Exactly. The only truly amazing use of KT is if your Tirion gets silenced and you trade him away just to get him back Shielded up. Otherwise, if your board is healthy and sound, you have milions of ways around your opponent's. I'd prefer a legendary or a big cost card that actually helped every time. I guess one can try the Black Knight due to Belchers being everywhere or even a Cairne (which I prefer than 1 Piloted Golem...)
It really isn't. Imagine that I am still laddering in early rank 5, and the huge number of Hunters demands 2 different sources of healing. Double Lay is also nice for getting the grasp back, before that Druid skillRoars you. Personally, I am running double Healbot also (instead of mind control tech) and I am loving it.
Just now Savjz is climbing really high with paladin, i just copied is deck here:
snip----deck]160040[/deck]
I never liked Mind Control Tech and Kel'Thuzad in there. They seem amazing when they work, but watching his stream this is happening once every 10 games or so.
As far as Seal of Light is concerned it depends on the rank you are. If you are facing LOTS of aggro, then it's better than a 2 for 1, because it stops early rampaging people and it feels like equipping a mini Truesilver. Also, during midgame it's a solid 4 life back and if you combine it with a Truesilver it's a 6 damage-6 heal attack that is great to turn the tables on rampaging Hunters/ Zoo or 'about to combo' Druids.
And as you mentioned, it's great with Pyromancers, especially with all the Implosions and Haunter Creepers around.
I just hope that people start to realise what an amazing card Seal of Light is, especially for early ranking up. Just like you are saying, it's a direct answer to an early board setup, and it can combine with your weapons later on.
Am I the only one who really loves Ooze in control Paladin? I love it against Hunter to remove the Bow early and get a solid minion out and damn is it fun against Handlock since it goes to Jaraxxus most of the time.
I started using it because I didn't have harrison but to be honest beside the Warrior match up I don't see many situations where I would rather have Harrison instead of Ooze. Against Hunter it's too slow, against Jaraxxus I don't actually want to draw that many cards. Of course I could use a shredder instead but removing the weapon helps me greatly in every match up... well unless it's warrior actually.
Effectwise, Ooze is better because it's cheaper and faster. Harrison though, is a 5/4 body that will probably mean it will be killing one or two minions on his way to the discard pile. Plus, the card drawing (or card replacing itself) is good.
I do doubt muster more and more however. All opponents know the card too well. Knife juggler hardly stays on the board more than 1 turn. Druids keep their swipe, shammies their lightning storm, warrios whirlind etc...All tokens are cleared as fast as I play them. Zoo just trades more efficient against them, can't really play it against mechmage on turn 3 because of blastmage. I'll probably start with dropping 1x muster for an owl.
You can't ask anything more from a 3 mana card. It's versatile and it requires a direct answer or it can snowball. Owl is amazing in most matchup, and I would go up to two.
If you run a good old control with heals and Guardian of Kings, and Healbots are your new toy...try to add some Recombobulators in there. They can either be a 3/2 early (that can transform a token or a shieldbot if it loses the shield), but they do shine when they change Healbots and Guardian of Kings.
It's exactly like that. Hunters and zoo are always playing their game regardless of draw (90% of the times at least). While the rest of the field is trying to keep up by keeping random board presence that they can ignore or deal with easily.
I understand that aggro decks are important for a card game's health, but the Undertaker madness is a bit over the top. Undertaker would be ok if the amount of deathrattle minions were lower or their cost higher.
I am stuck at rank 5 for a good 2 days now, always losing from Hunters/Zoo with openings of Undertaker and tons of deathrattles, IF I don't draw the perfect countering hand and IF they miss a turn during midgame. Of course, any Paladin deck can win against them on paper, but I can't score anything better than 50/50, with many games just lost due to their amazing starts or my slow starts.
Not saying that Paladin is not viable, because it is on its better spot since the time of Giant Control but I think that it's about time they considered a nerf to the Undertaker card (probably not increasing health but only power) since it's a nightmare to ladder against aggro decks that win during their first two turns effectively.
After GvG release, Muster Paladin got easy wins because people didn't have a clue how to play against it. Meaning that most of the times your 1/1 survived until it was too late. Now after all that popularity and streaming you are effectively waiting for an 8 turn Muster/Quartermaster in order to get a combo going.
Midrange paladin is playable, but nothing amazing at the moment. Control Paladin is a hell to ladder with, and on tournament there is no reason to play it since it has no clear matchup against any deck. Not even control Warrior.
I don't think that Healbot and LoH are sharing any similar functionality. LoH is a late game hand refill, which effectively allows you to overlook many popular mid-range deck drawing tools, while the Healbot is a mid game survival tool. Personally, I'd never run midrange or control without LoH.
Exactly. The only truly amazing use of KT is if your Tirion gets silenced and you trade him away just to get him back Shielded up. Otherwise, if your board is healthy and sound, you have milions of ways around your opponent's. I'd prefer a legendary or a big cost card that actually helped every time. I guess one can try the Black Knight due to Belchers being everywhere or even a Cairne (which I prefer than 1 Piloted Golem...)
It really isn't. Imagine that I am still laddering in early rank 5, and the huge number of Hunters demands 2 different sources of healing. Double Lay is also nice for getting the grasp back, before that Druid skillRoars you. Personally, I am running double Healbot also (instead of mind control tech) and I am loving it.
Especially the interaction with Freezing Traps ;)
I never liked Mind Control Tech and Kel'Thuzad in there. They seem amazing when they work, but watching his stream this is happening once every 10 games or so.
As far as Seal of Light is concerned it depends on the rank you are. If you are facing LOTS of aggro, then it's better than a 2 for 1, because it stops early rampaging people and it feels like equipping a mini Truesilver. Also, during midgame it's a solid 4 life back and if you combine it with a Truesilver it's a 6 damage-6 heal attack that is great to turn the tables on rampaging Hunters/ Zoo or 'about to combo' Druids.
And as you mentioned, it's great with Pyromancers, especially with all the Implosions and Haunter Creepers around.
I just hope that people start to realise what an amazing card Seal of Light is, especially for early ranking up. Just like you are saying, it's a direct answer to an early board setup, and it can combine with your weapons later on.
If you are not rushing and you don't have another solid 1 mana drop, Zombie Chow is the best 1st turn drop.
Effectwise, Ooze is better because it's cheaper and faster. Harrison though, is a 5/4 body that will probably mean it will be killing one or two minions on his way to the discard pile. Plus, the card drawing (or card replacing itself) is good.
You can't ask anything more from a 3 mana card. It's versatile and it requires a direct answer or it can snowball. Owl is amazing in most matchup, and I would go up to two.
I would easier run Blessing of Kings rather than Blessed Champion. It makes Muster for Battle a real threat even without Quartermaster.
If you run a good old control with heals and Guardian of Kings, and Healbots are your new toy...try to add some Recombobulators in there. They can either be a 3/2 early (that can transform a token or a shieldbot if it loses the shield), but they do shine when they change Healbots and Guardian of Kings.
It's exactly like that. Hunters and zoo are always playing their game regardless of draw (90% of the times at least). While the rest of the field is trying to keep up by keeping random board presence that they can ignore or deal with easily.
I understand that aggro decks are important for a card game's health, but the Undertaker madness is a bit over the top. Undertaker would be ok if the amount of deathrattle minions were lower or their cost higher.
I am stuck at rank 5 for a good 2 days now, always losing from Hunters/Zoo with openings of Undertaker and tons of deathrattles, IF I don't draw the perfect countering hand and IF they miss a turn during midgame. Of course, any Paladin deck can win against them on paper, but I can't score anything better than 50/50, with many games just lost due to their amazing starts or my slow starts.
Not saying that Paladin is not viable, because it is on its better spot since the time of Giant Control but I think that it's about time they considered a nerf to the Undertaker card (probably not increasing health but only power) since it's a nightmare to ladder against aggro decks that win during their first two turns effectively.
After GvG release, Muster Paladin got easy wins because people didn't have a clue how to play against it. Meaning that most of the times your 1/1 survived until it was too late. Now after all that popularity and streaming you are effectively waiting for an 8 turn Muster/Quartermaster in order to get a combo going.
Midrange paladin is playable, but nothing amazing at the moment. Control Paladin is a hell to ladder with, and on tournament there is no reason to play it since it has no clear matchup against any deck. Not even control Warrior.
I don't think that Healbot and LoH are sharing any similar functionality. LoH is a late game hand refill, which effectively allows you to overlook many popular mid-range deck drawing tools, while the Healbot is a mid game survival tool. Personally, I'd never run midrange or control without LoH.
It's very random. It's one of those cards that is amazing when it works, but it only works in 1 out of 50 games.