No Maximillian of Northshire? Sad.
- Mont_mont
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Member for 9 years, 5 months, and 25 days
Last active Mon, Dec, 16 2019 20:28:01 -
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InvincibleInvisibleDragonNinja posted a message on New Paladin Legendary - Sunkeeper TarimPosted in: Card Discussion -
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strudel_hs posted a message on Our Journey to Un'Goro Card PredictionsQuotes:
"Be slain by me, villainous cretin!"
"For Doloria!"
"Be proud, dragon. Today you fall to the blade of Azeroth's greatest hero. And also to my blade." -
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Professor_Layton posted a message on Our Journey to Un'Goro Card PredictionsPosted in: NewsNo guess for Maxamillion of Northshire in the NPCs?
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romracer posted a message on Battle of Tol Barad Brawl - Mage DeckPosted in: Battle of Tol Barad Brawl - Mage DeckWrong. Stone summons on original cost. I get plenty of useful minions from it.
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KingMrglMrgl posted a message on Paladins still grounded by blizzardPosted in: PaladinQuote from CarnageTime jumpActually the least played classes (correct me if I'm wrong) - Shaman - Priest - Paladin (not looking at Eboladin...) got a huge chunk of love from Blizzard.
Paladin will be really interesting to experiment and, mark my words, is gonna be top notch in the meta.
Correction: Priest only got hate by Blizzard. Or why did we get the worst cards and so many useless spells?
Priest got hate cause he is the Joffrey of HS
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Paly_Noob posted a message on TGT Pally ideas!Posted in: PaladinAs far as I can tell aggro-pally is fairly relevant in the meta right now. Dragon Paladin also sees some play, but not as much. The classes that really seem to need help are Shaman and maybe Priest.
According to the power rankings on LH, a paly deck appears only once (and dragondin nowhere to be found - I haven't seen one on ladder in months) in the top 8 and it's been this way as long as I've been checking it. I guess it depends on what your definition of "relevant in the meta" is, for me it means a dominant deck (i.e. Patron and Hunter) and paly has not had that in...?
http://www.liquidhearth.com/forum/hearthstone/489589-pr-july-week-1-the-beginning-of-the-end
But you're right re Shaman and Priest, they're probably worse off than paly. I feel bad for Sham, but dirty priests who only win by stealing my creatures, I will never feel sorry for them.
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KilogramHours posted a message on Grand Tournament Paladin cards.Posted in: PaladinThese are the kinds of Paladin cards I hope to get from TGT.
"I bet you don't even know what a Bulwark is, and I also bet you are looking that up right now."
Overview: Divine Bulwark is a Hand of Protection with an added bonus of making the targeted minion gain +2/+2 each time you use your Hero Power. However you pay 1 more mana than you would normally for the Divine Shield.
Balance: This card is fairly good in my opinion, you give a minion the power to get out of control quick if this buff stays on a minion. However it is possible that you just payed 1 more mana for a Hand of Protection.
Synergies: Try to give it to a minion that is hard to kill, or a minion that your opponent doesn't want to kill. The perfect candidate is the Nerubian Egg, as your opponent wants to activate as soon as they can if Divine Bulwark is on it. Because next turn it will become a 2/4 with the same Deathrattle, and a 4/6 after that. Can get scary pretty quick.
"Even the Truthseekers have their own secrets."
Overview: Truthseeker puts a random Paladin secret into your hand, this can be very beneficial as you can plan the best time to use the secret you obtain. Like using Redemption when there is a Sludge Belcher on the board orRepentance when you expect your opponent to play a big minion.
Balance: This card would be the most overpowered card in the game if it was given to Hunter or Mage, however since most Paladin cards aren't amazing since they cost 1 mana the card itself should be balanced. The strongest card to get isAvenge or Noble Sacrifice, but even then it doesn't make the card insanely strong.
Synergies: I made this card so that we can see Paladin secrets, even the bad ones, in the game again. No Paladin plays secrets because they do not hold enough value to use a card slot for. This could honestly replace Zombie Chow in a bunch of decks, and fits right in aggro Paladin decks.
"The power of light compels you! The power of light compels you!"
Overview: Exorcism is a 4 mana Silence, but if you use it on a minion with Deathrattle it also destroys it. Cards withDeathrattle are very valuable in the current meta game, see Piloted Shredder or Sludge Belcher. Because of them, the older variants of those cards are no longer used, Chillwind Yeti and Fen Creeper respectively. Exorcism now gives you a reason to pick those older cards over the newer ones because they won't get destroyed by Exorcism.
Balance: Let's be straight, a 4 Mana Silence is not good at all. It is actually quite terrible. However if you are against powerful Deathrattle, this card gets insane value. Kiss that Sylvanas Windrunner good bye, or that Savannah Highmane. However it is a 4-Drop card, which is a highly contested mana spot for Paladin, and you don't want to be stacked with 4s.
Synergies: You can't really synergize Exorcism with anything, since it is a high value tech card.
"One man's trash is a Tactician's battle plan."
Overview: This card has decent stats, but as a fairly strong Inspire effect. Each time you use Inspire you gain a random 1-Cost Paladin spell. This can range from Humility to Eye for an Eye. While the spells are small, they can really turn the tide of battle if you get a few of them.
Balance: It has fairly good stats, better than an Oasis Snapjaw. It needs to take a beating for it to die, so it is very likely it will stay alive. So you are almost guaranteed to use the Inspire effect at least once or twice. The card itself has very little board presence however, so you might get run over by the aggro decks.
Synergies: All of the new TGT cards that effect Hero Powers will work very well with the Silver Hand Tactician. But a very neat card that works well with it is all of the blessings. Turning it into a 5/8 (with Blessing of Might) or a 6/10 (withBlessing of Kings) can be very scary, and it drawing a card every turn (with Blessing of Wisdom) can get you very ahead on value.
"AKA The Anti-SMOrc Shield"
Overview: The first Shield in Hearthstone, and using the Inspire mechanic no less. Whenever you use the Hero Power it gains you 4 Armor, in total you gain 12 armor with only 2 initial mana cost! Also in dire situations you can actually attack with it, but it deals very minimal damage.
Balance: GFC is a fairly balanced card, you gain a ton of Armor and can defend yourself against the SMOrc army. However it takes up a weapon slot. Which means it will get overwrite by Muster for Battle or Truesilver Champion. So you want to pick the best time to get the most value from this shield.
Synergies: It is a nice tech card against decks who want to hit your face all the time, but against the more control decks this weapon kinda falls short. Use GFC depending if the meta calls for it.
"While not a real knight, nor horserider, he gets many quests for festivals and children's birthday parties!"
Overview: Stormwind Rider is a very interesting card for Paladin. It has Charge, Divine Shield, and Taunt. However it has 0 attack, which means it has no prominent offensive capabilities when it is by itself. However, when combined with other cards is where it shines.
Balance: Stormwind Rider is mainly a combo piece used in midrange Paladin for massive tempo swings. However if you do not have any of those pieces, Stormwind Rider at least blocks 2 attacks from your opponent. So it probably has the same stopping power of Shieldbearer.
Synergies: Blessing of Might turns this into a 3/2 with Charge, Divine Shield, and Taunt. If that was the card, it would be worth at least 4 mana. However it does cost two cards, so you need to decide whether or not it is worth it. Same withBlessing of Kings, having a 4/6 with Divine Shield, Taunt, and Charge is insane on turn 5. That's worth maybe 7 mana! But again, you use two cards in the process.
"I AM THE LAW!!!"
Overview: Argent Enforcer is a Taunt with a neat effect. As it loses Health, it gains Attack in return. So possible it could be a 10/1 at the most. However if it is healed the damage will be reduced back to 3.
Balance: Both Argent Enforcer and Sunwalker are the quintessential 6-Drop taunt for Paladin players. While Argent Enforcer technically has more life and is better suited against aggro, Sunwalker can stop two Molten Giants while Argent Enforcer can only stop one. It is a matter of preference in the meta.
Synergies: If you use buff cards on an Argent Enforcer it's Attack goes up exponentially. As you both gain more Attack and Health to lose it gets damaged. However if you Blessing of Kings an Argent Enforcer it can be possible Big Game Huntered so be careful.
"I heard that his first name is Carl, but that's only a rumor."
Overview: Turalyon is suited for aggressive decks, if it stays on the board it can give your minions Charge! That is slightly worse than Warsong Commander, but it has a stronger body to stay on the board longer. Also the Silver Hand Knight that you summon to activate Inspire will get Charge as well as your other minions.
Balance: The card itself is very niche and only helps a small subset of Paladin players, I think this is fair because Paladins already have one of the best class legendaries in the game being Tirion Fordring.
Synergies: With Turalyon it turns Muster for Battle into Unleash the Knights, and if it stays on the board you can get a devastating Bolvar Fordragon.
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Well, it actually does make it a little easier for people who live in the the other 20 or so timezones.
I always know my UTC offset, but only sometimes I know it for PST/PDT, mainly because it can vary from +4 to +8 depending on the time of the year.
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Sir Maximillian of Northshire will be the Paladin legendary (or the quest reward), bringing some synergy with dragons (dragon paladin will return!)
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I still play WoW and as far as sightseeing is concerned, I belive that Human is the best race. You will start near Stormwind, which is a major capital (allowing you to see some cool animations related to PvE endgame, one of than involving Deathwing, Ysera, Alexstrasza, Nozdormu and Thrall) and have easy transportation to Iron Forge (the Dwarf capital, that is close to Gnome city of Gnomeregan) and to Darnassus (Night Elf capital city, that is close to Exxodar, the Draenei city). This cover a big portion of Alliance themed cards such as Varian Wrynn and Prophet Velen.
If you are interested at the Horde side, choose an undead Forsaken. There you can visit Undercity to see Sylvanas Windrunner and get a teleportation to Silvermoon, where Elite Tauren Chieftain stands. But be warned that for what you want, Horde experience is much less rewarding.
For those searching for a quick level 20, I strongly recomend searching for some active WoW player and use the recruit a friend program. This allow you to get 3 times more xp from quest while playing with your recruiter, cutting the amount of time needed to only a couple of hours.
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After hours trying other decks, got it on my first try, without tanking a single hit! Excellent deck for the fight.
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Amazing deck! He was dead at turn 6. Managed to pull off a 16/16 Deathlord, Divine Spirit, Inner Fire combo on my second try.
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Doing the same! Nice card!
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It's a permanent bonus, instead of the temporary one provided by Stormwind Champion