• 1

    posted a message on The paladin state rant

    there has been so many strong cards and amazing synergies added so far, i dont know what people are complaining about honestly, lost in the jungle + tarim alone is going to be a huge swing in tempo no matter how good their board state is, and paladin get a class only sludge belcher, hydrologist even without murlocs is an amazing 2 drop that is relevant late game. Oh did you want to just faceroll to rank 5? then you are in the wrong forum

    Posted in: Paladin
  • 2

    posted a message on Lightfused Stegodon

    kinda of like the old quarter master combo, but this will only cost 5 mana with Lost in the Jungle but not as powerful for tempo

    not sure how useful adapt will be on 1/1's, we will have to see how many whirlwind effects are in the meta to judge

    Posted in: Lightfused Stegodon
  • 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
  • 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
  • 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
  • 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
  • 2

    posted a message on Lost in the Jungle
    Quote from yukaboy >>

    If I wasn't afraid I was speaking to deaf ears, I could go on and on about how amazing this card is.

    I was actually very much hoping this exact card with this exact text and cost would be printed with this set after seeing the paladin legendary. I think there's a very good chance the paladin quest is based around summoning silver hand recruits. If that's the case, this along with Stand Against Darkness plus Sunkeeper Tarim will be imperative, but it doesn't end there.

    Lost in the Jungle is a more flexible and more balanced form of Muster for Battle. On turn 3, you get the same thing as you do with muster for battle, just not the weapon, which was what added so much power to that card. In addition, the card is a lot more flexible since it costs just 1 mana, allowing you to weave it in with any form of token or silver hand recruit synergy. At worst, it's a Living Roots on turn 1 which is a very common play in druid. I believe tokens are strongest in the paladin class with druid's more recent card releases bringing it to a close second. We don't even know what cards are still to be announced; if there's even a hint of quartermaster-like synergy to come, lost in the jungle could become a near broken card.

    Like I said, I could go on. I rated the card meta-defining. I might actually be more excited for Lost in the Jungle than any other card announced so far.

     yea, because its 1 mana  its almost better than muster in some ways, on turn 3 you can do a 2 damage juggler combo, and on turn 4 you can steward of darkshire into two argent squires, i always found the free lights justice pretty meh as you usually just replace it with truesilver the next turn or end up going face with half of the charges, all in all i love this card and paladin really needed a turn 1 play to get on board
    Posted in: Lost in the Jungle
  • 2

    posted a message on Dinosize

    in any other class, its whatever, but for paladin this is really good because they dont have any big burst from their class cards once anyfin rotates out , finally paladin can be really threatening if you are <15 without needing 4 murlocs dead and needing 20 mana, it requires board pressence, but if even 1 token survives the following turn you can use this for a 8 mana pyroblast that leaves a threatening 10/10, 

    Posted in: Dinosize
  • 3

    posted a message on Sunkeeper Tarim

    This card does so much, for one card, like holy shit I dont think ive ever seen a card with this much versatility, stalling, healing, removal, tempo, defense, the most well designed card ive seen from Team 5

    Posted in: Sunkeeper Tarim
  • 1

    posted a message on New Paladin Minion - Hydrologist

    going to see so much play, free spells attached to cheap minions no matter how bad they are is always broken, getaway kodo with galvatron and tirion is going to be nuts, best part about this card is you get secrets without having to put secrets in your deck

    Posted in: Card Discussion
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