We've all laughed and criEd as we played our paladins ranking up in ranked play mode. Yes we knew we were the underdogs with the weakest class but that was part of the fun and challenge. However with the release of the garbage Paladin cards it's time to move on to a class who will actually give us a chance of winning. Now this isn't goodbye forever we'll see each other in arena but ranked paladin is now officially dead. There is not one redeeming gvg paladin class cards worth making a deck around and since all our others are weak to fair only there is no hope left. Goodluck and god speed
Not trying to bash your effort, but the deck above looks like it's just a random assembly of a mix of zooey and 2-3 controlish cards and a few new cards.You have 18 2 drops and 1 Hammer of wrath for draw (even worse with mechwarper as it speeds up your curve). Why doomsayer on such a deck? Why no Divine Favor? Why the Fellreaver and the GoK?
On topic, I don't think paladin will be a dead class after GvG, but with the cards we've seen right now, why would you play paladin except if you love yellow and or flashy animations? There's literally 0 cool things that seperate you from other control classes and the few aggro decks that will show up once in a while will be a joke compared to warlock/hunter aggro. The one unique and cool thing about paladin was the powerhouse lategame/class legendary we had. Even though it was expected in every single game vs paladin and was almost always countered, it was really great when it wasn't.
Our new class legendary is a joke. Don't even try to argue that it isn't. Compare it to Druid of the Fang, which will almost always have an activator, so you will pretty much always see it played as a 7/7 for 5 mana, unsilenceable.
Paladin is definitely lacking flavor and uniqueness at the moment and GvG doesn't seem to help with that.
It may seem like pally got the short end of the stick this time around, but who knows, some sort of competitive deck could come out of this expansion. We'll hopefully see more once the new cards come around and people start experimenting with new deck types and modifications to current ones.
Not trying to bash your effort, but the deck above looks like it's just a random assembly of a mix of zooey and 2-3 controlish cards and a few new cards.You have 18 2 drops and 1 Hammer of wrath for draw (even worse with mechwarper as it speeds up your curve). Why doomsayer on such a deck? Why no Divine Favor? Why the Fellreaver and the GoK?
I suppose I shall have to explain the concept of a midrange deck to someone who has played a game that have been purely aggro vs control for the past year.
The two drops (being the minions you would want to play on turn 2, 2-mana-card =/= 2-drop) are Egg, Minibot, and Mechwarper. That's 6 two drops (not 18, jesus...) Up to 7 including ooze if you are against a weapon-less class.
Doomsayer is early game removal/huge tempo swing. They have just a 3/2 or a few small minions on board? You play Doomsayer, they can't destroy it so they just hit face and don't summon anything, then you've removed those minions, and stopped them from playing new ones that turn. Removal+Tempo Boost
Egg is for combo with Scarlet and Hammer. A large upside here is that both scarlet and hammer are good on their own, and don't require comboing with the egg to pull their weight.
Ooze is for destroying all those new weapons that are gonna be floating out in the meta.
Owl is to silence something scary that needs silencing. (Many things after GvG) All of the spells are your usual paladin removal/board clear along with 1 BoK for a nice buff on a sticky minion.
Spidertank and Tinkertown are both very solid midgame cards, trade well with early game and survive. Fel and the 2 legendaries are your big threats/finishers, and GoK helps you stay alive versus rush.
This magical type of deck located roughly between aggro and control is what is known as midrange chitor, and you're going to be seeing a lot of it coming up.
Bolvar is a little disappointing but it isn't that bad. 7 health is great and minions die all the time. It's not game changing, but it's a decent 5 drop. And some of the other paladin cards to come out are pretty good.
But the big thing is, the whole meta will be changing now. Everybody's decks are going to be changing, so it's really hard to say which class will be more or less viable because you don't know the decks you're playing against.
Not trying to bash your effort, but the deck above looks like it's just a random assembly of a mix of zooey and 2-3 controlish cards and a few new cards.You have 18 2 drops and 1 Hammer of wrath for draw (even worse with mechwarper as it speeds up your curve). Why doomsayer on such a deck? Why no Divine Favor? Why the Fellreaver and the GoK?
I suppose I shall have to explain the concept of a midrange deck to someone who has played a game that have been purely aggro vs control for the past year.
The two drops (being the minions you would want to play on turn 2, 2-mana-card =/= 2-drop) are Egg, Minibot, and Mechwarper. That's 6 two drops (not 18, jesus...) Up to 7 including ooze if you are against a weapon-less class.
Doomsayer is early game removal/huge tempo swing. They have just a 3/2 or a few small minions on board? You play Doomsayer, they can't destroy it so they just hit face and don't summon anything, then you've removed those minions, and stopped them from playing new ones that turn. Removal+Tempo Boost
Egg is for combo with Scarlet and Hammer. A large upside here is that both scarlet and hammer are good on their own, and don't require comboing with the egg to pull their weight.
Ooze is for destroying all those new weapons that are gonna be floating out in the meta.
Owl is to silence something scary that needs silencing. (Many things after GvG) All of the spells are your usual paladin removal/board clear along with 1 BoK for a nice buff on a sticky minion.
Spidertank and Tinkertown are both very solid midgame cards, trade well with early game and survive. Fel and the 2 legendaries are your big threats/finishers, and GoK helps you stay alive versus rush.
This magical type of deck located roughly between aggro and control is what is known as midrange chitor, and you're going to be seeing a lot of it coming up.
Yep, it's a legit deck. Might try it out myself. I don't know if I'm brave enough to run Fel though. Such a drawback, especially late-game.
We've all laughed and criEd as we played our paladins ranking up in ranked play mode. Yes we knew we were the underdogs with the weakest class but that was part of the fun and challenge. However with the release of the garbage Paladin cards it's time to move on to a class who will actually give us a chance of winning. Now this isn't goodbye forever we'll see each other in arena but ranked paladin is now officially dead. There is not one redeeming gvg paladin class cards worth making a deck around and since all our others are weak to fair only there is no hope left. Goodluck and god speed
Heh, I included it because a midrange can do work with a big threat on turn 5, the pivotal turn in which we should have stabilized vs aggro, and not lost control yet vs control. Also, you gotta draw out that Tirion removal someway, am I right?
Yeah I just glanced over the curve on the decks page, my fault. I also missread 12 as 18, god knows why. So I fucked up on those parts, I guess.
Still doesn't change the fact that it has 0 draw, you will get absolutely destroyed by any AoE in midgame, and Doomsayer doesn't help you at all if you are behind as paladin in midgame(except soak up 7 damage I guess). I don't see the point of Guardian of Kings at all, you have 1 5 drop (= 0 midgame if if your board gets cleared, because you have 0 draw) and your only 2 semi reliable lategame cards are Tirion (which may stick since you have a bunch of silence targets) and Troggzor.
What are you gonna do if you get AoE'd on T4/5 with that curve? sit there and pray to topdeck your only 5 drop? If that gets hard removed, sit there for another 2-3 turns and play 2 drops + dude on T6+7 and pray for another topdeck of your lategame.
I get the idea of midrange decks, but I don't think you will ever be able to close out games vs any control deck in mid-lategame and zoo will probably just outrun/outdraw you in the midgame.
Maybe my first response was too harsh, with a few improvements, it could maybe become a good midrange deck, but it's just trying too many things at once for it to work.
Heh, I included it because a midrange can do work with a big thread on turn 5, the pivotal turn in which we should have stabilized vs aggro, and not lost control yet vs control. Also, you gotta draw out that Tirion removal someway, am I right?
Fair point, but you risk losing Tirion if not already in hand. And timing that Fel drop on turn 5 is going to be difficult anyway. But yeah - picking a 5-drop to fit is a tricky job.
One, you won't play out your entire hand by turn 6. On average, I would say that this deck would play something like 1 card turn 2, 1 card turn 3, maybe 2 cards turn 4, and 2 cards turn 5. With your natural rate of drawing 1 card per turn, that's perfectly sustainable.
Two, the only AoE that really hurts this deck would be flamestrike. I mean, so many of these minions have 4 health, spidertank, tinkertown, egg's deathrattle, ext. Along with coghammer's Divine shield and the possibility of un-killed eggs sitting out there, I'd say that a simple consecration/lightningsorm/hellfire should all be minor setbacks, but simple enough to recover from.
(Not like aggro where you dump every minion that you can onto the board, flip the bird to the concept of overextending, and just pray that your opponent doesn't have AoE.)
If you want to complain about dead classes, lament Rogue as sensible people are doing.
Rogue just got the strongest legendary of the entire update. I'm so sorry that the neutral minion pretending to be a rogue minion got its cost increased by 1.
This is one I just kind of threw together. Toshley & Troggzor are the best new neutral legendary, and Sneed is just fun. You could probably replace him with Bolvar if you want, it's mostly a flavor pick. You could also -1 Quartermaster and add TBK.
Greetings Paladin fans,
We've all laughed and criEd as we played our paladins ranking up in ranked play mode. Yes we knew we were the underdogs with the weakest class but that was part of the fun and challenge. However with the release of the garbage Paladin cards it's time to move on to a class who will actually give us a chance of winning. Now this isn't goodbye forever we'll see each other in arena but ranked paladin is now officially dead. There is not one redeeming gvg paladin class cards worth making a deck around and since all our others are weak to fair only there is no hope left. Goodluck and god speed
Overreacting much?
Paladins are just fine. If you have that little faith in us, then we're better off without you.
Ah my good man I sympothize but denile is more then just a river in Egypt
Not trying to bash your effort, but the deck above looks like it's just a random assembly of a mix of zooey and 2-3 controlish cards and a few new cards.You have 18 2 drops and 1 Hammer of wrath for draw (even worse with mechwarper as it speeds up your curve). Why doomsayer on such a deck? Why no Divine Favor? Why the Fellreaver and the GoK?
On topic, I don't think paladin will be a dead class after GvG, but with the cards we've seen right now, why would you play paladin except if you love yellow and or flashy animations? There's literally 0 cool things that seperate you from other control classes and the few aggro decks that will show up once in a while will be a joke compared to warlock/hunter aggro. The one unique and cool thing about paladin was the powerhouse lategame/class legendary we had. Even though it was expected in every single game vs paladin and was almost always countered, it was really great when it wasn't.
Our new class legendary is a joke. Don't even try to argue that it isn't. Compare it to Druid of the Fang, which will almost always have an activator, so you will pretty much always see it played as a 7/7 for 5 mana, unsilenceable.
Paladin is definitely lacking flavor and uniqueness at the moment and GvG doesn't seem to help with that.
It may seem like pally got the short end of the stick this time around, but who knows, some sort of competitive deck could come out of this expansion. We'll hopefully see more once the new cards come around and people start experimenting with new deck types and modifications to current ones.
Not sure how this will go, but want to give it a try.
I suppose I shall have to explain the concept of a midrange deck to someone who has played a game that have been purely aggro vs control for the past year.
The two drops (being the minions you would want to play on turn 2, 2-mana-card =/= 2-drop) are Egg, Minibot, and Mechwarper. That's 6 two drops (not 18, jesus...) Up to 7 including ooze if you are against a weapon-less class.
Doomsayer is early game removal/huge tempo swing. They have just a 3/2 or a few small minions on board? You play Doomsayer, they can't destroy it so they just hit face and don't summon anything, then you've removed those minions, and stopped them from playing new ones that turn. Removal+Tempo Boost
Egg is for combo with Scarlet and Hammer. A large upside here is that both scarlet and hammer are good on their own, and don't require comboing with the egg to pull their weight.
Ooze is for destroying all those new weapons that are gonna be floating out in the meta.
Owl is to silence something scary that needs silencing. (Many things after GvG) All of the spells are your usual paladin removal/board clear along with 1 BoK for a nice buff on a sticky minion.
Spidertank and Tinkertown are both very solid midgame cards, trade well with early game and survive. Fel and the 2 legendaries are your big threats/finishers, and GoK helps you stay alive versus rush.
This magical type of deck located roughly between aggro and control is what is known as midrange chitor, and you're going to be seeing a lot of it coming up.
Bolvar is a little disappointing but it isn't that bad. 7 health is great and minions die all the time. It's not game changing, but it's a decent 5 drop. And some of the other paladin cards to come out are pretty good.
But the big thing is, the whole meta will be changing now. Everybody's decks are going to be changing, so it's really hard to say which class will be more or less viable because you don't know the decks you're playing against.
Yep, it's a legit deck. Might try it out myself. I don't know if I'm brave enough to run Fel though. Such a drawback, especially late-game.
A bit melodramatic, aren't we?
Thanks FOO(The Banner God)!
Heh, I included it because a midrange can do work with a big threat on turn 5, the pivotal turn in which we should have stabilized vs aggro, and not lost control yet vs control. Also, you gotta draw out that Tirion removal someway, am I right?
Yeah I just glanced over the curve on the decks page, my fault. I also missread 12 as 18, god knows why. So I fucked up on those parts, I guess.
Still doesn't change the fact that it has 0 draw, you will get absolutely destroyed by any AoE in midgame, and Doomsayer doesn't help you at all if you are behind as paladin in midgame(except soak up 7 damage I guess). I don't see the point of Guardian of Kings at all, you have 1 5 drop (= 0 midgame if if your board gets cleared, because you have 0 draw) and your only 2 semi reliable lategame cards are Tirion (which may stick since you have a bunch of silence targets) and Troggzor.
What are you gonna do if you get AoE'd on T4/5 with that curve? sit there and pray to topdeck your only 5 drop? If that gets hard removed, sit there for another 2-3 turns and play 2 drops + dude on T6+7 and pray for another topdeck of your lategame.
I get the idea of midrange decks, but I don't think you will ever be able to close out games vs any control deck in mid-lategame and zoo will probably just outrun/outdraw you in the midgame.
Maybe my first response was too harsh, with a few improvements, it could maybe become a good midrange deck, but it's just trying too many things at once for it to work.
Fair point, but you risk losing Tirion if not already in hand. And timing that Fel drop on turn 5 is going to be difficult anyway. But yeah - picking a 5-drop to fit is a tricky job.
The things about that are:
One, you won't play out your entire hand by turn 6. On average, I would say that this deck would play something like 1 card turn 2, 1 card turn 3, maybe 2 cards turn 4, and 2 cards turn 5. With your natural rate of drawing 1 card per turn, that's perfectly sustainable.
Two, the only AoE that really hurts this deck would be flamestrike. I mean, so many of these minions have 4 health, spidertank, tinkertown, egg's deathrattle, ext. Along with coghammer's Divine shield and the possibility of un-killed eggs sitting out there, I'd say that a simple consecration/lightningsorm/hellfire should all be minor setbacks, but simple enough to recover from.
(Not like aggro where you dump every minion that you can onto the board, flip the bird to the concept of overextending, and just pray that your opponent doesn't have AoE.)
Maybe something like this? :O
Twitter: @ThatSanderGuy | Twitch & Reddit: HiMyNameIsSander
Garbage paladin cards?
If you want to complain about dead classes, lament Rogue as sensible people are doing.
Rogue just got the strongest legendary of the entire update. I'm so sorry that the neutral minion pretending to be a rogue minion got its cost increased by 1.
Yep, Paladin will never be great at this rate, sadly.
This is one I just kind of threw together. Toshley & Troggzor are the best new neutral legendary, and Sneed is just fun. You could probably replace him with Bolvar if you want, it's mostly a flavor pick. You could also -1 Quartermaster and add TBK.
stop posting your decks, no1 cares