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    posted a message on New Paladin Minion - Hydrologist

    I see a lot of people still think this is amazing when Paladin doesn't have the early game that can sustain a tempo loss such as this card brings. What are they playing on t1~4 that is proactive and can compete with other decks? Not much, really. And because your board clear is unreliable and thus bad, you really need proactive early game. Sure you get guaranteed a good secret right now, and late game if you get a Tyrion Redemption off or a Getaway Kodo on a good value card like Grimestreet Protector or Ivory Knight or even just another big late game card - it's amazing. But right now Paladins have this giant gap in the early to mid game where they have nothing proactive to play, and you won't get to that point as Paladin since you lack comeback mechanics.

    The murloc tribe is going to be a downside right now more than an upside, as the only cards you could play that synergize with it right now mean you have to play a full on murloc deck. If you aren't putting Murloc Warleaders and Corrupted Seers and Grimscale Chums in your deck, stop talking about the tribe bonuses, because it's not a bonus. With Azure Drake rotating out Curator is questionable as well.

    TL;DR: Murloc tribal is insignificant, and it's another mediocre statted utility minion for Paladin which doesnt help its early game.

    Posted in: Card Discussion
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    posted a message on New Paladin Card - Lost in the Jungle
    Quote from Ragnarok231 >>

    changed vote to very good, because of the fact they are silverhand recruits and living roots still sees play even outside of token decks primarily for the two 1/1's to establish a board, also the fact that paladin is really lacking in the early game and this helps alot to get on board early, geting some kind of silverhand recruit buffer is only going to be icing on the cake

     Living Roots is flexible later on as a 1 mana 2 dmg card, or can be combo'd with Fandral. This card isn't that great, as it is always a summon two 1/1s. Sure it has some niche synergies with Tarim or Steward of Darkshire, but it's not really that impactful imo.
    It's still a decent card that will see play in a deck that wants to curve out because it's better than any other 1 drop choices Paladin has right now except for maybe Mistress of Mixtures, and then it would come down to whether you want the potential synergies of Argus/Tarim/Darkshire more than the 4 heal. Also, Unstable Ghoul and Maelstorm Portal exist, so yeah. It's an okay card, nothing more.
    Edit: Tarim has the same effect as Quartermaster as far as your board goes, but I feel that Tarim is a really important removal card for Paladin who doesnt have any way to deal with high health minions and you don't want to just throw it out to buff your 1/1s, you need to hit a big minion with it, which makes the card pretty specific if you want to get value from running this over Mistress.
    Posted in: Card Discussion
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    posted a message on The Real Issue With Control Paladin

    If you don't have a minion on board to contest it when Tarim comes down, Tarim isn't even remotely a clear, you still get fked by the minion's effects.

    Same problem with Equality Consec. Its the same problem Priests had back when their only clear was Auchenai Circle, if you don't have both pieces in your hand....

    Single target removal's never been a problem? Are you kidding? Paladins ran Crazed Alchemist way back in GvG because they couldnt clear Deathlords and Doomsayers without it. Uldaman was the saving grace for Paladin for the last year, and that even clogged up the 4 mana slot because you had to run Truesilvers and Consecrates.

    Posted in: Paladin
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    posted a message on New Paladin Minion - Hydrologist

    I just don't think Paladin secrets do enough for this card to be a good card, and 2 mana 2/2 isnt even a good statline for a 2 mana card unless it can do something amazing. Which I don't think "get a Paladin secret" is. It would have been more acceptable if the class was less tempo-oriented and could do things without having a minion on board first (Paladin "removal" always requires something on board first).

    Paladin might still use this just because of a lack of other choices in the two drop slot...but if you were playing midrange, why wouldnt you just play Hunter over Paladin? Honestly, Hunter has better midrange options than Paladin does right now.

    Although to be fair, we haven't seen the 100 cards that are yet to be revealed.

    Posted in: Card Discussion
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    posted a message on New Paladin Minion - Hydrologist

    Everyone's comparing this to Dark Peddler when Peddler gets you Power Overwhelming, Soulfire, Voidwalker or Possessed Villager, and this gets you a Noble Sac early which is basically Tournament Attendee or a Getaway Kodo/Redemption that your opponent will know to play around if you play the secret late, which is when those two secrets will see any value.

    Posted in: Card Discussion
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    posted a message on New Mage Legendary Card - Pyros

    I don't think Mage needs this. Vanilla 2 mana 2/2, 6 mana 6/6 and 10 mana 10/10s are kind of underwhelming and the upside you get is that once you get this card, you have a play on t2, t6 and t10....I'm sure Mage has other things to do with 18 mana than play a combined 18/18 stats. It's a cool concept in how it dies and "comes back to life" but I don't think this one's going to work well.

    Posted in: Card Discussion
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    posted a message on New Druid Card - Verdant Longneck

    The good thing about the card is not that it's a strictly worse Booty Bay Bodyguard etc, but that it gives flexibility to the card, that can perform multiple functions that you can adapt to, which is why, if you guys recall, Keeper of the Grove got nerfed in the first place. Granted, this is stretching it a bit since the effects KotG had were insanely high value effects (Silence and a 2 damage ping) but we haven't seen all the adapt variations yet and it's a beast card, which gives it synergy with Menagerie Warden. If Menagerie or Beast Druid become a thing in the next meta this is probably just a solid card that may or may not see constructed play, definitely will be a decent arena card at the least.

    Posted in: Card Discussion
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    posted a message on New Shaman Card - Volcano

    Strictly worse Elemental Destruction in most cases, although I guess it snipes off bigger minions better. Nice control toy, although the cost is pretty high.

    Posted in: Card Discussion
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    posted a message on New Priest Quest Card - Awaken the Makers

    I think there are enough Deathrattle cards to make this viable, but just. The removal of Sylvanas hurts a lot, although there could be more Deathrattle cards that are as of yet unreleased. The real problem will be drawing the 7 deathrattle minions before aggro busts your face in...again, though, we're not sure what the meta will be like after the new expansion, as there are still 120ish cards that are unreleased!

    EDIT: Obvious N'Zoth deck synergy, but you can't play N'Zoth to complete the quest since the card calls for 7 UNIQUE Deathrattle minions. As long as you're making them unique, maybe might even go the whole hog for a N'Zoth/Kazakus deck? Who knows?

    Posted in: Card Discussion
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