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    posted a message on New Card - Icehowl
    Quote from Rd69IG jump

    This card is like King Krush, very strong but not very useful ...

    Way better than krush. If you ever played with krush in hunter and wanted to do damage using him to go face was always inferior to any other burst you could come up with. Icehowl is +2/2 over crush which is huge as he can kill a giant a tell the tale leaving a 10/2 on board is nothing to scoff at since 10 attack challenges almost anything in the game.

    Posted in: Card Discussion
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    posted a message on New Card - Icehowl

    Very cool concept in that there are now super value minions in the game specifically for control. Im glad blizzard is willing to humor this beyond spells like flamecannon. In theory icehowl should be able to take out 2 big guys before dying. Now all they got to do is release anti aggro versions of these "no face" cards and it will be glorious.

    Posted in: Card Discussion
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    posted a message on New Paladin Card - Warhorse Trainer
    Quote from thejakyl13691 jump

    Anyone who thinks this card is not that good is oblivious. 

    Mid range decks all run muster and QM. Aggro all run muster. This card will most likely be a new pally staple for those decks. Just like QM, its a solid drop stat wise and its better in that its effect is not just a battlecry. You will be forced to deal with this card, not let it lay on the board and its a great anti aggro card at 4 health.

    Control is the only pally deck this card could not run in and be acceptable.

    Guess which paladin build hasnt been viable since vanilla? Control. I dont care how good cards are in mid range or aggro since the heart of paladin has always been a control class slowly gaining advantage by filling the board with recruits. Aggro paladin is an abomination and shouldnt exist, mid range was force fed down paladins throats since devs wont buff equality to silence deathrattles to fix control.  Also Trainer can be used as an anti aggro tool in control paladin same as muster. Late game Trainer and muster help each other out too while before if you ever played a muster alone it sucked.

    Posted in: Card Discussion
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    posted a message on New Paladin Card - Warhorse Trainer
    Quote from Sisuwolf jump

    Warhorse Trainer

    Not sure if I like it all that much. I guess the stats are good and the effect is situationally good. But compare it to Imp Gang Boss and Flamewaker. Unlike those two cards, which can be played on curve, this is another conditional 3 mana minion.

    We needed something that could be dropped on turn 3, with no prior set up, and still be strong. When are you going to have a Silver Hand Recruit on turn 3? Having coin and playing Muster for Battle on turn 2 is about the only way it can happen, and many classes are quite keen to clear that board right after the Muster is played. And even that can only happen 50% of the time at most since it relies on the coin. So once again, it is a highly conditional card.

    Just last night I was saying how Argent Lance, a card that is pretty accepted as not that great, might actually be playable if Paladin gets a great 3 cost minion, meant to be played on curve.

    Well here's a 3 cost minion, but it is another conditional minion, not a turn 3 play. Seems to be better in aggro and aggressive midrange/tempo decks rather than control and late game decks. Aggro already runs Muster for Battle and some even run one Quartermaster, but it is on the verge of being too expensive for full aggro, Warhorse Trainer seems like it will do the job better in aggro Paladin, as it is cheap, but still pushes extra damage out of your recruits.

    Unfortunate. I really want a super late, control Paladin to work. Or Dragon Paladin. Don't care so much about aggro Paladins getting better.

    Still trying to figure out the logic of these cards. Warhorse Trainer and Silver Hand Regent should trade stats. Warhorse Trainer is a card that is better to be played once you already have a board, it doesn't matter so much if it survives, the best use will be to have a bunch of recruits already on board, and then play this card to buff and attack with them. Survival thru a turn is not required from Warhorse Trainer to get value out of it, and as such it would be totally fine as a 3/3. Silver Hand Regent on the other hand, is a card that needs to be played first, and needs to survive to get the value of it's text. It needs the 2/4 so badly.

    It really makes no sense Blizz. Why do the stats of these cards work against what the text is trying to accomplish?

    I guess in the end 2/4 is better than a 3/3. Right? Maybe not. It's more likely to be played in faster, aggro decks, so 3/3 might actually be better for Warhorse Trainer, pushes that 1 extra damage. And Silver Hand Regent would definitely be better as a 2/4. Come on Blizz, why?

     

    Solid 3 drops are overrated anyways. Take a look at blackwing tech, thats the best 3 drop you can ask for yet dragon pally doesnt work, why? This is because blackwing only has 3 attack in a single body while zoo can pump his 1 mana flame imp to 1 shot it.  Your curve can be perfect zombie chow, minibot,blackwing, truesilver but zoo will still beat you with his superior tempo plays and combos.

    In order to win you need plan clears and play to your outs not just play a predictable curve. 3 mana 3 2/1s give you at lot more play with multiple attacks at a total of 6 attack than any single powerhouse minion will. Control is never meant to keep the tempo in his favor so asking for a super 3 drop just wont happen as it will just be auto included in an aggro deck, thats why the minion is 2/4 not bigger.

    Posted in: Card Discussion
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    posted a message on New Paladin Card - Warhorse Trainer

    Very good card. 

    Paladin can now make an even stronger tempo play on 2-3 with muster and this guy. Sneak buffing recruits late game will also be a thing as 3 mana is more flexible in control decks than the QMs 5.

    Posted in: Card Discussion
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    posted a message on New Priest Card - Confuse
    Quote from bboymcnasty jump

    Almost every combo or use of this card people are listing can be done with alchemist. I'm really sure this "new mechanic" will really shake things up.

    But yeah, the only way this card will be a thing is if totems become op.

    Alche is more of a midrange priest card while Confusion goes with a control priest with pyros. You can flip all minions with pyro on the board and eggs will pop, pyro will become a 2/3 giving you another health to work with for more aoe clear. It also can help with lightbomb clears or give you extra burst if you running high health minions like deathlords. The utility on confusion is insane, alche  doesnt even come close. 

    Posted in: Card Discussion
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    posted a message on New Paladin Card - Argent Lance

    Another bad card for paladin, why am i not surprised. As long as paladin has a 1/1 hero power minion their cards will continue to be underbudget. Funny thing is these days 1/1 hero power is a determent to paladins worst matchups.

    Blizzard has no idea what to do with Paladin giving them crappy secrets and random heals thrown in with equality in a deathrattle and combo face face face shitshow we call hearthstone. Its a shame really that they cant find proper inspiration for a freaking knight with divine shields in fear that it will slow the game down so paladin must suck. 

    Posted in: Card Discussion
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    posted a message on New Card - Tuskarr Jouster
    Quote from SFJake jump

    I find this card horrible. If you need healing, a -chance- to heal 7 is ridiculously bad.

    I do not like Jousting. Its a terrible mechanic. Roll the wrong card and lose the game, is essentially what it says. But thats when its against fast decks. Those techs are so bad against slower decks its fucking laughable. Have fun trying to heal for 7 against a Druid. Guess that combo will get you.

    Those cards are honestly ridiculous. You CANNOT rely on it. It can ALWAYS fail. Its never CLOSE to guaranteed. How can THAT be good?

    At least this one has decent stats, but thats not saying much.

    This guy gets it.

    Is it too much to ask for overbudgeted proactive paladin class cards? Control/Mid Paladin cant even lethal well yet all their cards are still underwhelming. Warrior gets good cards because their hero power yet these days paladins 1/1s are a hindrance, it makes no sense. Paladin as a class needs to be re-designed seriously.

    Posted in: Card Discussion
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    posted a message on New Paladin Card - Eadric The Pure

    Paladin control is still dead even with this card. Equality combos are better still against most decks and this guy wont help if you are behind.

    Turn patrons into 1/3s? Watch as the Warrior whirlwinds with a frothing on board suiciding his patrons into this garbage card then blowing up your face.

    Druid still gets to keep savage roar targets.

    Handlock just silences his giant then smashes this puny 3/7 to bits.

    Mid to control paladin needs more proactive ways beyond truesilver/coghammer/equality clears to deny combo and burst and this 7 mana garbage card is not one of them.

     

     

    Posted in: Card Discussion
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    posted a message on [S11 Top 100] The Light Compels You, Meta!

    I witnessed first hand this deck fly past rank 3 to legend effortlessly dismantling the popular mid range fotm hunter deck. Likewise it stood up to control decks despite not running Black knight or even a Windrunner. I recommend this deck to paladins struggling against mid range classes as its really able to steal the tempo right back in your favor.

    Posted in: [S11 Top 100] The Light Compels You, Meta!
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