stays alive.
Divine Protection: A counterpart card to Heroic Sacrifice, as it prevents the damage being dealt to your hero either. Heroic Sacrifice + Divine Protection will redirect the damage to you, and then your hero will gain divine shield before the attack completes, preventing you from taking any damage. Eye for an Eye will not trigger in this instance as you took no damage.
Seal of Righteousness: A souped up version of Heroic Sacrifice that distracts from your board until your next turn, and gives you a little bit of Health. I considered giving this card a bigger Health bonus but compare with Seal of Light, and this provides a near same benefit.
Flash of Light: Nothing too fancy, but it's essentially a spread out Holy Light that really benefits from the Judgment keyword (esp. Judgment: Holy). Good to play on a board that's been AOE'd but not quite finished off.
Seal of Justice: A better Seal of Light for 2 extra mana— you basically get 4 damage for 4 mana, but it's restrictive enough that it's not as good as a mage spell for dealing direct damage (this can't go through taunts... but it can go through minions like Tyrantus and Faerie Dragon).
Divine Punishment: This is an interesting card, because it's very conditional removal. Either your opponent has a Divine Shield minion, or you can give one Divine Shield and then use this to kill it off.
Argent Cavalier: It's Argent Horserider the other way round, except the decrease in attack justifies 1 extra HP. Flexible for adding buffs like Kings or Blessing of Might.
Untrained Augur: Like Eydis Darkbane and Fjola Lightbane, but with more direct utility for your hero, on a random basis. The HS devs gave up on bolding the "whenever you target this minion with a spell" part since TGT, so I don't think this needs it. This is a good method of Seal generation, as you can also combo it with cheap blessings like Blessing of Sanctuary and Blessing of Wisdom.
Templar's Verdict:Deadly Poison for an extra 1 attack and the added down that it's this turn only. Paladin's usually got weapon buffs from neutral legendaries and the odd pirate, but this makes weapons able to perform favourable trades in certain situations.
Argent Upstart: You may think this is poor value, and it kind of is, but it demonstrates the value of the judgment keyword. This is a 2mana 2/2 on your opponent's turn, and gives all your other minions +2 attack on your opponent's turn as well. Thus the cost and stat distribution.
Courageous Apprentice: Comparable to Argent Upstart, Apprentice is a 2/1 on your opponent's turn, which is pretty understatted for a 2-drop, but combined with something like Divine Strength, becomes a 3/4 on your opponent's turn, and all your other minions have +1 Attack on your opponent's turn. Fragile utility that is fodder for Blessings.
Fist of Justice: A pretty simple weapon. Compare to King's Defender. +1 Healing, +1 Attack, +1 Health weapon that acts as a Firey War Axe counterpart for Paladin. The artwork is that of Equality, but the gauntlet that is overlaid is original artwork by yours truly.
Dawnkeeper: A subtle counter/delay to Quest Priest or to Deathrattle decks, Dawnkeeper fits the Paladin archetype pretty well by removing at least one of your opponent's plays next turn. It loses 1 stat for this effect, but buffing minions is something Paladin does well anyway.
Holy Inquisitor: A counterpart to Guardian of Kings, not providing immediate healing to the same extent, but also allowing you to be flexible with who you heal, while providing a more respectable 6/7 instead of a 5/6. All healing effects restore an extra 4 Health with this on the board.
Card Explanations:
Devout Protector: A way to provide a "Soft Divine Shield" to other minions. If this is protecting a Frostwolf Grunt against an Oasis Snapjaw, the Grunt takes 0 damage and the Snapjaw goes to a 2/5 as the Grunt did retaliation damage. If Chillwind Yeti were to attack, however, the Grunt would die, as the Yeti dealt 4 - 2 = 2 damage, enough to kill the Grunt. This is a pretty powerful anti-aggro card to hide behind taunts. On it's own it is very vulnerable.
Stalwart Defender: The first revealed Judgment card in the set. The immediate effect is your effects that restore Health restore 2 more, your buffs give 2 extra Health, and your minions (including this one) have +2 Attack on your opponent's turn. The effect here is worth 2 mana, mostly for the "attack on your opponent's turn" component. Judgment: Holy and Judgment: Protection aren't worth as much as that effect and depend on you using your own resources for you to benefit.
Sunwell Librarian: A respectable body for an odd effect. Divine Shield gets a bit of love in this class expansion, so this is like a soft counter for when you're looking for non DS minions in the early game. It can act as a second mulligan to some degree, depending on how many Divine Shield minions you have and how big their mana costs are.
Holy Ritualist: The first revealed minion that deals with Blessings directly. You don't even need to prepare your minions by healing them now, you can just Blessings of Kings and it'll be full HP no problem. You can even cast a Blessing on this and it will confer the same benefit on itself.
Avenger's Shield: Yes, I know. Silence effects are supposed to be few and far between. But this card is an objectively worse Silence and is thus fine for the Paladin class, as Priest has adopted the Silence archetype. This card does actually provide you with insurance in case you have a big minion like Ragnaros constantly wiping your board.
Light of the Martyr: Essentially a health trade, but is extremely useful when you have a big minion that's close to death and you want to keep it alive— whether it be a Taunt or a damage dealer.
Hand of Hindrance: WoW spell translated into HS. This works much as the Chess auto-attacks work: If a minion is in between two enemy minions, it can attack either of them, but if it is directly facing one, it can only attack that one. Also, if the minion wants to attack the enemy hero, it has to be directly opposite to it, i.e. in the very middle of the board (in between 3 other minions, 2 other minions, only minion on the board). This encourages good positioning and punishes bad positioning for your opponent.
Blessing of the Silver Hand: An easy Silver Hand buff— not Kings, but close enough. If you have no Silver Hand Recruits but your opponent has one, you'd have to cast this on the enemy recruit. However, if there are no valid targets, you cycle.
Blessing of Freedom: This essentially grants you a minion with soft-Taunt, as your opponent can't use hard removal on it from their litany of spells. One of those Blessing cards that comes with a drawback— the minion gains +3 Health, but then you can't target it with any more spells. Cards that cast Blessings on other minions by themselves ignore this effect.
Lawbringer: Potentially underpowered, but works well in a deck that either cycles Divine Shield minions or is aimed at countering Paladin decks that use Divine Shield minions. The upside is that you could get +13 additional Health on any buff you give, which is pretty niche but insane. Average amount would be +3, which warrants 2 stats below normal for this card.
Crusading Elemental: Totally original art. While this may be 'underpowered' in the sense that it's understatted for the cost and conditionality of the effect, this fits in decks that use Blessings and Seals a lot, which are usually buffs anyway. The condition of this card isn't too harsh, and it has to allow for Judgment: Retribution effects for Attack buffs.
Steadfast Silver Hand: An interesting condition that you have to have played Tirion Fordring and have him killed to equip the weapon in order to activate this card. The condition is conditional enough that it doesn't sacrifice stats for it. See Ethereal Peddler for an example of conditional effects that are niche enough to not affect stats.
Righteous Verdict:Blessing of Kings on a stick that places it level with Assassinate. You might use this as an additional buff card on small minions for yourself if you're in a tight spot, but you could also use it to destroy high-threat enemy minions like Deathwing. This addresses a lack of hard removal for Paladin.
Blood Knight Commander: The maximum stats this minion can end up with due to its Battlecry are 19/57. That's right, it's ridiculous. But you're not really ever going to have 13 other Divine Shield minions on the board, so it's more likely that you'll end up with a 7/13 on average, which is pretty good for a 7-Cost minion. Compare to Blood Knight.
Bloodsail Blood Knight: Pirate support for Paladin. What's more, it's late-game support. This card can be very powerful in a Pirate heavy deck... Dread Corsair and Truesilver Champion do go well together. Having summoned lets say 7 Pirates before you play this, this can be a 9/9 on your opponent turn, Silvermoon Portal gives +2/+9 instead of just +2/+2, and Holy Light restores 13 Health.
Card Explanations:
Holy Prism: Based off of a similar Paladin spell in WoW. This competes with other 4-drops like Truesilver Champion and Hammer of Wrath. While it may not end up being entirely successful, it does help to maintain board presence and conduct a tempo swing. As a 4 mana deal 4 and heal two for 4, I like that there are 4 fours in this card.
Avenging Spirit: Perhaps understatted or overcosted, but it does have some power when played alongside Lost in the Jungle or other cards that summon minions. The high potential power of this card to create high-power minions alongside it makes the statline debatable at least.
Guardian of Queens: Based on "Guardian of Ancient Queens" as a spell in WoW. This card provides a very decent discount on spells like Blessing of Kings and Seal of Justice while also giving these card a health bonus.
Light of the Dawn: A discounted Free From Amber with a more random effect and a bit of a downside. This is pretty much directly worse than that card, but Free From Amber is a powerful spell, and Priest needs it— Paladin has more consistent power, buff, and removal than Priest so this justifies a lower power level counterpart.
Consecration in Flame: It's Consecration, but twice the effect for twice the price. I often felt like Paladin lacked high-cost cards like this to buff out their deck for board clears— Mage has Flamestrike, but Paladin seems to rely mostly on Equality as the main board clear. This gives Paladin more options for dealing with hefty late game boards, but at the cost of it being a turn later.
Consecrated Hammer: Slightly more power than Consecration in Flame, with an additional effect, for the price that your hero has to attack. Same stats as Truesilver Champion for 9 mana, which is why the effect is double Consecration. Not much use against a high-statted board, but useful for clearing tons of small minions in the lategame.
Greater Seal of Light: When comparing this to something like Greater Healing Potion, it does seem overcosted. But then you have to consider that this acts as some measure of immunity against big threats, as your opponent has to use two sources of damage to get through to you. Then consider the power level of this card as a random off of a card that generates Blessings and Seals, or casts them automatically.
Greater Blessing of Kings: Compare to Dinosize, except that card sets Attack and Health to 10 instead of providing an addition. This card can make your 12/12 Deathwing, Dragonlord into a 22,22 with "Can't Attack". This is very good on minions that already have Taunt. Real synergy with Avenging Spirit if you can get the 1/6.
General Turalyon:
Card Explanations:
Bolvar, Lich King: A high-utility source of power for a Paladin, Bolvar is a 1/7 on your turn but a 5/7 on your opponent's turn, providing +4 Attack to all your minions on your opponents turn. You restore 4 more health per health effect, and Blessing of Kings on Bolvar makes him a 9/15 on your opponent's turn— a 9 mana 2 card combo.
Sunwalker Dezco: A straight-up rip of Sunwalker. Costs 1 more mana because I'm pretty sure Double Divine Shield is like giving a minion two Divine Shields, and Divine Shield is usually a 1 mana stat anyway. Useful for fending off... I'm not sure really. Late board aggro?
Kael'Thas, the Fallen: Really just encourages you to make a deck without Divine Shield in it, giving you a worse minion than Core Hound if you manage to not activate it, and a 10/10 Taunt otherwise. This also counts off minions summoned by random effects, battlecries, deathrattles, and cards like Firelands Portal, which means you have to have some level of faith in RNG for this to work. Also works with Blessings and Seals decks, as giving a minion Divine Shield isn't the same as summoning one with Divine Shield.
General Turalyon: A Hero Card for right before we see the rest of the hero releases. 10 mana with some equivalencies to Lord Jaraxxus in terms of power level. You immediately gain 10 armor, and the Great Royal Sword has some interesting effects: It acts like a Tar Creeper for yourself, and whenever you take damage you get a damage shield. This is very good in itself, and the weapon has 4 uses on your turn—otherwise it has infinite uses on your opponent's turn unless it is destroyed. The Hero Power is a souped up version of The Silver Hand with Divine Shields (good for use with Blood Knight or Blood Knight Commander). I think this has a good power level for a 10-Cost Hero Card, but we'll see if it's overpowered compared to the soon-to-be-released (as of July 22, 2017) hero cards from KFT.
Paladin-Priest Duo-Class Cards:
I chose to represent these cards using Hearthcards stitching as well as the Mean Streets tri-class banners (with Paladin on either side and Priest in the middle to signify two classes... I wish there was an option to only make it 2 classes instead of 3).
Card Explanations:
Cleanse Toxins: A very simple card that is only useful in certain situations. Would probably be better if it cost (2) and drew a card as well.
Beacon Carrier: More useful for sure in Priest where there is an abundance of healing, but also good in Paladin with buff cards to keep this up and running while using other cards to heal (Earthen Ring Farseer, Hozen Healer).
Cleansing Light: If for some reason more than one enemy minion has Poisonous, or even if your Rogue opponent has Envenom Weapon-ed, this card removes all of that as a problem for only 1 mana more than Cleanse Toxins.
I'd like to hear everybody's feedback on this— everyone who still frequents the Fan Creations forum, of course. The last class expansion I made was around 2 years ago, and the first one almost exactly 2 years ago. I still plan to make all of them, but I had some hiccups along the way that made me quit playing Hearthstone. Nonetheless, I keep up to date with balancing and enjoy making cards.
UPDATE: While the main cards for this expansion are finished, I may be adding new cards that relate to KFT or ones that I thought of making but didn't.
Yes, this is the exact type of paladin that I love so much. Blizz, so far, has just moved away from that type of paladin, into a more gimmicky and lame one, sadly. Only, there's a problem with the secret rebuke. What happens if the opponent uses all of his mana to play a spell? Then does rebuke simply not trigger?
Yes, this is the exact type of paladin that I love so much. Blizz, so far, has just moved away from that type of paladin, into a more gimmicky and lame one, sadly. Only, there's a problem with the secret rebuke. What happens if the opponent uses all of his mana to play a spell? Then does rebuke simply not trigger?
p.s Love the key word Judgement!!
p.s 2: REALLY looking forward for the rest
Yes, I was disappointed when the HS devs went with secret paladin, then into Murloc paladin, and the latest incarnation as handbuff paladin; even though none of these iterations had much basis with actual WoW paladins. For Rebuke, the decision is that the spell will be 'cast', but then the secret will trigger and the spell will be returned to your hand and the mana that appeared to be spent will be refunded. That way your opponent can play around the secret to a degree and you still get a spell to cost (1) more even if they don't have enough mana.
New cards added. :) Second batch of 4 commons, 2 rares and an epic. There are 4 legendaries to go, 6 epics, 12 rares, and 12 commons. There may be even more after that.
I like your content. Good work mate! You took paladin to where Blizzard should have, not the gangster type we have last seen. I hope they won't fail us with the next expansion, where paladins should be the main opponent of the Lich King. I am really looking forward for minions belonging to Argent Dawn, reprint of Tirion or get Arthas as our legendary or hero skin! Justice must be surved!
I really like the idea of these class expansion packs you're making. It's a very unique idea and the cards in them are even more so. You've done a great job with this one and i'm looking forward to seeing the rest!
Make more cards out of paladin wow spells. Shield of the Righteous, Beacon of Light etc. And add some more legendaries like Vindicator Maraad, Yrel etc.
I made Yrel for another expansion, but that failed so maybe there's room for her in this. There may be new cards in store for this expansion as I'm coming up with ideas all the time. Cards like Beacon of Light might end up being shared between this and the Priest expansion, but that's for the future.
How many Murloc Paladin decks have you seen? Yikes.
Purged by the Light
This expansion features around 50 cards ranging from common to legendary, exploring some interesting Paladin mechanics.
New Keyword: Judgment
The Judgment keyword comes in three flavors: Holy, Protection, and Retribution.
Judgment: Holy (4) means... Any cards that restore Health restore an additional 4 Health.
Judgment: Protection (2) means... Blessing of Kings gives +4/+6 instead of +4/+4.
Judgment: Retribution (1) means... 2/2 Argent Protector is a 3/2 (+1 attack) on your opponent's turn. See Tar Creeper.
Judgment: (1) means... All of the above effects with X at 1. Any cards that restore Health restore an additional 1 Health. Any buffs grant an extra 1 Health. Your minions have +1 Attack on your opponent's turn.
New Mechanics:
Double Divine Shield
Double Divine Shield works as regular Divine Shield, but has two charges instead of one. That means it takes two separate attacks to break through to the minion's health pool. Here is a visualization of a minion with Double Divine Shield. It might not be entirely visible, but I might have another go to make it more obvious.
There are only a few cards in this set that grant Double Divine Shield, and they are few and far between. Double Divine Shield, for the purposes of cards like Blood Knight, counts as two Divine Shields, so it loses the first one only.
Unsilence
Unsilence puts back in place all enchantments and effects that were active on a minion that was Silenced. Unsilence effects can be used even if the minion was not Silenced in the first place, but won't do anything. Only one card has this effect. That card is Blessing of Sanctuary.
Card art is original. I know it's not that good, but it's original.
Blessings and Seals
Cards like Blessing of Kings, Seal of Light, Blessing of Might, Seal of Champions. Cards with "Blessing" or "Seal" in them will be in the list of Blessings and Seals, and this set adds a number of these cards to the pool. There are various minion cards that interact with Blessings and Seals, doing something when one is cast or giving you a Blessing or Seal when you do something. This is similar to the mechanic of Potions from Kabal Chemist. As Blessing of Sanctuary qualifies, it enters the pool of Blessings.
The Blessings and Seals, in Wild, Standard, adding this expansion, are:
Blessings:
Seals:
All Blessings and Seals have a distinct mana curve— 0,1,2,3,4,10. This makes the pool of limited power, with the 10 mana option being a 1/6 chance.
With those mechanics explained, onto the expansion.
Changelog:
[C] = Common, [R] = Rare, [E] = Epic, [L] = Legendary
July 22, 2017:
July 16, 2017:
July 13, 2017:
July 10, 2017:
July 9, 2017 (later):
July 9, 2017:
Card Explanations:
Blessing of Sanctuary: A simple 0 mana tech card that is extremely niche given the nerf silence cards have gotten. The primary use of this card is to provide a 'dummy' card or in some cases, a useful card, to the Blessings pool.
Blessed Hands: A way to generate Blessings. While Paladin may have a focus on buffing minions, there are only a limited number of deck slots. This eliminates the absolute requirement for including buffs directly in your deck, in favour of generating them in game.
Seal of Truth: Another 0 mana tech card that is not as niche as other cards. Of course this card is vulnerable to Counterspell, but then it's done the job of revealing at least one secret. While only useful against three classes, it can help you to make the right play. Does not destroy secrets, only lets you mouse over them to see what they are.
Rebuke: A pretty eh Paladin secret, but it can throw off your opponent if they're trying to play a tempo turn, as it reduces their available resources. If your opponent uses all their available mana to play a spell, the secret will trigger when they play the spell, the card will cost (1) more, and will therefore be returned to their hand as they do not have enough mana to complete the spell.
Heroic Sacrifice: A different Noble Sacrifice, for when you have board presence you want to maintain and don't want to lose that. If you also have Noble Sacrifice in play, the 2/1 will be summoned, but when the new target is about to take damage the attack will redirect to you instead, leaving you with a 2/1 token that stays alive.
Divine Protection: A counterpart card to Heroic Sacrifice, as it prevents the damage being dealt to your hero either. Heroic Sacrifice + Divine Protection will redirect the damage to you, and then your hero will gain divine shield before the attack completes, preventing you from taking any damage. Eye for an Eye will not trigger in this instance as you took no damage.
Seal of Righteousness: A souped up version of Heroic Sacrifice that distracts from your board until your next turn, and gives you a little bit of Health. I considered giving this card a bigger Health bonus but compare with Seal of Light, and this provides a near same benefit.
Flash of Light: Nothing too fancy, but it's essentially a spread out Holy Light that really benefits from the Judgment keyword (esp. Judgment: Holy). Good to play on a board that's been AOE'd but not quite finished off.
Seal of Justice: A better Seal of Light for 2 extra mana— you basically get 4 damage for 4 mana, but it's restrictive enough that it's not as good as a mage spell for dealing direct damage (this can't go through taunts... but it can go through minions like Tyrantus and Faerie Dragon).
Divine Punishment: This is an interesting card, because it's very conditional removal. Either your opponent has a Divine Shield minion, or you can give one Divine Shield and then use this to kill it off.
Argent Cavalier: It's Argent Horserider the other way round, except the decrease in attack justifies 1 extra HP. Flexible for adding buffs like Kings or Blessing of Might.
Untrained Augur: Like Eydis Darkbane and Fjola Lightbane, but with more direct utility for your hero, on a random basis. The HS devs gave up on bolding the "whenever you target this minion with a spell" part since TGT, so I don't think this needs it. This is a good method of Seal generation, as you can also combo it with cheap blessings like Blessing of Sanctuary and Blessing of Wisdom.
Templar's Verdict: Deadly Poison for an extra 1 attack and the added down that it's this turn only. Paladin's usually got weapon buffs from neutral legendaries and the odd pirate, but this makes weapons able to perform favourable trades in certain situations.
Argent Upstart: You may think this is poor value, and it kind of is, but it demonstrates the value of the judgment keyword. This is a 2mana 2/2 on your opponent's turn, and gives all your other minions +2 attack on your opponent's turn as well. Thus the cost and stat distribution.
Courageous Apprentice: Comparable to Argent Upstart, Apprentice is a 2/1 on your opponent's turn, which is pretty understatted for a 2-drop, but combined with something like Divine Strength, becomes a 3/4 on your opponent's turn, and all your other minions have +1 Attack on your opponent's turn. Fragile utility that is fodder for Blessings.
Fist of Justice: A pretty simple weapon. Compare to King's Defender. +1 Healing, +1 Attack, +1 Health weapon that acts as a Firey War Axe counterpart for Paladin. The artwork is that of Equality, but the gauntlet that is overlaid is original artwork by yours truly.
Dawnkeeper: A subtle counter/delay to Quest Priest or to Deathrattle decks, Dawnkeeper fits the Paladin archetype pretty well by removing at least one of your opponent's plays next turn. It loses 1 stat for this effect, but buffing minions is something Paladin does well anyway.
Holy Inquisitor: A counterpart to Guardian of Kings, not providing immediate healing to the same extent, but also allowing you to be flexible with who you heal, while providing a more respectable 6/7 instead of a 5/6. All healing effects restore an extra 4 Health with this on the board.
Card Explanations:
Devout Protector: A way to provide a "Soft Divine Shield" to other minions. If this is protecting a Frostwolf Grunt against an Oasis Snapjaw, the Grunt takes 0 damage and the Snapjaw goes to a 2/5 as the Grunt did retaliation damage. If Chillwind Yeti were to attack, however, the Grunt would die, as the Yeti dealt 4 - 2 = 2 damage, enough to kill the Grunt. This is a pretty powerful anti-aggro card to hide behind taunts. On it's own it is very vulnerable.
Stalwart Defender: The first revealed Judgment card in the set. The immediate effect is your effects that restore Health restore 2 more, your buffs give 2 extra Health, and your minions (including this one) have +2 Attack on your opponent's turn. The effect here is worth 2 mana, mostly for the "attack on your opponent's turn" component. Judgment: Holy and Judgment: Protection aren't worth as much as that effect and depend on you using your own resources for you to benefit.
Sunwell Librarian: A respectable body for an odd effect. Divine Shield gets a bit of love in this class expansion, so this is like a soft counter for when you're looking for non DS minions in the early game. It can act as a second mulligan to some degree, depending on how many Divine Shield minions you have and how big their mana costs are.
Holy Ritualist: The first revealed minion that deals with Blessings directly. You don't even need to prepare your minions by healing them now, you can just Blessings of Kings and it'll be full HP no problem. You can even cast a Blessing on this and it will confer the same benefit on itself.
Avenger's Shield: Yes, I know. Silence effects are supposed to be few and far between. But this card is an objectively worse Silence and is thus fine for the Paladin class, as Priest has adopted the Silence archetype. This card does actually provide you with insurance in case you have a big minion like Ragnaros constantly wiping your board.
Light of the Martyr: Essentially a health trade, but is extremely useful when you have a big minion that's close to death and you want to keep it alive— whether it be a Taunt or a damage dealer.
Hand of Hindrance: WoW spell translated into HS. This works much as the Chess auto-attacks work: If a minion is in between two enemy minions, it can attack either of them, but if it is directly facing one, it can only attack that one. Also, if the minion wants to attack the enemy hero, it has to be directly opposite to it, i.e. in the very middle of the board (in between 3 other minions, 2 other minions, only minion on the board). This encourages good positioning and punishes bad positioning for your opponent.
Blessing of the Silver Hand: An easy Silver Hand buff— not Kings, but close enough. If you have no Silver Hand Recruits but your opponent has one, you'd have to cast this on the enemy recruit. However, if there are no valid targets, you cycle.
Blessing of Freedom: This essentially grants you a minion with soft-Taunt, as your opponent can't use hard removal on it from their litany of spells. One of those Blessing cards that comes with a drawback— the minion gains +3 Health, but then you can't target it with any more spells. Cards that cast Blessings on other minions by themselves ignore this effect.
Lawbringer: Potentially underpowered, but works well in a deck that either cycles Divine Shield minions or is aimed at countering Paladin decks that use Divine Shield minions. The upside is that you could get +13 additional Health on any buff you give, which is pretty niche but insane. Average amount would be +3, which warrants 2 stats below normal for this card.
Crusading Elemental: Totally original art. While this may be 'underpowered' in the sense that it's understatted for the cost and conditionality of the effect, this fits in decks that use Blessings and Seals a lot, which are usually buffs anyway. The condition of this card isn't too harsh, and it has to allow for Judgment: Retribution effects for Attack buffs.
Steadfast Silver Hand: An interesting condition that you have to have played Tirion Fordring and have him killed to equip the weapon in order to activate this card. The condition is conditional enough that it doesn't sacrifice stats for it. See Ethereal Peddler for an example of conditional effects that are niche enough to not affect stats.
Righteous Verdict: Blessing of Kings on a stick that places it level with Assassinate. You might use this as an additional buff card on small minions for yourself if you're in a tight spot, but you could also use it to destroy high-threat enemy minions like Deathwing. This addresses a lack of hard removal for Paladin.
Blood Knight Commander: The maximum stats this minion can end up with due to its Battlecry are 19/57. That's right, it's ridiculous. But you're not really ever going to have 13 other Divine Shield minions on the board, so it's more likely that you'll end up with a 7/13 on average, which is pretty good for a 7-Cost minion. Compare to Blood Knight.
Bloodsail Blood Knight: Pirate support for Paladin. What's more, it's late-game support. This card can be very powerful in a Pirate heavy deck... Dread Corsair and Truesilver Champion do go well together. Having summoned lets say 7 Pirates before you play this, this can be a 9/9 on your opponent turn, Silvermoon Portal gives +2/+9 instead of just +2/+2, and Holy Light restores 13 Health.
Card Explanations:
Holy Prism: Based off of a similar Paladin spell in WoW. This competes with other 4-drops like Truesilver Champion and Hammer of Wrath. While it may not end up being entirely successful, it does help to maintain board presence and conduct a tempo swing. As a 4 mana deal 4 and heal two for 4, I like that there are 4 fours in this card.
Avenging Spirit: Perhaps understatted or overcosted, but it does have some power when played alongside Lost in the Jungle or other cards that summon minions. The high potential power of this card to create high-power minions alongside it makes the statline debatable at least.
Guardian of Queens: Based on "Guardian of Ancient Queens" as a spell in WoW. This card provides a very decent discount on spells like Blessing of Kings and Seal of Justice while also giving these card a health bonus.
Light of the Dawn: A discounted Free From Amber with a more random effect and a bit of a downside. This is pretty much directly worse than that card, but Free From Amber is a powerful spell, and Priest needs it— Paladin has more consistent power, buff, and removal than Priest so this justifies a lower power level counterpart.
Consecration in Flame: It's Consecration, but twice the effect for twice the price. I often felt like Paladin lacked high-cost cards like this to buff out their deck for board clears— Mage has Flamestrike, but Paladin seems to rely mostly on Equality as the main board clear. This gives Paladin more options for dealing with hefty late game boards, but at the cost of it being a turn later.
Consecrated Hammer: Slightly more power than Consecration in Flame, with an additional effect, for the price that your hero has to attack. Same stats as Truesilver Champion for 9 mana, which is why the effect is double Consecration. Not much use against a high-statted board, but useful for clearing tons of small minions in the lategame.
Greater Seal of Light: When comparing this to something like Greater Healing Potion, it does seem overcosted. But then you have to consider that this acts as some measure of immunity against big threats, as your opponent has to use two sources of damage to get through to you. Then consider the power level of this card as a random off of a card that generates Blessings and Seals, or casts them automatically.
Greater Blessing of Kings: Compare to Dinosize, except that card sets Attack and Health to 10 instead of providing an addition. This card can make your 12/12 Deathwing, Dragonlord into a 22,22 with "Can't Attack". This is very good on minions that already have Taunt. Real synergy with Avenging Spirit if you can get the 1/6.
General Turalyon:
Card Explanations:
Bolvar, Lich King: A high-utility source of power for a Paladin, Bolvar is a 1/7 on your turn but a 5/7 on your opponent's turn, providing +4 Attack to all your minions on your opponents turn. You restore 4 more health per health effect, and Blessing of Kings on Bolvar makes him a 9/15 on your opponent's turn— a 9 mana 2 card combo.
Sunwalker Dezco: A straight-up rip of Sunwalker. Costs 1 more mana because I'm pretty sure Double Divine Shield is like giving a minion two Divine Shields, and Divine Shield is usually a 1 mana stat anyway. Useful for fending off... I'm not sure really. Late board aggro?
Kael'Thas, the Fallen: Really just encourages you to make a deck without Divine Shield in it, giving you a worse minion than Core Hound if you manage to not activate it, and a 10/10 Taunt otherwise. This also counts off minions summoned by random effects, battlecries, deathrattles, and cards like Firelands Portal, which means you have to have some level of faith in RNG for this to work. Also works with Blessings and Seals decks, as giving a minion Divine Shield isn't the same as summoning one with Divine Shield.
General Turalyon: A Hero Card for right before we see the rest of the hero releases. 10 mana with some equivalencies to Lord Jaraxxus in terms of power level. You immediately gain 10 armor, and the Great Royal Sword has some interesting effects: It acts like a Tar Creeper for yourself, and whenever you take damage you get a damage shield. This is very good in itself, and the weapon has 4 uses on your turn—otherwise it has infinite uses on your opponent's turn unless it is destroyed. The Hero Power is a souped up version of The Silver Hand with Divine Shields (good for use with Blood Knight or Blood Knight Commander). I think this has a good power level for a 10-Cost Hero Card, but we'll see if it's overpowered compared to the soon-to-be-released (as of July 22, 2017) hero cards from KFT.
Paladin-Priest Duo-Class Cards:
I chose to represent these cards using Hearthcards stitching as well as the Mean Streets tri-class banners (with Paladin on either side and Priest in the middle to signify two classes... I wish there was an option to only make it 2 classes instead of 3).
Card Explanations:
Cleanse Toxins: A very simple card that is only useful in certain situations. Would probably be better if it cost (2) and drew a card as well.
Beacon Carrier: More useful for sure in Priest where there is an abundance of healing, but also good in Paladin with buff cards to keep this up and running while using other cards to heal (Earthen Ring Farseer, Hozen Healer).
Cleansing Light: If for some reason more than one enemy minion has Poisonous, or even if your Rogue opponent has Envenom Weapon-ed, this card removes all of that as a problem for only 1 mana more than Cleanse Toxins.
I'd like to hear everybody's feedback on this— everyone who still frequents the Fan Creations forum, of course. The last class expansion I made was around 2 years ago, and the first one almost exactly 2 years ago. I still plan to make all of them, but I had some hiccups along the way that made me quit playing Hearthstone. Nonetheless, I keep up to date with balancing and enjoy making cards.
UPDATE: While the main cards for this expansion are finished, I may be adding new cards that relate to KFT or ones that I thought of making but didn't.
Leave me your thoughts and criticisms!
Thanks,
—Teknician
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• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
Awesome thread, Paladin is my favorite class. Please do more!
Yes, this is the exact type of paladin that I love so much. Blizz, so far, has just moved away from that type of paladin, into a more gimmicky and lame one, sadly. Only, there's a problem with the secret rebuke. What happens if the opponent uses all of his mana to play a spell? Then does rebuke simply not trigger?
p.s Love the key word Judgement!!
p.s 2: REALLY looking forward for the rest
"As housecarl I am sworn to your service. I will protect you and all you own, with my life." - Lydia of Whiterun
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• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
Bumped for new content. 2 new commons, rares, and epics. 1 legendary in the form of Bolvar, Lich King.
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• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
I like your content. Good work mate! You took paladin to where Blizzard should have, not the gangster type we have last seen. I hope they won't fail us with the next expansion, where paladins should be the main opponent of the Lich King. I am really looking forward for minions belonging to Argent Dawn, reprint of Tirion or get Arthas as our legendary or hero skin! Justice must be surved!
FOR THE HORDE!
And I also agree on the murloc part. Paladins should swarm wthe board with recruits, not fucking murlocs. That's why I play only control
FOR THE HORDE!
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• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
I really like the idea of these class expansion packs you're making. It's a very unique idea and the cards in them are even more so. You've done a great job with this one and i'm looking forward to seeing the rest!
Make more cards out of paladin wow spells. Shield of the Righteous, Beacon of Light etc. And add some more legendaries like Vindicator Maraad, Yrel etc.
FOR THE HORDE!
I made Yrel for another expansion, but that failed so maybe there's room for her in this. There may be new cards in store for this expansion as I'm coming up with ideas all the time. Cards like Beacon of Light might end up being shared between this and the Priest expansion, but that's for the future.
New Cards today:
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• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
New Cards in this release:
All original cards released! Any further releases will have been cards I've made on the fly. Any suggestions?
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •