I've been playing Hearthstone for about 2 years now, and I've come to love this game. It allows for a mix of skill and luck to produce a largely fun and varied meta, though it definitely isn't perfect. It's less daunting than Magic to me, and less boring than Gwent (25 minute matches? As an expecting father, I can't devote that kind of time). If you're into those, great! But Hearthstone is the game for me.
That being said, it is my opinion that Paladin best contributes to a healthy meta when it mains as a control deck. It's had its fair share of OP (or nearly so) control decks, given that Divine Shield is such a powerful mechanic, and the combination of weapons like Ashbringer and Truesilver Champion, and healing like Ivory Knight (a minion that heals you AND offers an extra spell) make it formidable when in a healthy meta.
When Pally goes aggro (Divine Shield aggro, Anyfin), it becomes an imbalance. Not that classes should always be confined to control, midrange, or aggro, but so far, Paladin only offers non interactive aggro decks as opposed to highly interactive control options. The handbuff elemental control deck I found here on Hearthpwn has been immensely challenging and fun, especially since I started the game as an aggro player. It's highly interactive and requires some forethought if it will succeed, though it allows for a few mistakes here and there if you're not laddering past 10. Decks like Divine Shield aggro and Anyfin were stressful to face as they largely ignored everything other than your face while they stalled for that all-powerful two-turn Anyfin onslaught or the constant face pummeling of Divine Shield aggro that relied on the mechanic to carry it through most soft removal and trades. Control Paladin, on the other hand, is far more interactive, as it tends to build a board while attempting to clear yours.
I'm not claiming this is the end-all for Paladin, but it should be safe to say that - at the very least - the Un'Goro metagame is far better off with control Paladins than aggro. Thoughts?
P.S. - Paladin's quest is trash. Please keep playing it if you like offering easy wins to your opponent. I haven't face a single quest pally that hasn't conceded by turn 7 the latest.
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Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
I've always loved mid-range/control decks it's my favorite part of Hearthstone. There's so much thinking that can go into the games and it makes winning or even losing that much better. I played against a Quest Warrior (with their own slight adjustments to the deck) with my Kazakus Priest and we ended up going to fatigue and I barely ended up surviving. I added the person afterwards to thank them for the great game it was a long battle and a great one at that. Aggro, while it is a strategy, just leaves a lot to be desired from Hearthstone for players like me when all you want is a good interactive game and you get face x.x But that is my own feelings on the matter and the game wasn't designed to be pure control it is to create decks that you like/that work out in the current meta and aggro is a part of that. However I will always love control match ups far more than a 2 minute game and Paladin is definitely in a strong control spot along with some of the other classes
anyonre remember the european blizzcon qualifiers (i think pre naxx) where the insanely (fun and) long control paladin matchups were the closest pro HS ever came to a mind-game like chess?
anyonre remember the european blizzcon qualifiers (i think pre naxx) where the insanely (fun and) long control paladin matchups were the closest pro HS ever came to a mind-game like chess?
That's before my time, but it sounds intense. Will i find any videos of those matches if I search for them?
Rollback Post to RevisionRollBack
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
anyonre remember the european blizzcon qualifiers (i think pre naxx) where the insanely (fun and) long control paladin matchups were the closest pro HS ever came to a mind-game like chess?
That's before my time, but it sounds intense. Will i find any videos of those matches if I search for them?
it probably should be under past broadcasts on the HS twitch
I've been playing Hearthstone for about 2 years now, and I've come to love this game. It allows for a mix of skill and luck to produce a largely fun and varied meta, though it definitely isn't perfect. It's less daunting than Magic to me, and less boring than Gwent (25 minute matches? As an expecting father, I can't devote that kind of time). If you're into those, great! But Hearthstone is the game for me.
That being said, it is my opinion that Paladin best contributes to a healthy meta when it mains as a control deck. It's had its fair share of OP (or nearly so) control decks, given that Divine Shield is such a powerful mechanic, and the combination of weapons like Ashbringer and Truesilver Champion, and healing like Ivory Knight (a minion that heals you AND offers an extra spell) make it formidable when in a healthy meta.
When Pally goes aggro (Divine Shield aggro, Anyfin), it becomes an imbalance. Not that classes should always be confined to control, midrange, or aggro, but so far, Paladin only offers non interactive aggro decks as opposed to highly interactive control options. The handbuff elemental control deck I found here on Hearthpwn has been immensely challenging and fun, especially since I started the game as an aggro player. It's highly interactive and requires some forethought if it will succeed, though it allows for a few mistakes here and there if you're not laddering past 10. Decks like Divine Shield aggro and Anyfin were stressful to face as they largely ignored everything other than your face while they stalled for that all-powerful two-turn Anyfin onslaught or the constant face pummeling of Divine Shield aggro that relied on the mechanic to carry it through most soft removal and trades. Control Paladin, on the other hand, is far more interactive, as it tends to build a board while attempting to clear yours.
I'm not claiming this is the end-all for Paladin, but it should be safe to say that - at the very least - the Un'Goro metagame is far better off with control Paladins than aggro. Thoughts?
P.S. - Paladin's quest is trash. Please keep playing it if you like offering easy wins to your opponent. I haven't face a single quest pally that hasn't conceded by turn 7 the latest.
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
I've always loved mid-range/control decks it's my favorite part of Hearthstone. There's so much thinking that can go into the games and it makes winning or even losing that much better. I played against a Quest Warrior (with their own slight adjustments to the deck) with my Kazakus Priest and we ended up going to fatigue and I barely ended up surviving. I added the person afterwards to thank them for the great game it was a long battle and a great one at that. Aggro, while it is a strategy, just leaves a lot to be desired from Hearthstone for players like me when all you want is a good interactive game and you get face x.x But that is my own feelings on the matter and the game wasn't designed to be pure control it is to create decks that you like/that work out in the current meta and aggro is a part of that. However I will always love control match ups far more than a 2 minute game and Paladin is definitely in a strong control spot along with some of the other classes
anyonre remember the european blizzcon qualifiers (i think pre naxx) where the insanely (fun and) long control paladin matchups were the closest pro HS ever came to a mind-game like chess?
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
I don't play paladin, but I like when I see a fair deck with fun mechanics do well. ^_^