100% indeed. This deck need alot of changes but it's a good foundation tho. Maybe if someone else tries to make this deck better because this last changes haven't been that good.
- LeajaWijac
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Zalox55 posted a message on Slavik's Big Control Pally - 90% WRPosted in: Slavik's Big Control Pally - 90% WR -
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TallAr92 posted a message on Slavik's Big Control Pally - 90% WRPosted in: Slavik's Big Control Pally - 90% WRYou must have been lucky because big paladin has too many issues atm.
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asdasdasdddd posted a message on Hearthstone Tavern Talk: Class Rewards, New Players, Alternate Card Art, Card ReprintsPosted in: NewsTheir plans are to do nothing, super exciting
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TallAr92 posted a message on The Rogue Quest, The Caverns Below, is OP. Nerf it already.Posted in: Card DiscussionWithout a doubt this quest requires a serious nerf.
3 games in a row against rogue. turn 6 max quest is done and how can you deal with 5/5 for 1 mana?
Cmn we all know its op and unfair. Like what the actual hell?
Its the most cancer ive literally ever seen... Most of the time you stood greater chances against pirate warrior.
This is just insanse and ridiculous.
Another archetype which makes meta aggresive as there is no other way to beat this crap other than strict face dmg.
I know its just the beggining of ungoro but i tried paladin and druid. Both failed against everything that is played right now. I aint gonna play broken retartded face decks only to beat rogues which are like 30% of the games i play.
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1xbenx1 posted a message on New Paladin Card - VinecleaverPosted in: Card DiscussionI am in a small group who thinks this may actually be okay. I think it'd be very good at 6 mana but whatever.
I mean this is 12 damage plus 6/6 value. Obviously HS math doesn't work that way, but consider:
Twilight Hammer sees a lot of play (now). Obviously the mana cost is better, but the value is less.
I think if 4 health is Ann important number like it is now, I think this card is decent.
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MurocAggroB posted a message on New Paladin Card - VinecleaverPosted in: Card DiscussionI love the flavour. You cleave vines away from from Silver Hand Recruits who are Lost in the Jungle.
Comparing this to Piranha Launcher isn't fair. Piranha Launcher is just a crap weapon, and is far slower - I wouldn't pay anymore than 3 mana for a 2/4 weapon, regardless of its effect. This is an okay statline with a better immediate effect. It's probably still too expensive, but I think it's worth a try, at least.
Definitely grade A in arena, though.
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Fluxflashor posted a message on Journey to Un'Goro - Hearthstone's Fifth ExpansionPosted in: GuidesHuge update with all the collectible cards from the stream. Still waiting on Facebook dump. Once that is over and we get them all into DB, this page will get updated again!
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Adernain posted a message on New Paladin Quest - The Last KaleidosaurPosted in: Card DiscussionPaladin is my favorite and main class, I have 11 decks about it, and I am always trying to make it work. But this.. This is so stupid. How is this quest going to work? With all these mediocre buffs. Seal of Champions rotates out. What buffs am I going to run? And how many. 6? No way. Too few. Maybe Ivory Knight and Mukla, Tyrant of the Vale can help, but then the 6 mana spot is filled. Dinosize? So I have to survive up to turn 8 and also have something to buff.
And not only this. Our opponent knows that we are playing a buff deck. That means that not even a dude is going to survive on the board. If the opponent is not stupid. And also Argent Horserider rotates out to provide a quick removal.
Also compare our buffs with the buffs of other classes. Divine Strength is +1/+2. Power Word: Shield is +2 health and draw a card. Isn't that insane? And it sees play in almost all priest decks. Why didn't we also get Deathrattle Synergy? Why only the priest who didn't even have a legendary deathrattle minion.
Ben Brode said about Sunkeeper Tarim that each class has an identity, and paladin's is the stats manipulation. And from all those buffs and debuffs only Aldor Peacekeeper, Keeper of Uldaman, Equality and Blessing of Kings in some midrange decks saw play. Eadric the Pure saw too few play.+
Leeroy Jenkins with Blessed Champion or Faceless Manipulator could be also adding something to the deck. Also if your opponent drops one or two taunts? then what happens to our OTK Chance? Stealth lasts only a turn.
This is shit, this is too much. 6 buff spells? Too much guys, where am I going to put my minions? Only if they give us a minion that discovers a paladin spell, or if they give us an insane buff like, adapt + charge.
And guys don't forget, they have been hyping this card for 3 weeks, with a holywood actor and all those videos. And then we got this. And I am not even going to comment Galvadon, who if he gets removed goodbye quest. At least all other quests will have impact if the minion gets removed.
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InfiniteJexulus posted a message on New Paladin Quest - The Last KaleidosaurPosted in: Card DiscussionPaladin and Priest suffered the worst from the introduction of Standard. Priest had its own problems for a while, but the focus of this post is Paladin. The biggest problem with Paladin as a class in Hearthstone is that one of its central themes is buffing minions. Paladin lost its fantastic early game options from GvG and Naxx. Haunted Creeper, Muster for Battle, and Shield Minibot were all cards that provided low-impact minions, but were extremely difficult to remove and almost guaranteed the opponent had to invest multiple resources to completely remove them. Paladin buffs are basically stapling one resource to another resource, so when a buffed minion dies, you're losing multiple resources at once. Paladins thrived because these and similar cards allowed for an even trade of resources; you had to invest multiple cards onto a single minion (playing the minion and buffing it or one of its tokens) to make it a threat, but in turn, your opponent often had no choice but to invest multiple resources to completely wipe it off the board.
Whispers of the Old Gods was not designed with Standard rotation in mind, and its entirely possible that Karazhan was in development before Paladin's Standard woes became apparent. Mean Streets of Gadgetzan was entirely focused on fleshing out one deck archetype, at the consequence of not fixing Paladin's problems. Due to this, Paladin lost basically every viable buff target in the early game and got nothing to replace it. Thus, their numerous buff cards became worthless because you could almost never keep a small minion alive long enough for it to attack.
Fortunately, it looks like Paladin's early game problems are finally being addressed in this expansion. Lost in the Jungle creates multiple bodies for cheap, and though it lacks the versatility of Living Roots, Paladin can actually take advantage of these cards in a significant way through their buffs, something Druid has to do differently. Hydrologist, though it lacks the Divine Shield that made Shielded Minibot such a potent buff recipient, can still protect itself through the Secrets it can generate. Noble Sacrifice, Redemption, and Getaway Kodo to a lesser extent all give Hydrologist the survivability it needs to stick around on board long enough to be a viable buff target. Plus, we still have 4 cards left to see, and they just might be what Paladin needs to take the board long enough for buffs to be useful again.
TL;DR Paladin might get the early game it needs this expansion to become viable again.
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Echoes posted a message on New Paladin Quest - The Last KaleidosaurPosted in: Card DiscussionWow, this card is so bad I honestly feel like crying. Honestly.
There is no way you cast 6 buffs during a game and win. Actually there is almost no chances of buffing minions 6 times in a game because you need buffs and minions to cast them on.
Silver hand recruits are obviously always available but casting a buff on a minion with summoning sickness is weak because it could get removed and you lose insane value.
In that case you are going need to have minions and buffs, which is inconsistent to say the least. Unless you cram you're deck with buffs and minions. But then you get not removal and just die to every deck out there. (guess why Grimy goons didn't work at all?) .
Buff is simply a worthless mechanic in any card game because you need minions and buffs, and every time you get one removed you lose two cards.
Blizzard once again taking a huge shit on paladins....
BTW Galvadon is a good minion. But the way you get it is just so weak that you would never want to run the quest in your deck. Seriously what the hell is wrong with team 5. The other quests have way easier time to get the reward and some of them has a way better reward. I'm looking at priest and warlock, with the latter not needing particular love these days.
Seriously as someone who likes paladin and want it to be a viable class I have been crapped on for too long now.... there better be good cards in the dump.....
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251 Packs
10 Legendarys
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I agree with pretty much everything you said Rhyolth I think people are severely underestimating this card, but I have no issue in my mind of running both the Vinecleaver and Tirion in the same deck. I mean if you play this thing on turn 7 (turn 6 with the coin is even better obviously) then you are going to swing with it down to a 4/2, next turn swing with it again and there is only 1 charge left and you can play Tirion on top of it and it actually works as Hex/Poly insurance imo. And the worst case example is literally you lose 1 charge of the weapon for it to be replaced by a 5/3 weapon. I mean value wise, remember, 2 swings with this weapon is already 8 damage and four 1/1's. That's not exactly unreasonable for 7 mana. Now yes, you may be losing a potential 4 damage and two 1/1's, but you are really gaining 1 damage the next turn and losing the two extra 1/1's. Also, as I mentioned briefly, if you coin this thing out on turn 6 it actually lines up perfectly with a turn 8 Tirion, having used all the charges by the eighth turn.
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Pretty solid card in my personal opinion. As some have already stated, he comes down and it will take 3 minions to go through him. Also, with hand buff cards, he could be coming down as a 4/8, 5/9, etc. For being a 6 mana card that is a 3/7 with Taunt and turns everything into a 3/3 I think he has serious potential. Also, people comparing this guy to Eadric, I think he is a lot better.
Eadric only messed with the opponents Attack. Tarim hits both the Attack and Defense of ALL minions. Eadric and Tarim have the exact same stats lines but Tarim costs 1 mana less. Last but not least, Tarim requires an answer because he has Taunt.
I'm happy with this card in general, but I am somewhat disappointed that our Legendary was just a super Keeper of Uldaman. Hopefully our Quest is awesome.
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I don't think it is so much that the new Paladin cards are that bad (while they definitely aren't great), it's that every other class has a better deck than Paladin does. Not to mention their matchups against Paladin..
Rogue - Infinite Card draw, takes your cards and beats you with them, throw in a Sap on Tirion for good measure and gg
Warrior - Pirates and you win
Mage - Infinite answers that can be turned into lethal damage when needed, you drop Tirion, they sheep it and gg
Priest - Shadow Word: Pain, Death, Dragonfire Potion, best or 2nd best curve in the game and thanks for the Tirion (Entomb)
Shaman - Probably the fastest and best curve in the game, amazing cards that cost half of what they should cost, and Hex Tirion for the lulz
The only classes I actually enjoy playing against and have a decent win rating against with is Hunter and Druid...
I'm at the point where I don't know how you are going to beat a Priest Dragon deck as a Paladin player. I mean lmfao every answer in the world, a better curves, a better sweeper, Entomb for Tirion.. What are you supposed to do?
I mean in my experience, Paladin has to build their entire deck around stabilizing with cards like:
Aldor Peacekeeper
Keeper of Uldaman
Truesilver Champion
Consecration
Equality
Lay on Hands
etc (and not to mention all the neutral cycle needed just to draw cards)
Then you finally drop your win condition on an empty board and every single Class in the game has the easiest answer for it lol... sad days to be a Paladin.
The most luck I have had with the new cards is when I get Smuggler's Run turn 1, Outfitter turn 2, and then curve out from there. I win most of those games I get that turn 1 and turn 2 momentum, but I still lose some of them.
I'm not trying to make this into a complaining post, I almost exclusively play Paladin, but I predicted that these new cards would be bad, and fro my experience thus far, they are. They force you to take out some of Paladin's best cards (all their Utility like LoH, Equality, Consec) so that you have more Minions you can hit with the "Buff" cards and if you lose board control at any point, your only chance for a comeback is if Don Han'Cho hits a Doppelgangster... I've already stopped using them and started heading towards Classic Control Paladin that has more than one win condition... sad sad times
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I guess I don't know the lingo, when you say: "you're getting a 1/2 power duplicate for 1/3 of the cost to start with." What does this mean exactly?
Targeted Draw is not great, is completely situational, and requires a specific deck geared towards activating it.
Buffs, Taunts, Healing, and Draw aren't what win you games though. That looks great on paper, but you need actually good minions to buff to begin with and the more garbage like these cards you put in your deck just lowers your chance of getting them...
Wickerflame Burnbristle: decent card, except it could have been a Peacekeeper, Nightbane, Technician, and many other options for 3. Insanely underwhelming for a Legendary and demands you build the deck around him.
Small-Time Recruits: you have to build an entire janky 1-mana cost blitzy agro deck just to make this crap work.
Meanstreet Marshal: have to fill your deck with crap like Abusive and Dark Iron to make it work (full commitment to agro).
Grimestreet Protector: 7mana 6/6 Taunt gives Adjacent DS, this looks just like a Paladin card! I'm fine with this one.
Grimestreet Enforcer: 5mana 4/4 buff hand eot, I'm fine with this card I guess(?), I mean its obviously not going in Dragon and is kind of late in blitz, so... would have to make a new tempo deck to accommodate it, but its hard to beat Kodo and Azure as your 5drops..
Getaway Kodo: A bad version of Redemption unless you are running some kind of Battlecry deck
Grimestreet Outfitter: 2mana 1/1 "tempo" card..
Smuggler's Run: spell version of the new +1/+1 Paladin hand mechanic
Ya sorry, but not sorry at all, these cards are clearly pushing Paladin away from the mid to late game (with one MAYBE two exceptions) and I think its trash.
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Those are the absolute worst Paladin cards I have ever seen.
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@iandakar, I could not disagree with you much more.
-It will not take 3 more years for Hearthstone to release 2 more expansions and 1 more adventure expansion or whatever the small ones are called. I don't know what calculation you did but I showed there are 1170 something cards in MTG right now and 850 something in Hearthstone right now. Next year they will have around 1200 in Hearthstone at least. Otherwise they need to work faster.
-I never said we were close to having formats, you literally just pulled that out of the air. Even though for some reason there is no draft format in pro leagues (which makes no sense given the nature of most card games).
-You mention it as not being a worry, but it is my biggest worry; being bored. This game came out March 2014, in other words there are cards that have not rotated out now in coming up on 2 years.
-You clearly have no idea about MTG formats, the ones you are referring too, started because they wanted to release new sets and they didn't want a format with over 3,000 cards in it for what they wanted to be considered standard (the new player friendly format). Do you know how hard it would be for a new player to hop into Hearthstone right now? Well however hard you just thought of, imagine how hard it will be for a player in the next year to join the game from scratch.
**Not to mention, you learn from the past, like for example certain mechanic's end up being too powerful to ever replace with new cards without making the new cards ridiculously broken. Have you ever wondered why 90% of decks run cards like Piloted Shredder, Dr. Boom, and then all the staple cards that each individual class has to offer? Compare every deck with a deck a year ago from the same class. Good luck finding a difference of more than 10 cards.
-Your paragraph on card costs in Hearthstone over the years was literally irrelevant and expressed the complete misunderstanding of what is actually being discussed.
-Formats are introduced to spice things up, yep you are right, and its about time for something like that to show up in Hearthstone outside of "Tavern Brawl's"
-Future formats is exactly what should be asked about right now, I would love to know that for example Hearthstone formats would last for 3 years and then new class options would come out. For example, switch from Uther as the Paladin pilot over to someone like Maraad or something.
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Hmmm, I'll throw my 2cents in I guess.
First of all, I think that 2x Aldor Peacekeeper's is completely fine, but from my limited/current experience, only 1x Keeper of Uldaman is necessary. The best logical explanation is, yes, it would be nice to run two Keeper's, but there are simply too many potential 4-drops for Paladin Midrange atm. That and it is completely unrealistic to use the Keeper on curve (turn four) every game, because a 3/3 isn't really that bad for your opponent that early in the game. Long story short, again from my experience alone, 1x Keeper is solid in general unless you want to build an entire deck based around buffing your own minions on turn four while having the potential to nerf threats late game. Aldor on the other hand is a solid 3/3 body for 3 that nerf's the enemy Minions attack and buys you the time you need early to get that board control no matter what deck you are running or running against.
As far as the deck goes, it looks solid, I agree with you that it probably has the potential to push to Legend. The only personal revisions that I would make would be:
-1x Keeper of Uldaman (for reasons stated above)
-1x Murloc Knight (not a big fan)
-1x Big Game Hunter (as mentioned above, probably too much)
+1x Zombie Chow (personally, I hate this card but it does help acquire board control)
+1x Loatheb (at least give it a try, it's a 5 mana 5/5 with an amazing Battlecry)
+1x Sylvanas Windrunner (I just really think you need another 6-drop or maybe two)
Like I already said, I think the deck you have is completely fine, but these are the changes that I would make.
Good luck on the grind man, after I hit Legend I stopped going for it completely. I still watch tons of Hearthstone top streamers, complete my daily quest's, stay up to date on the meta, and buy the new sets when they come out. I just can't commit to the grind anymore lol, I just try to play for fun now, but probably am more competitive than your average "casual" player.
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Well I feel like we are in quite the predicament with this new "Reveal" mechanic coming in TGT.
For example, currently, some of our absolute strongest cards for making it to the mid and late game are Zombie Chow, Shielded Minibot, Aldor Peacekeeper, Piloted Shredder, and in some cases even Knife Juggler. On top of that, some of our best utility/meta cards range from Acidic Swamp Ooze, Ironbeak Owl, Wild Pyromancer, Acolyte of Pain, Big Game Hunter, Mind Control Tech, to Kezan Mystic. So if we can somehow find a way to get around needing those elements, or if for whatever reason the new environment can be played around without those, we would be able to introduce our absolute best card revealed this set, Tuskar Jouster.
So, in other words, the only real great cards that I see for the Default Paladin Control deck in TGT are Chillmaw, Enter the Coliseum, and maybe Eadric the Pure (which I would replace for Dr. Boom, an Equality, and a Peacekeeper respectively). At the same time, I see these cards strong enough to reshape the deck over in a few ways. One of the things that I will be experimenting with, come TGT, is actually dropping all creatures below 5 mana, and tossing in the Argent Lance for early clean up along with maybe a Seal of Light or some Secrets. My hopes are to stabilize before getting too low, while being able to drop my creatures come turn 5. My early control could look something like this:
(I didn't mention any secrets here, but who knows, a few Noble Sacrifice's might not be too bad)
1-2x Humility
2x Argent Lance
1-2x Equality
1-2x Seal of Light
1x Coghammer
2x Muster for Battle
2x Consecration
2x Truesilver Champion
1-2x Hammer of Wrath
(late game spells)
1-2x Enter the Coliseum
1x Lay on Hands
Using something like that would allow for a pretty consistent "Reveal" win on turn 5 versus the decks that matter for our Tuskar Jouster to give us that, "O, so needed" heal. Bottom line here, is that we just don't know what TGT will do to the environment yet and Tuskar will simply not win consistently enough versus the decks we desperately need Antique Healbot to heal us against for 5 mana. I will mention, that the best part about a deck like I mentioned above, is the mid-late game curve would look something like this:
Turn 5: Tuskar Jouster / Sludge Belcher
Turn 6: Master Jouster / Sunwalker / Mysterious Challenger if secrets work out
Turn 7: Chillmaw / Guardian of Kings / Dr. Boom
Turn 8: Tirion Fordring / Kel'Thuzad still works here as well
The worst part about Tuskar is that he is still a gamble against Mid range and Control decks. A lot of times that guaranteed +8 Health from Healbot is our only chance (and we win from that some times). I can't imagine losing that "Joust" reveal to another deck when the Healing was the most important aspect of playing the card at the time.
I also want to mention that come TGT, Paladin will potentially have a mid-range or control Dragon deck and maybe even an Inspire and/or Murloc deck. So, that is at least something to look forward too as well.
Sorry if I didn't answer your question very well, but the most concise way I could answer it is; Long story short, the best looking cards that Paladin got from TGT to throw in our already made decks and not totally starting from scratch are Chillmaw, Enter the Coliseum, Eadric, and maybe a few other Neutral Epic's/Legendaries that we can add per preference like Grand Crusader or Nexus-Champion Saraad over Quartermaster or Solemn Vigil
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This deck has been around since the beginning, in fact, I use to write about the core of it all the time (literally all the way back in Season 1 when I first hit Legend with the original version of it. I use to call it "Humility Control" and you can look it up if you want). At the time, I postulated the theory that with the core of the, at the time, Paladin control deck, you could just adjust the remaining spots to your preference or keep upgrading it as time goes on and still have the same results. In essence, what I'm saying is, you are using the same core to the "Default Paladin Control" deck, and you are doing exactly what needs to be done upgrading the appropriate cards to keep the deck current (and at the same time proving my theory true), so definitely take my write-up as a compliment.
http://www.hearthpwn.com/forums/class-discussion/paladin/9198-a-critical-analysis-of-paladin-in-ranked
Once you have established the staple cards for Paladin Control (which are about 17-18 cards that never change in the deck throughout expansions, because they perform a certain role that has to be done to allow the deck to take control) you can then just adjust the remaining 12-13 cards around new minions/spells that come out or new meta requirements that arise. For example, the absolute staples that have stood the test of time are:
2x Equality
2x Aldor Peacekeeper
2x Truesilver Champion
2x Consecration
1x Guardian of Kings
1x Lay on Hands
1x Tirion Fordring
1x Ironbeak Owl
2x Wild Pyromancer
1x Big Game Hunter
1x Harrison Jones
1x Sylvanas Windrunner
and new examples of meta answer's that can be worked into the deck if certain decks are giving you the most trouble:
Kezan Mystic (meta against secrets)
Chillmaw (meta against Grim Patron)
Sen'jin Shieldmasta's, Earthen Ring Farseer's, Acolyte of Pain's, Holy Light's, and Stampeding Kodo's all got upgraded by the introduction of Sludge Belcher's, Muster for Battle's, Antique Healbot's, Shielded Minibot's, and Piloted Shredder's when they came out. The original "bombs" like Ragnaros the Firelord and Cairne Bloodhoof all got replaced by the likes of Dr. Boom and Kel'Thuzad.
There is a reason why people are switching a few cards in and out here and there and still having excellent, if not the same, results; because once you have established the core of the deck and understand how to play it, you are going to get the same results whether one of your bombs is Dr. Boom, Kel'Thuzad, Ysera, Alexstrasza, etc.
Great job with the Legend placement and updating the deck so well. Again, I'm not trying to start anything by this post, I'm just complimenting a job well done, and hoping to shed light on the Paladin Control deck for the newer players who may not know what's going on here.