I want to point out that in order for a buff spell to be even relevant, you need to have something on board.
Paladins can never get on board, they suck at keeping the board and they can't remove anything without removing their own board.
There is a reason why the only pally decks which can get above a 40% winrate are the ones that completely give up on it and run Doomsayers, equalities and pyros.
If you are also running the required buff spells to make this work, which I assume is about a third of a deck, then it's even less likely to grab board.
This theoretical deck could currently be a thing but just with Arcane Giants instead.
Then there is the fact that shaman is already running Devolve and will be even more inclined to do so after losing their early game, and druid will just play their Ancient of War into it and you can't remove it because you're playing paladin.
Now I'm all for janky decks. I just don't like very inconsistent ones.
A midrange deck is one that is typically very minion dense and tries to get on board early and keep it, while grinding a control deck out of removal with their midgame minions. This is your deck with Muster for Battle and Quartermaster. This kind of deck cares a lot about getting in chip damage since their wincondition is with their minions. Against an aggro deck it tries to come out over the top on board rather than answering everything.
A control deck is one that runs a large number of removal and just tries to remove everything and draw cards until they can play their wincondition in cards like Elise Starseeker, Ysera, Anyfin Can Happen or an alex + grom/leeroy+faceless combo. This is your deck with Wild Pyromancers, Equality and Doomsayers.
Usually a deck shares some similarities between the archetypes though.
If you are a returning player I would strongly recommend you have a look at the other classes, especially druid, warlock or warrior since it is clear that the direction team 5 is going with paladin is not as a competitive class but a casual, fun wacky combos type class
One day, 5 years from now, there will be a 2 mana 1/1 charge windfury minion and I'll demand an apology from everyone who said this card is unplayable.
Dual keyword cards are hard to evaluate, especially when one of them is charge.
But if we interpolate from Al'akir then such a card should cost between 3 - 4 mana. Meaning that at 2 mana this card would be good enough to run in any deck, dinosize or not.
That doesn't imply that dinosize is good, but a 2 mana charge windfury is great.
And this is especially not a world where 8+ mana spells work; one exception is pyroblast in freeze mage and lay on hands in paladin, simply because you heal and draw cards for 8 mana, and that's quite good.
No one plays lay on hands.
Just because it is unplayable in the current meta does not mean it is a bad card.
It would be nice to see them update Al'Akir's golden animation. He probably has the worst one in the game, and with the new elemental synergy he might start seeing play (unlikely).
I would really love a Sylvanas animation. She's going to wild, so maybe not Blizzard's highest priority in terms of cosmetics, but it would be nice since she's one of my favorite legendaries.
Hmm. In my opinion Al'akir is one of the better animations.
voted good, Pyroblast saw play at 8 mana and was nerfed, this card is a Pyroblast that needs a minion on board, paladin is also great at refilling boards.
4
I want to point out that in order for a buff spell to be even relevant, you need to have something on board.
Paladins can never get on board, they suck at keeping the board and they can't remove anything without removing their own board.
There is a reason why the only pally decks which can get above a 40% winrate are the ones that completely give up on it and run Doomsayers, equalities and pyros.
If you are also running the required buff spells to make this work, which I assume is about a third of a deck, then it's even less likely to grab board.
This theoretical deck could currently be a thing but just with Arcane Giants instead.
Then there is the fact that shaman is already running Devolve and will be even more inclined to do so after losing their early game, and druid will just play their Ancient of War into it and you can't remove it because you're playing paladin.
Now I'm all for janky decks. I just don't like very inconsistent ones.
1
So you put all the playable buff cards in your deck.
How do you even finish this quest.
Dust it... obviously.
0
A midrange deck is one that is typically very minion dense and tries to get on board early and keep it, while grinding a control deck out of removal with their midgame minions.
This is your deck with Muster for Battle and Quartermaster.
This kind of deck cares a lot about getting in chip damage since their wincondition is with their minions.
Against an aggro deck it tries to come out over the top on board rather than answering everything.
A control deck is one that runs a large number of removal and just tries to remove everything and draw cards until they can play their wincondition in cards like Elise Starseeker, Ysera, Anyfin Can Happen or an alex + grom/leeroy+faceless combo.
This is your deck with Wild Pyromancers, Equality and Doomsayers.
Usually a deck shares some similarities between the archetypes though.
If you are a returning player I would strongly recommend you have a look at the other classes, especially druid, warlock or warrior since it is clear that the direction team 5 is going with paladin is not as a competitive class but a casual, fun wacky combos type class
1
0
This is a very good card.
Freezing a minion for a turn should not be underestimated.
3
Finally a card you can use in a midrange deck, it supports cards like Steward of Darkshire, Defender of Argus and Grimestreet Protector.
However when you compare this card to Alleycat it's worse and it's obviously far worse than N'Zoth's First Mate.
You can't draw it with Small-Time Recruits and you can't buff it in hand.
Jesus christ blizzard, why do you always make it so hard for paladins.
1
This is a good card on it's own.
The murloc tribal is just a bonus, you can play it in many other decks.
Actually the tribal is a double edged sword since the value of finja goes down, if you're going that route.
Getting a noble sac against aggro, a redemption vs tempo based decks or a kodo vs. slower decks can be a game changer.
Versatility is never bad but the card is obviously held down by the fact that Eye for an Eye even exists.
1
Meaning that at 2 mana this card would be good enough to run in any deck, dinosize or not.
1
0
0
Finja is obviously insane when dropped on 5.
But as has already been mentioned, it's a result of the recent nerfs that made the meta a bit slower that allowed this to happen.
Previously you would not have been able to drop finja at all on turn 5 and live.
1
1
This card is probably only a buff to Ivory Knight.
I seriously doubt that this card would go in a deck ahead of Blessing of Kings, and BoK wouldn't go in a deck in this meta.
I do like the card because of Ivory Knight though.
0
I'm not opposed to the idea.
But I suspect that the effect would ripple through the meta in an adverse way.
It would probably pave the way for aggro even more and, although unlikely, might even incentivise them to start running owl again.
Also consider that if decks start running silence it would arguably hit hunter, paladin and priest the hardest. Not jade decks.
0
http://www.hearthpwn.com/search?search=fandral wrath