CoinConcede Podcast just revealed a new Showdown in the Badlands card: The Badlands Bandits
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....what were they thinking? They literally printed a legendary version of Party Up! (a card that was never played) and then actually made it worse somehow.
I am guessing the thought process was "hand paladin" - sure. So we need to make some cards that benefit from a lot of cards in hand - sure. If you play this on 6 you're going to mill a card. If you play this on 6 you can't use the lifesteal rush on the same turn, nor the taunt elemental. Where this card is strongest is when it fills your board with minions.. and then you can't play the taunt elemental anyway because your board is full.
Just so many questions.
I am really wondering what the point of this card is. Why is it even being released?
It's obviously that this is just a bad card in the current game. The effect, the cost, the minion's stats. It makes no sense.
There is currently no archetype that this card fits in. Maybe Blizzard forgot the read the 'Silver' in Silver Hand Paladin and thought a Hand paladin was actually a deck...
There is absolutely no Paladin flavor to it. Paladins are the exact opposite of bandits. Starlight Groove is also a bad card but I don't mind it, because at least it makes sense in a paladin deck. This doesn't, at all.
Was there even a group called The Badlands Bandits in WoW? Is there some lore I don't know about?
So many questions, so much disappointment. Blizz has outdone themselves again :) Sorry for the rant, but come on dude...
Apparently they are pushing an HANDlin (handlock) paladin.. But where is the consistency on drawing?
Why would paladins have bandits?
Wouldn't they have a Justice posse or something?
How can a card be so flavourful and so dissapointing at the same time?
Blizzard I think you've mixed up some cards and made an epic spell a legendary.
Paladin enjoyers, when this got revealed: "my disappointment is immeasurable, and my day is ruined".
Used to it my friend, had my expectations lower than my GPA (Its pretty low), that's how I go with Paladin reveals.
I am failing to see what so Legendary about this card. The effect is similar to Party Up!, I’d argue worse since you don’t summon them immediately. This card gain’s advantage over Party Up! with 1 less mana cost and +1 attack to the summoned minions.
Okay so, the card strength lies somewhere else then? The hand filling effect then. You’d want to play both of these before turn 7 ideally, Living Horizon and Lawful Longarm. Other than these cards, are there other hand size cards available for Paladin in Standard?
This card feels awful and not worth a 1600 dust.
Paladin doesn't really have the mass card draw to be able to pull something off with this, and a paladin certainly ain't gonna do nothing for a few turns to build up cards in their hand.
I wish It was always rush or taunt
Poison with a concussion weapon... extravagant!!!
yes but the Druid one can be tutored, the Paladin one no. also the Paladin one is based on your deck and since you are running a Highlander deck the quality is not consistent. The drake takes random dragon and discount them by 4 and it always goes off, you could stack drakes on hand if you want to play another card while if you don't use the mirage you just lost value.
For a moment I have a complete brain collapse and I thought
"That totally sus Red Kobold in the midle of all those Dwarf has to be a obvious reference to Little Red Riding Hood and the 7 Dwarfs"
I mean, is alright I guess, feels kinda "How I could do Party Up! 1500 Dust more expensive" but the power level is good enough I think. There is something odd in the card, I don't know if is being a Kobold and a bunch of Dwarnes for Paladin (When Paladin actually has like 3 or 4 Dwarves in the whole class) Or that they are Bandits, but Paladin is the Class of Justice and Laws, or that they are called Bandids, but they look like just Miners, when Paladin is not even a Miner class.
Is like a bunch of odd little details put together. But the card since fine, I believe. I don't actually now. Is also weird that you always mill a card if you play this on curve unless that you have 1 or less cards in hand. and in that case I don't know if you actually want to play this, cause I think that you need to summon at the very least 3 minions to justify the cost of this card.
can someone explain to me what is paladin supposed to do in this expansion? the legendary minion is just straight worse when compared to druid one, a similar effect but harder to get (the druid one can get draw with Take it to the sky, doesn't come with a discount for the card created and is effect by your deck while the druid one isn't
i honestly don't understand how highlander class can keep up with excavate class. sure we are still missing the neutral highlander. but right mage, death knight, warlock and rogue seems on another level maybe demon hunter can do something with his combo shenanigans and druid might be able to hold with the infinite value legendary, but is a stretch.
Pure Paladin and Recruits Paladin remain strong until the Spring rotation. They can optionally add new cards here and there but Paladin might not have new archetypes until the existing tools rotate to Wild.
You are comparing an 8 mana value engine to a 3 mana one. The fact one of them is online 5 turns earlier is a very big factor you are completely overlooking.
Use some of the broken cards they just got to win the game?
Not... this card. And I still don't understand the highlander legendary. But the rest of the set is like nothing but 4/5 cards at least.
Looks like a way worse elemental inspiration. What a waste of a legendary slot.