People underestimate this card. Seems like an auto-substitute for tomb pillager in the 4-mana slot. Play it on turn 4, use it kill something, then get a free 5/3 every time you have an auctioneer or Edwin/QA turn.
Tomb Pillager couldnt be removed from most 2 mana minions, while this does. Also the coin you got gained you immediate tempo (Tempo Class) or a combo activater, or card draw. All things that Rogue wants. This card however requires you to do all those things and does not add to it.
Whether this card is better than Tomb Pillager is irrelevant, since Tomb Pillager is leaving standard. My point is, f you're still playing miracle Rogue and looking for a substitute, this is a pretty good option. Maybe this + Xaril as your two 4 drops.
I feel like a stealthed worgen (1-2 mana) plus this and blessing of champions next turn + other buffs has potential!
You can get the same effect now on turn 8 with a Ravenholdt Assassin and a Blessing of Might, only difference being saved from vulnerability against 5-damage AOE. I've tried several times to make it work (even before MSG) and never could make it happen. Requires to much setup and a single taunt minion ruins your win condition. I think we'll find good uses for this card though.
People underestimate this card. Seems like an auto-substitute for tomb pillager in the 4-mana slot. Play it on turn 4, use it kill something, then get a free 5/3 every time you have an auctioneer or Edwin/QA turn.
How sad is it that you created a mech Paladin and didn't include Cobalt Guardian? What a bad card that is. I remember trying so hard to make it work and failing.
I also have a wild version of my "Water" Paladin deck with murk-eye. It would be devastating in standard, but in Wild it performs about the same because all the other decks are better. I also had to tech in an eater of secrets in wild because freeze mage destroys this deck (fitting!) and secret pally is still a thing there.
you Don't topdeck them because they are pulled out of your deck by mysterious challenger, and on top of that, all of them are both good in early and late game.
I've been meaning to post something similar for some time. There's no question right now that hand buff is a failed mechanic (maybe new cards and a meta shift might prove otherwise, but I doubt it). So why make the mechanic even worse by revealing info about your hand to your opponent? What gets me even more is that hand buff mechanics were not new in MSG, but for some reason, no pre-MSG hand-buff cards were updated to include this drawback (looking at you Forlorn Stalker). That's just sloppy. I can't figure out why Blizzard thought they need to add the buff sparkles. Did they really think Goons would be overpowered? I hope not.
When did "water" decks become a thing? I've been playing a pirate finja/anyfin Paladin since December. Took it to rank 5 in January. Had no idea I was so ahead of the curve...
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People underestimate this card. Seems like an auto-substitute for tomb pillager in the 4-mana slot. Play it on turn 4, use it kill something, then get a free 5/3 every time you have an auctioneer or Edwin/QA turn.
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Turn 5 Malchezaar's Imp > this is pretty insane
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How sad is it that you created a mech Paladin and didn't include Cobalt Guardian? What a bad card that is. I remember trying so hard to make it work and failing.
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My two ideas for this week. Thoughts? Both are real dinos.
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Exactly. And fun for me is roping pirate warriors in casual.
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Quest: Summon a Silver Hand Recruit.
Reward: Galvador - 5 mana, 0/1, "Battlecry: Gain the "sorry" emote, because Paladin."
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I also have a wild version of my "Water" Paladin deck with murk-eye. It would be devastating in standard, but in Wild it performs about the same because all the other decks are better. I also had to tech in an eater of secrets in wild because freeze mage destroys this deck (fitting!) and secret pally is still a thing there.
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5 mana 10/10 charge. Make Blessed Champion useful!
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I've been meaning to post something similar for some time. There's no question right now that hand buff is a failed mechanic (maybe new cards and a meta shift might prove otherwise, but I doubt it). So why make the mechanic even worse by revealing info about your hand to your opponent? What gets me even more is that hand buff mechanics were not new in MSG, but for some reason, no pre-MSG hand-buff cards were updated to include this drawback (looking at you Forlorn Stalker). That's just sloppy. I can't figure out why Blizzard thought they need to add the buff sparkles. Did they really think Goons would be overpowered? I hope not.
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When did "water" decks become a thing? I've been playing a pirate finja/anyfin Paladin since December. Took it to rank 5 in January. Had no idea I was so ahead of the curve...