I've been pondering something lately when it comes to the Paladin. The thing is that most of his cards don't really have much synergy with his hero ability. You would think that the Paladin's specialty is having a lot of minions on the field, which it kind of isn't. Not really any of his cards or minions benefit from summoning minions or having minions in play. They mostly focus around either buffing allies or debuffing the enemy. Also with the recent UTH nerf, it still is a problem to use Reinforce because you don't want more doggies. So here is my suggestion:
Change Reinforce to: "Summon a 1/1 Recruit; Otherwise give it +1/+1"
Now hear me out. This means a few things for the Paladin:
You can only summon 1 recruit on the field. Each time you use the Hero Power you grant that single Recruit +1/+1.
This is practically the same when it comes to damage output. Instead of getting another 1/1 body every turn, you buff that one guy.
It can still trade with Hero Powers like Mage's or Druid's on turn one. So if they want to get rid of it before it can cause trouble they can.
It isn't OP when it comes to Mana cost because a 2/2 for 4 Mana or a 3/3 for 6 Mana, overtime no less isn't a great deal when it can get destroyed.
Another huge benefit is that a lot of the Paladin's cards work really well with this new Hero Ability when it comes to synergy. Argent Squire is now reasonable to Divine Shield the Recruit. Aldor Peacekeeper would now be a way to keep your Recruit alive by trading with the enemy minion, as is Humility. Hand of Protection will probably be used more to protect your Recruit. Blessing of Kings and Blessing of Might would be used more as you can to continue buffing your recruit after the Blessing hits. Redemption and Noble Sacrifice would be used a lot more to protect and bring back to life your recruit. Now you don't feel like you are at a disadvantage against Hunters that use UTH (All of Them) now that you have a single big guy instead of little smaller guys.
Also remember that once it is destroyed, you have to start from square one with a 1/1 guy that might keep getting killed over and over again. I believe this is the most interesting idea for Paladin that really fits his theme of buffing his allies. Also it goes with the name of the Hero Ability because your "Reinforcing" your Recruit.
I like the thought put into this, but I don't think this would make Paladin better. When I play Paladin (very rarely), the 1/1 for two mana can really help with card advantage, and that's what I think Hero Powers' main priority should be.
I like the thought put into this, but I don't think this would make Paladin better. When I play Paladin (very rarely), the 1/1 for two mana can really help with card advantage, and that's what I think Hero Powers' main priority should be.
Card Advantage only works when you trade a Minion for a Card, when usually it is just traded with a Hero Power which means nothing changed. If anything, this would allow you to get more cards as you can focus on protecting and buffing your guy while you keep the bigger minions until later.
A step forward on this idea is to make the power either create a 1/1 dude or boost all your 1/1 dudes (not only recruits) for +1/+1 . This could open up new deck designs and potential paladin specific cards that produce 1/1s.
A step forward on this idea is to make the power either create a 1/1 dude or boost all your 1/1 dudes (not only recruits) for +1/+1 . This could open up new deck designs and potential paladin specific cards that produce 1/1s.
I think that is to much of an overkill that makes the Paladin OP. The fact that you can spawn 2 guys then double their potential damage is insane. I think my version is a bit better balanced and still have a lot of good combos.
Seems so. But the thing is that I'd like to see a way for Paladin control to be able to burst down opponents (a la Savage Roar/FoN), because right now, it's the only control deck that needs to walk the full green mile in order to win. Warrior can go for 12 face with Grommash/Cruel, Druid for 14 with FoN/Savage Roar etc.
Anyway, I think that changes to hero powers are not likely to happen, so we are just discussing theory here.
Seems so. But the thing is that I'd like to see a way for Paladin control to be able to burst down opponents (a la Savage Roar/FoN), because right now, it's the only control deck that needs to walk the full green mile in order to win. Warrior can go for 12 face with Grommash/Cruel, Druid for 14 with FoN/Savage Roar etc.
Anyway, I think that changes to hero powers are not likely to happen, so we are just discussing theory here.
Leeroy + BoK + BoM = 13 and leaves a 10/6 on the board?
Another BoM makes it 16.
Never ever seen it but theoretically possible. Just highlights the problem with Paladin being card draw; we would be competitive if we didn't require more cards than everyone else to achieve the same thing, and lack any decent draw mechanic.
Too powerful. Imagine a stalemate where you've buffed the minion once, a mage can only hit it for one each turn but each turn it's attack power goes up even further.
If you see a post that you find objectionable, report it, it helps keep the forum clean. But be aware people are allowed a lot of latitude.
If you find my posts to be rude, objectionable, or whatever, well, I got tired of writing polite TL; DR (Too Long, Didn't Read) posts at crybaby whiners. So now I just make it short and nasty.
If you find that funny, well and good. If you find that sad, that's even better.
I've been pondering something lately when it comes to the Paladin. The thing is that most of his cards don't really have much synergy with his hero ability. You would think that the Paladin's specialty is having a lot of minions on the field, which it kind of isn't. Not really any of his cards or minions benefit from summoning minions or having minions in play. They mostly focus around either buffing allies or debuffing the enemy. Also with the recent UTH nerf, it still is a problem to use Reinforce because you don't want more doggies. So here is my suggestion:
Change Reinforce to: "Summon a 1/1 Recruit; Otherwise give it +1/+1"
Now hear me out. This means a few things for the Paladin:
Another huge benefit is that a lot of the Paladin's cards work really well with this new Hero Ability when it comes to synergy. Argent Squire is now reasonable to Divine Shield the Recruit. Aldor Peacekeeper would now be a way to keep your Recruit alive by trading with the enemy minion, as is Humility. Hand of Protection will probably be used more to protect your Recruit. Blessing of Kings and Blessing of Might would be used more as you can to continue buffing your recruit after the Blessing hits. Redemption and Noble Sacrifice would be used a lot more to protect and bring back to life your recruit. Now you don't feel like you are at a disadvantage against Hunters that use UTH (All of Them) now that you have a single big guy instead of little smaller guys.
Also remember that once it is destroyed, you have to start from square one with a 1/1 guy that might keep getting killed over and over again. I believe this is the most interesting idea for Paladin that really fits his theme of buffing his allies. Also it goes with the name of the Hero Ability because your "Reinforcing" your Recruit.
I like the thought put into this, but I don't think this would make Paladin better. When I play Paladin (very rarely), the 1/1 for two mana can really help with card advantage, and that's what I think Hero Powers' main priority should be.
Card Advantage only works when you trade a Minion for a Card, when usually it is just traded with a Hero Power which means nothing changed. If anything, this would allow you to get more cards as you can focus on protecting and buffing your guy while you keep the bigger minions until later.
I really like this idea. And very creative thinking as well.
A step forward on this idea is to make the power either create a 1/1 dude or boost all your 1/1 dudes (not only recruits) for +1/+1 . This could open up new deck designs and potential paladin specific cards that produce 1/1s.
I think that is to much of an overkill that makes the Paladin OP. The fact that you can spawn 2 guys then double their potential damage is insane. I think my version is a bit better balanced and still have a lot of good combos.
Seems so. But the thing is that I'd like to see a way for Paladin control to be able to burst down opponents (a la Savage Roar/FoN), because right now, it's the only control deck that needs to walk the full green mile in order to win. Warrior can go for 12 face with Grommash/Cruel, Druid for 14 with FoN/Savage Roar etc.
Anyway, I think that changes to hero powers are not likely to happen, so we are just discussing theory here.
Leeroy + BoK + BoM = 13 and leaves a 10/6 on the board?
Another BoM makes it 16.
Never ever seen it but theoretically possible. Just highlights the problem with Paladin being card draw; we would be competitive if we didn't require more cards than everyone else to achieve the same thing, and lack any decent draw mechanic.
Too powerful. Imagine a stalemate where you've buffed the minion once, a mage can only hit it for one each turn but each turn it's attack power goes up even further.
1/1 And Taunt always made the most sense to me.
That would be the most OP thing ever, like seriously.
Given the state of the Paladin, we are searching for something like that....like seriously.
Welcome to the board! That's one of the worst ideas ever.
How about a 4 damage weapon that heals you when you use it ;)
Are you saying the Paladin is balanced? Hahahahaha. He has the least amount of good class cards in the game.
Actually, given the current state of things, a 2 cost 2 damage weapon that heals you for 4 when you attack, makes more sense.
Wow, I never realized how good Vanish and Kidnapper are. :p
If you see a post that you find objectionable, report it, it helps keep the forum clean. But be aware people are allowed a lot of latitude.
If you find my posts to be rude, objectionable, or whatever, well, I got tired of writing polite TL; DR (Too Long, Didn't Read) posts at crybaby whiners. So now I just make it short and nasty.
If you find that funny, well and good. If you find that sad, that's even better.
That's only two.
While these are all of the 100% bad Paladin Cards:
Humility, The 4 Secrets, Light's Justice, Blessed Champion. And he has some debatably bad cards like Hand of Protection and Blessing of Wisdom.
If by "debatably bad" you mean good but situational - then I agree.
Of course, that's the category where I'd put most rogue cards.
Give recruits charge. Solved.