Hammer of Wrath is the definition of a very balanced card. But it doesn't really... do anything. Paladin doesn't get much from cycling, and 3 damage after turn 3 is pretty underwhelming.
It's just one of those cards they copy-pasted into a couple of classes because they thought they'd want it. I think at one point, when Paladin had a bunch of 'change a minion's stats to 3/3' stuff the idea was to make Hammer of Wrath a little more impactful, but that never really happened.
It's one of those cards I think they should HoF or rework if/when they do a Paladin rework on the basic/classic set.
Er, I mean I agree with the sentiment that Paladin could use some focus, but the class got plenty of new cards that fit with librams and the pure archetype (hey, 14 new paladin cards for pure paladin to use).
Make one of the best statlines in the game into a Senjin Shieldmasta that doesn't have Taunt is an amazing card, isn't it?
Wait, what? Using Call to Adventure to pull your 1 drop is pretty. It techs it out fast, it's got a good statline -- 3/5 for 4 is average and because it cycles doesn't really have a card cost, it thins your deck by a card. It could probably have been a 2 mana card, but it's really not that bad.
The biggest issue is the core set. The secrets (and this applies to Hunter and Mage too) have no focus, and the pay off for them is really arbitrary. Compare that to the Rogue Secrets, which have very clear focuses and the punishments are very clear. Your opponent tries to develop a board, you respond with a 2/3 poisonous minion. They try to play spells to gain value, you draw cards. They try to make effective trades, you replace your minions with bigger ones.
Some of the Paladin secrets don't even make sense or your opponent can punish you for even playing them. And then there are super wonky cards like Holy Wrath. Truesilver Champion is weird too. It's an aggressively stated weapon that heals you. Why?
Paladin has a really awful basic/classic set and they could definitely do a lot of work to improve it like they did with priest. (And I hope they do that next)
I think it makes sense for Paladin to have a lot less combo cards, and be like priest where their cards all work really well within a vacuum. And then most of their card draw being card generation because they just have an overall very strong set of individually powerful cards. I think that also fits the flavour of being "holy".
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Hammer of Wrath is the definition of a very balanced card. But it doesn't really... do anything. Paladin doesn't get much from cycling, and 3 damage after turn 3 is pretty underwhelming.
It's just one of those cards they copy-pasted into a couple of classes because they thought they'd want it. I think at one point, when Paladin had a bunch of 'change a minion's stats to 3/3' stuff the idea was to make Hammer of Wrath a little more impactful, but that never really happened.
It's one of those cards I think they should HoF or rework if/when they do a Paladin rework on the basic/classic set.
Er, I mean I agree with the sentiment that Paladin could use some focus, but the class got plenty of new cards that fit with librams and the pure archetype (hey, 14 new paladin cards for pure paladin to use).
Wait, what?
Using Call to Adventure to pull your 1 drop is pretty. It techs it out fast, it's got a good statline -- 3/5 for 4 is average and because it cycles doesn't really have a card cost, it thins your deck by a card.
It could probably have been a 2 mana card, but it's really not that bad.
The biggest issue is the core set. The secrets (and this applies to Hunter and Mage too) have no focus, and the pay off for them is really arbitrary. Compare that to the Rogue Secrets, which have very clear focuses and the punishments are very clear. Your opponent tries to develop a board, you respond with a 2/3 poisonous minion. They try to play spells to gain value, you draw cards. They try to make effective trades, you replace your minions with bigger ones.
Some of the Paladin secrets don't even make sense or your opponent can punish you for even playing them. And then there are super wonky cards like Holy Wrath. Truesilver Champion is weird too. It's an aggressively stated weapon that heals you. Why?
Paladin has a really awful basic/classic set and they could definitely do a lot of work to improve it like they did with priest. (And I hope they do that next)
I think it makes sense for Paladin to have a lot less combo cards, and be like priest where their cards all work really well within a vacuum. And then most of their card draw being card generation because they just have an overall very strong set of individually powerful cards. I think that also fits the flavour of being "holy".