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    posted a message on Blizzard must create a card(s) to make paladin secrets playable
    Quote from DariRa »

    Paladin secrets are meant to be weaker, which is reflected in their mana costs. the Noble Sac + Avenge pair show up in almost all pally decks, because it is a good combo. 

    I have no idea what you're talking about, I've literally never seen a Noble Sac + Avenge combo pulled off. It has all the same problems that Priest's Divine Spirit + Inner Fire combo does, in that if your opponent has removal then you just gave them serious card advantage. Except its even worse here, because it triggers on their turn and you can't even get a guaranteed swing in first.

    The fact of the matter is the vast majority of Paladin secrets just aren't worth a whole card, much like Light's Justice outside of Muster for Battle. Avenge can be a decent tempo play if you get it out T1, but its effectiveness drops rapidly after that for the reasons mentioned above. Redemption can be notable as well, but narrows your minion selection drastically and has anti-synergy with your hero power, which is a pretty serious drawback. Since both of these want specific board states to be at their best, they're not even always particularly amazing pulls off of Mad Scientist compared to Hunter and Mage's more generally useful secrets.

    Posted in: Paladin
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    posted a message on Paladin Cards - Goblins vs Gnomes

    It's a legendary card that takes work to get to Boulderfist Giant tier, except it can also get wrecked by silence and Sap and so on. It's literally worse than a lot of common cards, it completely boggles my mind how anyone can think anything positive about the card.

    Posted in: Paladin
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    posted a message on The Under Powered Paladin Cards
    Quote from dangerpron3 »

    his power equals a 6 drop but the heal ups him one mana.

    I don't see that logic in Savannah Highmane or Fire Elemental, both whose extra effects are arguably better than some lifegain (particularly in a game with as much burst damage straight out of hand as Hearthstone). I really do think it dropping to 6 mana would to amazing things for Paladin control, even if it meant dropping the healing to 4 or 5 instead.

    Posted in: Paladin
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    posted a message on Finding an identity for my Paladin

    Of course Humility is situational, that's why I only run one. Between giving an affordable Wild Pyro activation, a Kodo kill on a large target, or enabling Acolyte of Pain to become a draw engine, it's a pretty easy one to take advantage of however. Even if you just burn it against an early aggro target it's a huge difference in damage, essentially being like a 1 mana Holy Light or better. I'd never argue it's a fantastic card, but if you're already running pairs of Pyro and Kodo you're already 80% there for utilizing it readily. You might be surprised.

    Posted in: Paladin
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    posted a message on The Under Powered Paladin Cards

    There's a lot that could be done for some of the weaker cards, but on a personal level I'd just like to see Guardian of Kings drop to 6 mana. It would be able to save Pally control against aggro a lot more often, and it's frustrating to have a full 10 mana but be unable to drop him with one of his common removal options (Truesilver, Consecration, Hammer, even Pyro + Equality). When you look at some of the other 6 drops in the game (like Highmane or Fire Ele), it doesn't seem like it'd be too powerful at that cost.

    Posted in: Paladin
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    posted a message on Finding an identity for my Paladin

    Based on what you have there, it seems like you want to go control. With that in mind I'd try to rely less on the divine shield gimmicks and play more straightforward control options. I actually just wrote up my own personal Paladin control decklist here if you'd like to take a look (it contains a lot of lengthy explanation that I'd like to avoid repeating, honestly, since I just finished writing it recently).

    If you want the cliffnotes, though...I'd add in a Humility to help guarantee Kodo combos when you want it to, Earthen Ring Farseer for extra healing options, Acolyte of Pain for potentially more efficient card draw, and Sunfury Protector as an early drop that doubles with taunting up. Drop the Blessing of Kings, as control doesn't want potentially dead cards in hand.

    Posted in: Paladin
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