if this hits two minions it would be worth it for the mana cost but not for the card spot cost. if you get it from a spell discover mechanic it would be really good but not sure if it's worth putting in your deck.
Paladin still suffers from Deck limit. it's really hard to justify putting this into the deck cause it Costs way too much.
it's a 2 mana spell + Card slot from the deck. if a card doesn't have immediate powerful effect it loses it's value.
Almost every single tech/Removal/ effect in the game screws with paladin class more than any other class. Silence = counters buffing Polymorph = counters buffing and minions Board clears = counters paladin's board. Mind control = counters big minions Sap = screws with their mana usage + buffs u cannot exhausts these cards anymore because of how almost all other classes have Card discover regen. which forces one type of play which is OTK.
so running a card like this is questionable. and depends mostly on how the meta
Priest : restore 4 health. meh Hunter: deal 3 damage. good pressure Warlock: Draw card. paladin always needs to draw so it's good. Mage: deal 2 damage. paladin lacks direct damage and it would be helpful Shaman: least effective. Druid: 2 attack 2 armor. better than nothing Rouge: 2/2 weapon. not very good Paladin: summon 2 1.1 tokens. well better than regular hero power but not that good without their support.
Warrior : Gain 4 armor each turn. is pretty good in almost all situations. combining this with High Priest Thekal would gives u high level of survivability
2
oh this wasn't clear for me. I thought it summoned three 1/3 minions called Enemy warders
1
summon 3 1/3 minions for 4 mana is pretty neat on itself
1
this effect would have been much better in Paladin
0
if this hits two minions it would be worth it for the mana cost but not for the card spot cost. if you get it from a spell discover mechanic it would be really good but not sure if it's worth putting in your deck.
This + Sky Claw is pretty strong early play.
1
why is this not a secret ?
1
Paladin still suffers from Deck limit. it's really hard to justify putting this into the deck cause it Costs way too much.
it's a 2 mana spell + Card slot from the deck. if a card doesn't have immediate powerful effect it loses it's value.
Almost every single tech/Removal/ effect in the game screws with paladin class more than any other class.
Silence = counters buffing
Polymorph = counters buffing and minions
Board clears = counters paladin's board.
Mind control = counters big minions
Sap = screws with their mana usage + buffs
u cannot exhausts these cards anymore because of how almost all other classes have Card discover regen. which forces one type of play which is OTK.
so running a card like this is questionable. and depends mostly on how the meta
1
only good if there are more Spell Discover mechanics like Firetree Witchdoctor
1
A New Challenger... buff
2
oh cool I'll just spend 6 mana to buff my minion and ... Pressure Plate
0
paladin seems to be geared towards low cost swarm minions in next expansion. so this card can turn those small minions into an annoying taunt.
It wont be as good as Spikeridged Steed was due to it not having the deathrattle effect.
There are some dormant paladin archtypes that haven't emerged yet. one of them are
Spell paladin? remember this card Spirit of the Tiger
0
this card gonna be played in paladin decks
0
does finishing the quest automatically reward us with the new hero power or does it give us a spell to change it ?
-1
Tier list:
S Tier : Warrior
A Tier : Mage - Hunter - Druid
B Tier : Paladin - Warlock - Rogue - Priest
C Tier : Shaman
Priest : restore 4 health. meh
Hunter: deal 3 damage. good pressure
Warlock: Draw card. paladin always needs to draw so it's good.
Mage: deal 2 damage. paladin lacks direct damage and it would be helpful
Shaman: least effective.
Druid: 2 attack 2 armor. better than nothing
Rouge: 2/2 weapon. not very good
Paladin: summon 2 1.1 tokens. well better than regular hero power but not that good without their support.
Warrior : Gain 4 armor each turn. is pretty good in almost all situations. combining this with High Priest Thekal would gives u high level of survivability
2
too slow and unplayable.
very weak to silence. and saps
no strong mulligans you'll die to aggro on turn 5
0
it's not a draw a card... its draw a minion. it's specific pull. beside that. it's more of a cycle card than actual draw.
it seems it costs 3 mana just because it's a paladin spell as it's recurring theme