Wow, the speed to post it outweighted seeing the full video, the card is actually 3 mana.
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Jul 28, 2020Vorklad posted a message on New Warrior/Paladin Legendary Card Revealed - Lord BarovPosted in: News
Jun 25, 2020Posted in: General Discussion
If it doesn't let you pick a deck you're in the wrong place. Look for Challenges on Ashes of Outland Adventure.
Mar 24, 2020Vorklad posted a message on New Neutral Rare Card Revealed - Scrapyard ColossusPosted in: News
Conjurer's calling loves this.
Mar 20, 2020Vorklad posted a message on New Warrior Epic Card Revealed - Warmaul ChallengerPosted in: News
Nice card. Seems more appropiate for Rastakhan rumble tematic though.
Nov 27, 2019Posted in: General Discussion
I don't understand. I got some of those cards from packs, like Ragnaros in the beggining of the game. Now I won't be able to use it? Or those cards are just leaving Standard Mode?
Ragnaros has been a wild only card for a couple of years now, same as Sylvanas. This 2 months have been an event that brought back 23 cards that weren't usable anymore, and to wild they'll go back.
Jun 6, 2019Posted in: Adventures
By the way, mana discount in sound the bells is insane, basically you win sticking a minion on the board xD
The pic is for the final boss of the wing, but i won half like that, the other half with 5 legendaries early because i got it down to 0 mana. Love Bob.
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Jul 29, 2020Posted in: Paladin
I didn't read the whole wall. I'll say this though...
Palladian has been to the mountain top, it's consistently in meta even if not tier 1, libram paladin is currently a thing (and I run 17-2 with a homebrew variant d5-legendary and remain over 70% with it after another 40+ games in legend - most of my loses to curved agro DH no less).
Also, 3000 wins and don't know how to counter. So you know the class, but not the game. A lot of players do not realize that the majority of knowledge in making winning plays lies outside know their prefered class... Rather knowing the opponents deck and strategy and playing to counter it.
Lastly, libram paladin is in a very good spot and the new expansion cards offer a lot of support to make it stronger. So while not mind blowing this expansion makes an already META deck stronger.
I think OP you need to learn the game mostly, just not the class. And given your knowledge on AOE and board removals, paladin is one of the better classes for board control/removal and got additional support - even if it requires 2 cards. Clear board and gain tempo for 2 cards is pretty damn good. Or build a 10/1 wild pyromancer board clear with a hand of 0mana librams. There's always been options and still are in paladin.
Pretty short sighted to call a class dead.
Pretty inflammatory comment for not even reading the post.
Again the class isn't BAD in terms if winrates. It can win. It's bad in terms of design, for the reasons I went into. The support cards this expansion are FINE, but it's more of the same, nothing to shore up the glaring flaws in the class. I said it above but 2 Card maybe clear the board if not sticky minions exist is OK with draw to support it, but there's no draw at all. Also, Pyro can't be played in Pure, the only viable non-aggro paladin list.
I made this thread for real feedback, there's no need to throw insults.
Jul 29, 2020Posted in: Paladin
The title says it all. I just hit 3000 wins with Paladin, and I can say unequivocally that it is the worst designed class in the game, possibly in any card game I've ever played. This latest card reveals stream solidified it in my mind that Blizzard has no idea what they're doing when it comes to designing the class, and doesn't care.
Don't mistake this for a 'paladin is bad' thread, HS replay shows that paladin has several competitive decks. What Paladin doesn't have is healthy, fun decks, both to play and to play against. There are several main drawbacks to the class: No card draw, no good aoe, no good way to leverage a good board state, and no win conditions. In this I will go over the major drawbacks of the class, and what needs to change going forward. Apologies if this gets a bit rant-y at times.
And again, I'm not saying the class hasn't had success in the past. But it's success was in large part through unfun and toxic strategies
1. The Draw Problem.
Every game is draw dependant in Paladin, more so than any other class in I believe any other card game, period. They have little to no efficient card advantage, either from draw or other generation effects. This is compounded by the fact that paladin has no 1 card board clear outside of 4 mana deal 2 to all, a classic card that has been power crept out by the meta years ago. Their removal is based on card combos, which is had to do when the class has 0 card draw to get to these removal peices. Historically, that meant shoring up the board clear spot with WIld Pyromancer, but now the only real viable paldin archetype is pure, leaving no room for Pyro to help clear. And when they do hit the equality/libram combo, the removal is less efficient being a 2 for X, and there's no way to restock your hand safely. 7 mana 7/7 generate 5 cards, maybe 3 of them decent, with no direct damage or cheap rush/taunts? 3 mana 3/1 draw 2 bad cards from your deck when it dies? 7 mana 4/6 Get a bunch of buff spells in your hand? All of these options are slow, clunky, or bad, forcing paladin to run high value minions to try and keep up tempo on board and get efficient trades. However, in control decks that leaves their hands far too full of removal combos and large minions to do anything with the bizarre generation effects they do have access to. You can;t get 5 random cards in hand or a hand full of 0 mana 8/8's when you have 2 card board clears in had you're saving for a swing turn. In short, Paladin needs more efficient boardclears, a buff to the clears they already have, and a way to get cards that's in theme for the class. Comparing Paladin to the White color in Magic the Gathering, the developers of that game have admitted that card draw is too important a mechanic to leave out of one class entirely, and the same is true here.
2. Identity Crisis and Lack of care from Blizzard
Divine Shield. Murlocs. Minion Buffs. Handbuffs. Secrets. Big Spells. Healing. Dragons. Reborn. Librams. Pure. Silver hand Recruit. Big minions. 1 Heath minions. Mechs, both small and big magnetic. 2 different OtK decks.
The most telling part of all of this isn't the multitude of archtypes, it is the lack of support from expansion to expansion. Oh so we're doing secrets now? ok, lets o- oh nevermind no good secrets and no refill because Divine Favor is baned. Oh ok, so we're doing a buff theme? great we have plenty of- Oh the quest is slow garbage with an easily removable payoff and we got no more support cards for it? Alright, at least this even deck seems midrange and fun- oh it's the best card was nerfed? cool, how about Reborn? Little out of theme but cool card generation and- oh the best card for the deck rotated and we got 1 new reborn minion in the last 3 expansions? Awesome, how about Handbuffs? make things big and- oh I'm dead already because I played a low tempo game and got cleared when I did finally get my big card out? Alright, how about healing? We use weapons, we can leverage- Oh 0 good cards for healing payoffs, and a deck that only work if you draw 1 legendary and the rest of the deck perfectly? Nice. But what about Dragons. Dragons are big and cool and- Oh I got brawl'd and killed by Dr. Boom value from the hero power, and I can't play anything good till turn 6? nice. Librams are a great new tool though! Few more of those and- oh 0 new libram cards this expansion? Ok. But 1 health minions, now there's where it's at! Fast-paced, tempo draw, with- oh no more 1 health synergy payoff cards printed since? Ok, silver hand recruits can be good! Lets just- oh the buffs are spread out over 3 different expansion blocks and we can't play them in standard? Ok, how about big paladin! Big, meaty cards with duel and- Oh, 0 good payoff cards, 100% draw dependant, super expensive cards that clog your hand, and the opponent kill the card immediately getting a 2 for 1 leaving you even further behind, AND I can't play small minions to stabalize? But come on Pure is gonna be great! Thematic and- oh only 2 supporting cards in 3 expansions, and makes it so you can't run Wild pyromancer? Big MEchas are cool though! Kangors to being back monsters and- Oh the best magnetic cards summon 1/1 tokens that take up resurrect spots, and the only payoff card is 1 legendary spell? Otk is pretty fun, lets try- oh, both types lose to every aggressive deck and was inconsistent as hell? for Ok, so what do we have?
Oh but we found some Murlocs in the corner you can keep, some aggro zoo mechs on the side. He're the most universally hated deck in the game ever, Odd paladin! So easy a monkey can play it. Oh you want something actually fun? Well, just for you, here's a vanilla 6 mana 4/9 with lifesteal for the area, and an unplayable, 7 mana, even worse Duel to get it out with! Not like we printed a card that ignores taunt or anything. Oh and if you're thinking about saving up cards to play these expensive "bombs", don't worry, because demon hunter will force you down to 4 cards anyways while they draw 4! A better Divine favor! You remember Divine Favor right? The best card you had, and the only card draw in the entire base set, that we banned because it was 'too strong'? Good times. Oh, got to go, We've giving mage 10000 spell damage cards to kill you from 30 and Druid infinite mana, enjoy your 8 mana 3/9 maybe kill 1 minion.
This has been said, but the class has 0 identity, 0 support across expansions, and is the last thing Blizzard thinks about every expansion, cobbling together something to fill the card slots. I mean NO librams this expansion? No pure support, I'm not counting OK cards in the class as 'support', I mean payoff cards? None? No card draw, no aoe, hell at least they stopped printing secrets that wasted dust.
The only viable lists have been unfun, toxic aggro decks like 1 drop mech, Murloc, and Odd, braindead strategies that feel bad to play and bad to play against because of their draw dependence. Rare exceptions like Un'goro Silver hand paladin and GvG Midrange existed in the past, proving that the class CAN be fun, but the good decks were far and few between.
This biggest issue with the class isn't it cards, but the fact that Blizzard just flat out doesn't care about Paladin. It's like mainstream media, the class isn't 'sexy' like mage, priest or rouge, who do fun, random, wacky things, wow so cool! Fast-paced, damage, steal your opponent's stuff! Random spells, random minions gogogogo, Playing Paladin is like watching C-Span, boring, and not with the time or thought of the dev team. I can list a million examples. I mean for one, why in the hell did warrior get Restless Mummy instead of Paladin? It fits paladin and reborn so, so much better, and would have gone a long way to making the class much more fun to play. And maybe this one is just me, but why the HELL did paladin get Making Mummies instead of the priest quest? I mean healing a bunch and buffing minions is a PALADIN thing and playing with copies is a PRIEST thing, what gives? Why waste card slots every expansion before these last few with garbage secrets, when 0 paladin decks ran them in the first place? But again, blizzard doesn't care. Hell, Paladin and Druid are the only classes to not get a Hero card since KNIGHTS OF THE FROZEN THRONE. IN 2017. Lord knows druid does enough broken things to get late game value, but the sheer hatred the Dev team shows the paladin class is astounding, and these new reveals really showed that. Druid gets a card that can refill 10 mana and kill you in 1 turn, pre-nerf innervate, DH can draw infinitely, Warrior can clear the board with one weapon swing, hunter has a million and a half ways to kill minions, mage gets more AoE and spell damage synergy, Warlock gets massive new tempo and healing options, Priest gets even more broken resurrect combo's, Rouge gets a 1 mana draw 5, Shaman casts infinite spells, and paladin....plays a 6 mana 4/9 lifesteal. Kills 1 big thing on board for 8. 4 mana 4/2 maybe 2 divine shields. gets 2 1 drops in hand. Gets a guy out for 7 mana with some keywords that gets 2 for 1'd by every removal spell in the game. 5 mana buff a guy and get 2 for 1'd, again.
The class fodder for other decks and classes to pad their win rates against or get mad at for the degeneracy of play. I'm convinced the people who make paladin cards aren't shown what other classes are getting every expansion, the power level isn't even close to comparable. I spend my whole game getting a few 0 mana 8/8 taunt divine shields? Priest kills them all with 1 of 70 cards they have to kill big minions. Then generates a million more with galakrond. Or steals your cards and plays a better paladin deck than you. Rouge saps them, togwaggles gigantic threats over and over again, till you run out of cards. Demon hunter, forget it, you're dead long before you get to play any of them, and they'd ignore your taunts anyways, with efficient removal and insane pressure every turn. Or a shaman snowballs a totem in the early game because you have 0 removal spells and you effectively lose by turn 4. Warlock laughs in your face clears your board and had a full hand to beat you down with every game. Mage freezes them all and kills you with Zepher and face damage from spells.
And paladin got a 6 mana 4/9.
The thing is, paladin got 2 buffs to their cards this expansion, and they missed the mark HARD. Both did nothing to fix the underlying issues of the class, so they know something is wrong but somehow can't see what to fix. They nerfed equality, thinking that they could add better AoE options to the class, then they preceded to add 0 since that nerf. They took away divine favor and added 0 draw back to the class.
Every class has a weakness. Druid can't deal with big minions, Hunter can't restock their hand easily, rouge lacks healing. Paladin lacks card advantage, AoE, tempo, and late-game finishers. The only thing they're decent at is hyper aggression to offset lack of draw, and out healing face damage.
The class needs good card generation and AoE. Hell change the cards before this expansion drops, I don't care But don't sit there and give us a crappy duel deck that's another random archtype and think it can in any way keep up with the crazy crap you've given other classes. The class needs a rework to takeaways the secrets and replace them will divine shield synergy and Aoe. Play into the divine shield ability for resource generation like Blood Knight for card draw, rush divine shield minions to take better trades, anything decent that lets paladin set the pace of the game. Maybe deal damage for every divine shield you pop, a libram that gives divine shield and deals damage to all minions, anything to solidify a real identity with the class.
Please let me know any thoughts you have about this, I'm seriously getting tired of Blizzard ignoring the issue and leaving paladin out in the cold.
Jul 29, 2020zynessa posted a message on New Shaman/Mage Common Card Revealed - Primordial StudiesPosted in: News
Spell damage minion. It can't mean spell, it says "your next one". The only thing there was anything of at all in the text was "spell damage minion", so it's only that can be the subject of the "your next one" text.
Jul 28, 2020ArcyroX posted a message on New Warrior/Paladin Legendary Card Revealed - Lord BarovPosted in: News
it feels kinda bad to know this is a legendary card that you want to kill right after you play it...
imagine from his view: you are Lord Barov, and the player (who even possiby crafted you) puts you into your deck. Match starts, you get drawn and you are excited to enter the battlefield. You get played, you do your epic intro and are on the battlefield. Then you get a strange feeling... Even though you just entered the board, you get targeted, and its not a buff, BY THE PLAYER WHO JUST PLAYED YOU (haha double entendre)! First you feel shocked, then betrayed, then anger, then sad... And player kills you. While you are dying with all those feelings, you kinda explode and deal 1 to every minion...
Jul 28, 2020LionKing10 posted a message on New Paladin/Priest Legendary Card Revealed - High Abbess AluraPosted in: News
Even the video itself shows us how stupid this card is. -5/5. You don’t even play the copy of the spell so there is a chance of wasting a crucial buff/removal for nothing. Worst legendary so far
Jul 28, 2020DrFenouil posted a message on Scholomance Academy: Card List, Release Date, & Expansion DetailsPosted in: Guides
Error spotted: there are 11 dual-class in your guide. The dual-class "Druid-Priest" doesn't exist and "Gift of luminance" is Paladin-Priest !
Jul 27, 20205pectre29 posted a message on Scholomance Academy: Card List, Release Date, & Expansion DetailsPosted in: Guides
just a suggestion, you could order the dual class cards like this :
- Hunter/Demon Hunter
- Demon Hunter/Warlock
just for better viewing experience
Jul 23, 2020Posted in: News
Turn 1 Felosophy
Turn 2 Double Battlefiend
There is no Turn 3 because I've already conceded
Edit: You could do the same in Discard Warlock with Flame Imps and spam them Turn 2 with Kanrethrad. Sigh...
Jun 25, 2020Beast_Walker posted a message on Trial By Felfire Solo Adventure Challenges - Launch Today!Posted in: News
You are only right regarding the complaints and people have the right to complain if they are not satisfied with something. I don't see how anyone could be satisfied with how HS devs played this. If the world is doomed for any reason, it cause of Blizzard fanboys like you.
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