• 0

    posted a message on Spikeridged Steed

    its like having 3 Cairne Bloodhoof

    Posted in: Spikeridged Steed
  • 0

    posted a message on New Paladin Legendary - Sunkeeper Tarim
    Quote from Tinheart >>

    But you can't compare Keeper to this crap. Keeper ok, she was bringing dangerous minions to range of small minions or weapons BUT she was 2 mana cheaper and didn't affected you own board (let's be honest, you don't stand any chance if you board in 6 turn is like 2 1/1 dudes)

     yea because paladin has a board on turn 6 other than some 1/1's...which become much scarier with this card
    keeper wasent good enough and stoped seeing play after awhill, you have to deal with two 0 mana 5/5's and 5/5 jades on turn 6-8 and a single keeper of uldaman isent going to do anything against that, sorry jokers but this card will see play in all kinds of paladin decks, from aggro up to control, just because of how strong it is at equalizing the board and enabling your hero power to kill big threats whill being able to 3 for 1 if the opponent doesnt spend removal on it
    the votes speak for themselves, case and point even Kripp gets it
    Posted in: Card Discussion
  • 4

    posted a message on The Last Kaleidosaur

    Starting hand = 1 mana quest, 6 mana buff,  8 mana dinosize, coin

    LOL?

    Posted in: The Last Kaleidosaur
  • 0

    posted a message on The Last Kaleidosaur

    go ahead and devolve this instead of tirion/lightlord joker

    all jokes aside, this card blows

    Posted in: The Last Kaleidosaur
  • 1

    posted a message on New Paladin Quest - The Last Kaleidosaur

    6....spells....on your minions, blizzard W.T.F

    great reward, can just make it stealth to avoid removal and get value no matter what to bad you will never see this card, even if handbuffs counted

    well see just zero play, cant even put spells to speed up the process in a handbuff deck, this is a new low for team 5 and paladin

    Posted in: Card Discussion
  • 0

    posted a message on New Paladin Card - Spikeridged Steed

    way better sludge belcher that requires a minion or HP, will see play in constructed

    Posted in: Card Discussion
  • 0

    posted a message on New Paladin Card - Lightfused Stegodon

    no reason this should be a 4 mana 3/4, when most of the time 1/1's are going to be removed and you will see very little value out of the battlecry making the weak body a liability, this is a class card, what dont you understand about that team 5?

    this should of been a 3 mana 3/3 at worst, this needs alot of token generating support cards to be playable

    Posted in: Card Discussion
  • 0

    posted a message on New Paladin Card - Lightfused Stegodon

    so many joke cards for paladin, expansion after expansion, barely playable but only if the standard meta didnt have 13/13 jades or pirates that will win on turn 4 

    Posted in: Card Discussion
  • 1

    posted a message on The Real Issue With Control Paladin

     warriors and paladins dont have removal because they have the best weapons and lots of healing/armor, they would be OP as fu** with hard removals

    its a shame there's lots of power creep that makes conscecrate look bad but that goes for every AOE, aoe has been lacking for all classes since standard started thats why aggro/mid shaman and pirate warrior have been dominating for this long

    paladin just need better early game minions and a new weapon that is as good as truesilver or better,  back in TGT Paladin wasent complaining at all

    Posted in: Paladin
  • 0

    posted a message on Blizzard, please don't let Dragon Paladin die...

    its not gonna die in standard, its just that you arent going to be playing midrange dragons anymore, you are going to just play traditional control paladin and then try to finish the game with Ysera/Onyxia etc, infact onyxia might be kind of crazy with the new legendary late game

    Posted in: Paladin
  • 0

    posted a message on New Paladin Legendary - Sunkeeper Tarim
    Quote from YJHS2000 >>

    Keeper of Uldaman was perfect for stopping 4 mana 7/7s, 0 mana 5/5s, turn 3-4 questing adventurers and vancleefs.  You'll be dead to all those cards before you can play this.

     yes because paladins dont play aldor peacekeeper or anything like that, do you even try?
    Posted in: Card Discussion
  • 1

    posted a message on New Paladin Legendary - Sunkeeper Tarim

    With Lost in the Jungle this card is even better now

    Posted in: Card Discussion
  • 0

    posted a message on Hydrologist

    hard to evaluate this card now, paladin secrets have always been playable but never good enough to build a deck around unless a card could synergize with them, but geting one for "free" with a cheap body could be good enough, more than playable in a murloc deck 2/2 is actually pretty good stats for a 2 mana murloc 

    Posted in: Hydrologist
  • 0

    posted a message on New Paladin Card - Lost in the Jungle

    changed vote to very good, because of the fact they are silverhand recruits and living roots still sees play even outside of token decks primarily for the two 1/1's to establish a board, also the fact that paladin is really lacking in the early game and this helps alot to get on board early, geting some kind of silverhand recruit buffer is only going to be icing on the cake

    the 1 mana cost and the synergy with steward of darkshire, equality, and buffs makes this a auto include in every midrange/aggro paladin

    Posted in: Card Discussion
  • 0

    posted a message on Dinosize

    two of these plus finja package, closest thing you are going to get to anyfin in next rotation

    Posted in: Dinosize
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