Hoping someone with more braincells than me can explain this - why is Argent Squire a "default" pick for the current Aggro Paladin meta? I get that it's a sensible Call to Arms bait, that could (on the off chance it survives) stay on the board long enough to synergise a little bit with Rallying Blade and might in some circumstances be a re-useable removal for 1 health threats BUT I don't see why you'd pick it over any of these;
You forgot the synergy with Sunkeeper. The divine shield let's it stay alive to be a 3/3. Saves it from board wipes. Selfless defender can be easy to play around and is essentially a near dead turn one play.
Aggro paladin is tops on aggro decks right now because of the sticky minions. Divine shield is very, very powerful.
It has divine shield. Selfless hero does not have divine shield. It only gives divine shield randomly when you can trade the way you want.
You don't need brain cells to figure this one out.
But you should cut it for 3 bad cards. Have fun with that.
All the cards you mentioned have one thing in common, 1 health. You don't see the difference here? Squire is nothing like those cards, it's run as a card that is sticky, it's harder to kill. Cutting it for more aggressive cards makes no sense. It's not as aggressive but it stays alive, which is way more important for a deck that wants to land it's power cards that swing the board. You won't land your dire wolfs or your tarim or your kings on a card that dies to 1 damage. I don't want to call to arms into something that can die almost instantly.
Honestly, if you want to discuss cards to cut for other cards mention veteran. Veteran at least is comparable to other aggressive minions and it also has 1 health.
The other cards you mentioned though are really bad. Like almost unplayable bad, which is why none of them barely ever see play.
Like others have mentioned it really can stick, which is very important regardless of when it gets played/pulled. Plus, it surviving on turn 3 for instance means you can kings it on 4 quite smoothly. I think there's definitely merit in some of the ones you have mentioned too, but they're too fragile.
You can keep it in your hand and play it on turn 1 without fear. The 3 others you mentioned get pinged.
My problem with that though, is that it's not really a threat in most scenarios. So you can play it on turn 1 and it's not really going to do anything - your opponent can kill it without consequence or just ignore it. Even with +1/+1 it's not that exciting. Righteous Protector, I totally understand due to it having Taunt - that's useful and forces your opponent to deal with that minion.
I think my personal favourite alternative is Selfless Hero; it's slightly more of a threat, Deathrattle makes it less enticing to kill and forces your opponent to deal with other threats on the board first (potentially), and it's effect is still useful after turn 1/2.
Killing a Selfless Hero requires 1 attack/ping/aoe. While there are situations where the bubble it gives pays off, there are many in which it does not.
Killing an Argent Squire requires 2 attack/ping/aoe. If your opponent has to kill your 1 drop with minion or weapon attacks, it has already done the 2 damage the Hero does. If your opponent uses a hero power to do it, you gained tempo in the early game.
Best of all, if your opponent ignores it, it benefits from all those buffs you mentioned in your sentence about the dragonhawk, except it might get to use them twice because of the bubble.
My problem with that though, is that it's not really a threat in most scenarios. So you can play it on turn 1 and it's not really going to do anything - your opponent can kill it without consequence or just ignore it.
Thing is, your opponent can't really kill it when you play it on turn 1. It has to be attacked twice while even a 2 health minion can be taken out by many weapons and minions in 1 attack.
And ignoring it for not being a threat... Leaving up tokens in a token deck cuz they aren't a threat is one of the best ways to get killed by that token deck as at some point they tend to end up not being tokens anymore.
Selfless Hero can be killed by any minion and weapon even at turn 1, which can negate the deathrattle. Yes it does more damage, but thats irrelevant when attacked by some 1/1 token from the other side while Argent Squire does 2x 1 damage if you try to kill it, let alone the fact being able to attack twice on turn 1 or 2 is a lot harder then attacking only once.
You can keep it in your hand and play it on turn 1 without fear. The 3 others you mentioned get pinged.
My problem with that though, is that it's not really a threat in most scenarios. So you can play it on turn 1 and it's not really going to do anything - your opponent can kill it without consequence or just ignore it. Even with +1/+1 it's not that exciting. Righteous Protector, I totally understand due to it having Taunt - that's useful and forces your opponent to deal with that minion.
I think my personal favourite alternative is Selfless Hero; it's slightly more of a threat, Deathrattle makes it less enticing to kill and forces your opponent to deal with other threats on the board first (potentially), and it's effect is still useful after turn 1/2.
It's not that big a threat on its own, however when you take into account the synergy it has with your deck, it becomes a threat. It is true that selfless hero is still decent, or could be. But I would never pick it over squire.
You can keep it in your hand and play it on turn 1 without fear. The 3 others you mentioned get pinged.
My problem with that though, is that it's not really a threat in most scenarios. So you can play it on turn 1 and it's not really going to do anything - your opponent can kill it without consequence or just ignore it. Even with +1/+1 it's not that exciting. Righteous Protector, I totally understand due to it having Taunt - that's useful and forces your opponent to deal with that minion.
I think my personal favourite alternative is Selfless Hero; it's slightly more of a threat, Deathrattle makes it less enticing to kill and forces your opponent to deal with other threats on the board first (potentially), and it's effect is still useful after turn 1/2.
just play murlocs instead and then you don't run argent squire. we have much better 1 drops so it's not needed.
argent squire is still a really good card for paladin decks though as we have the divine shield synergy, on top of the fact it sticks around to be buffed the next turn, and paladin decks do a lot of buffing.
I climbed with aggro paladin to legend last season and I gotta say Argent Squire is pretty good. My version was more buff heavy, running 2x Blessing of Kings and 2x Spikeridged Steed so I obviously don't have to tell you how sick it is to have a 5/5 right after they use a Dragonfire Potion or Duskbreaker. A card I did cut though was Acherus Veteran. Pulled from Call to Arms its a vanilla 2/1. Played seperately it's effect was mediocre at best. I instead added 1xGravelsnout Knight and a second Stonehill Defender. I honestly never found myself missing it either.
I climbed with aggro paladin to legend last season and I gotta say Argent Squire is pretty good. My version was more buff heavy, running 2x Blessing of Kings and 2x Spikeridged Steed so I obviously don't have to tell you how sick it is to have a 5/5 right after they use a Dragonfire Potion or Duskbreaker. A card I did cut though was Acherus Veteran. Pulled from Call to Arms its a vanilla 2/1. Played seperately it's effect was mediocre at best. I instead added 1xGravelsnout Knight and a second Stonehill Defender. I honestly never found myself missing it either.
gravelsnout I think was created purposely for call to arms.
I climbed with aggro paladin to legend last season and I gotta say Argent Squire is pretty good. My version was more buff heavy, running 2x Blessing of Kings and 2x Spikeridged Steed so I obviously don't have to tell you how sick it is to have a 5/5 right after they use a Dragonfire Potion or Duskbreaker. A card I did cut though was Acherus Veteran. Pulled from Call to Arms its a vanilla 2/1. Played seperately it's effect was mediocre at best. I instead added 1xGravelsnout Knight and a second Stonehill Defender. I honestly never found myself missing it either.
gravelsnout I think was created purposely for call to arms.
Getting a free 2/3 was always pretty sick. Only once did my knight mess up my game, played turn one it summoned a copy of itself for my opponent. It definitely won me more games than it lost me :)
Hoping someone with more braincells than me can explain this - why is Argent Squire a "default" pick for the current Aggro Paladin meta? I get that it's a sensible Call to Arms bait, that could (on the off chance it survives) stay on the board long enough to synergise a little bit with Rallying Blade and might in some circumstances be a re-useable removal for 1 health threats BUT I don't see why you'd pick it over any of these;
You hit the right notes on why people pick it out of synergies. So no point kicking that horse.
Selfless Hero fails to make the cut because it's almost always too slow. If you happen to hit it on a Call to Arms, that's great. But even then, you have to force trade it into something to get the value out of it. You might want to anyway, but maybe not. Since Aggro prizes SMOrc-go-face, that's a sub-optimal play as game plans go. And if you draw it early game and drop it, 9 times out of 10, the opponent will kill it to prevent your getting value. If you WANT to have early baits, SH is a good call. But that probably won't have the value you want.
Small-Time Buccaneer is WAY too slow. It's easy to kill. It's too situational. You can't guarantee the timing of the Rallying Blade, so you end up with a sub-par 1-drop as a result.
Young Dragonhawk CAN be a card that gets great value. But see above for all the reason that Selfless Hero gets cut and pretty much you see all the same.
Compare it to taking a sh*t, do that with every Aggro deck you see - not joking here, you might find this comparison inappropriate at first, but it will strike you clearly soon that it actually makes sense. A successful Aggro deck is, simply put, a huge pain in the ass, as it annoys your opponent as much as it can. No pun intended.
And in which case is pooping the most annoying? - Not when you only get out huge pieces of excrement for sure, as that makes cleaning your bottom pretty easy and stress-free.
It is when shi**ing big and small at the same time, when your sh*t is sticky, gooey and does not really want to come out at once when you press, no matter how hard you do. In that case, cleaning yourself is annoying, as you need lots of paper and/or feel the small parts of remaining sh*t with your hands while using them to wash yourself. In that case, even short trips to your restroom feel...uneasy.
That same gross, disgusting feeling has to appear for your opponent when you play that Aggro deck. Only then you know it works well.
Look at your cards now. Those 1/1s are merely small hinderances comparable to going for a simple pee. The Selfless Hero takes it a little further as it embodies that last drop that did not fall down before you shook it a little - still not too much of a troublesome experience, mildly annoying at best.
EDIT: Young Dragonhawk is like taking a normal pee while fearing that you'll also pour some blood out as well. And you are a dude. How likely is it that that fear turns into reality? Exactly. Small-Time Buccaneer is like having a little sperm in your piss as well. Shortly surprised reaction followed by the insight that it can happen every now and then and is pretty normal.
Now look at your Argent Squire. The Squire is the same as going to the toilet because you need to pee, but ending up taking a sh*t instead. Annoying, with potential for way more of that same annoyance.
If you still don't get it, let's take Call to Arms. You just do your business in the toilet and expect the (first, second, etc.) wave of sh*t ending (finally), just to realize that there is a little left over, which in return triggers a wholly new wave that will be uglier than the first one. That is Call to Arms for you. Corridor Creeper is straight diarrhea and Bonemare adds the belly aches...
Then state where people were wrong. Don't just complain.
Oh I wasn't complaining at all, but I'm here thinking why would anyone even consider a pingable 1-drop over a nonpingable Argent Squire. Yes you can say you might get more value out of a Selfless Hero, BUT IN MOST CASES YOU WON'T. With an Aggro deck you're trying to have as consistent as plausible openers so you don't fall behind. Once you do you're most likely destined to lose anyway. And having a 1 extra attack minion won't help you gain board in most cases.
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Add me up if you're looking for someone to play friendly matches with! I play on EU. LuckyScrub#2745
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Hoping someone with more braincells than me can explain this - why is Argent Squire a "default" pick for the current Aggro Paladin meta? I get that it's a sensible Call to Arms bait, that could (on the off chance it survives) stay on the board long enough to synergise a little bit with Rallying Blade and might in some circumstances be a re-useable removal for 1 health threats BUT I don't see why you'd pick it over any of these;
- Selfless Hero still gives you Divine Shield, but it's more flexible and plays nicer with Corridor Creeper.
- Small-Time Buccaneer synergy with ANY weapon not just Rallying Blade
- Young Dragonhawk works great with just about anything that buffs it's attack, ie Dire Wolf Alpha, Acherus Veteran, Blessing of Kings etc etc
So, what's up with Argent Squire?
You can keep it in your hand and play it on turn 1 without fear. The 3 others you mentioned get pinged.
You forgot the synergy with Sunkeeper. The divine shield let's it stay alive to be a 3/3. Saves it from board wipes. Selfless defender can be easy to play around and is essentially a near dead turn one play.
Aggro paladin is tops on aggro decks right now because of the sticky minions. Divine shield is very, very powerful.
it's a solid 1 drop. it has shield synergy and can stick.
It has divine shield. Selfless hero does not have divine shield. It only gives divine shield randomly when you can trade the way you want.
You don't need brain cells to figure this one out.
But you should cut it for 3 bad cards. Have fun with that.
All the cards you mentioned have one thing in common, 1 health. You don't see the difference here? Squire is nothing like those cards, it's run as a card that is sticky, it's harder to kill. Cutting it for more aggressive cards makes no sense. It's not as aggressive but it stays alive, which is way more important for a deck that wants to land it's power cards that swing the board. You won't land your dire wolfs or your tarim or your kings on a card that dies to 1 damage. I don't want to call to arms into something that can die almost instantly.
Honestly, if you want to discuss cards to cut for other cards mention veteran. Veteran at least is comparable to other aggressive minions and it also has 1 health.
The other cards you mentioned though are really bad. Like almost unplayable bad, which is why none of them barely ever see play.
Like others have mentioned it really can stick, which is very important regardless of when it gets played/pulled. Plus, it surviving on turn 3 for instance means you can kings it on 4 quite smoothly. I think there's definitely merit in some of the ones you have mentioned too, but they're too fragile.
Not true and hopefully so.
Killing a Selfless Hero requires 1 attack/ping/aoe. While there are situations where the bubble it gives pays off, there are many in which it does not.
Killing an Argent Squire requires 2 attack/ping/aoe. If your opponent has to kill your 1 drop with minion or weapon attacks, it has already done the 2 damage the Hero does. If your opponent uses a hero power to do it, you gained tempo in the early game.
Best of all, if your opponent ignores it, it benefits from all those buffs you mentioned in your sentence about the dragonhawk, except it might get to use them twice because of the bubble.
It has to be attacked twice while even a 2 health minion can be taken out by many weapons and minions in 1 attack.
Leaving up tokens in a token deck cuz they aren't a threat is one of the best ways to get killed by that token deck as at some point they tend to end up not being tokens anymore.
Yes it does more damage, but thats irrelevant when attacked by some 1/1 token from the other side while Argent Squire does 2x 1 damage if you try to kill it, let alone the fact being able to attack twice on turn 1 or 2 is a lot harder then attacking only once.
I climbed with aggro paladin to legend last season and I gotta say Argent Squire is pretty good. My version was more buff heavy, running 2x Blessing of Kings and 2x Spikeridged Steed so I obviously don't have to tell you how sick it is to have a 5/5 right after they use a Dragonfire Potion or Duskbreaker. A card I did cut though was Acherus Veteran. Pulled from Call to Arms its a vanilla 2/1. Played seperately it's effect was mediocre at best. I instead added 1xGravelsnout Knight and a second Stonehill Defender. I honestly never found myself missing it either.
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A never-Legend Dad who keeps making rank 2 or 1, but then sliding.
Rumbling around Gurubashi Arena. Shirvallah is the best loa. Go Tigers!
Are you guys seriously analyzing an aggro minion? ROFL. All you have to do is play 30 games (Which in aggro takes about 15 minutes) to play test.
Great art can never be created without great suffering.
Worst minion analysis I've ever seen. Simply put Argent Squire is stronger than any of the minions stated above. Deal with it.
Add me up if you're looking for someone to play friendly matches with! I play on EU. LuckyScrub#2745
A never-Legend Dad who keeps making rank 2 or 1, but then sliding.
Rumbling around Gurubashi Arena. Shirvallah is the best loa. Go Tigers!
Compare it to taking a sh*t, do that with every Aggro deck you see - not joking here, you might find this comparison inappropriate at first, but it will strike you clearly soon that it actually makes sense. A successful Aggro deck is, simply put, a huge pain in the ass, as it annoys your opponent as much as it can. No pun intended.
And in which case is pooping the most annoying? - Not when you only get out huge pieces of excrement for sure, as that makes cleaning your bottom pretty easy and stress-free.
It is when shi**ing big and small at the same time, when your sh*t is sticky, gooey and does not really want to come out at once when you press, no matter how hard you do. In that case, cleaning yourself is annoying, as you need lots of paper and/or feel the small parts of remaining sh*t with your hands while using them to wash yourself. In that case, even short trips to your restroom feel...uneasy.
That same gross, disgusting feeling has to appear for your opponent when you play that Aggro deck. Only then you know it works well.
Look at your cards now. Those 1/1s are merely small hinderances comparable to going for a simple pee. The Selfless Hero takes it a little further as it embodies that last drop that did not fall down before you shook it a little - still not too much of a troublesome experience, mildly annoying at best.
EDIT: Young Dragonhawk is like taking a normal pee while fearing that you'll also pour some blood out as well. And you are a dude. How likely is it that that fear turns into reality? Exactly. Small-Time Buccaneer is like having a little sperm in your piss as well. Shortly surprised reaction followed by the insight that it can happen every now and then and is pretty normal.
Now look at your Argent Squire. The Squire is the same as going to the toilet because you need to pee, but ending up taking a sh*t instead. Annoying, with potential for way more of that same annoyance.
If you still don't get it, let's take Call to Arms. You just do your business in the toilet and expect the (first, second, etc.) wave of sh*t ending (finally), just to realize that there is a little left over, which in return triggers a wholly new wave that will be uglier than the first one. That is Call to Arms for you. Corridor Creeper is straight diarrhea and Bonemare adds the belly aches...
Add me up if you're looking for someone to play friendly matches with! I play on EU. LuckyScrub#2745