New Legendary Paladin Weapon Reveal: Val'anyr
A new Legendary Paladin Weapon card has been revealed by IGN!
What is Val'anyr?
Val'anyr, Hammer of the Ancient Kings was a Mace created by the Titans and given to the first Earthen King, Urel Stoneheart. The weapon was used to create and give life to the Earthen, a race of proto-beings created by the Keepers to help shape the subterranean regions of Azeroth. During a war between the Earthen and Iron Dwarves, Val'anyr was shattered into fragments.
World of Warcraft
In World of Warcraft, Val'anyr was added to the game in Patch 3.1.0, Secrets of Ulduar. Players were able to collect Fragments of Val'anyr from the bosses of Ulduar (the Prison of Yogg!) with drop rates being as low as 3%. A player who was able to collect 30 Fragments was able to bundle them up and throw them into the maw of Yogg-Saron, Hope's End. After a successful defeat of the Old God, the player who collected the fragments would recover the Legendary mace from his corpse.
A wild Fluxadin outside Ulduar equipped with Val'anyr and Tier 2 Judgment Armor.
The mace is a healing item available to Druids, Paladins, Priests, and Shamans (with Monks being added later). The effect provided a chance to place a blessing on the target being healed, Blessing of the Ancient Kings, which lasted for 15 seconds and caused all healing done by wielders of Val'anyr to provide a damage absorption shield worth 15% of the amount healed to the target.
It took months of hard work to get a single mace for your guild, but it was worth it in the end. Guilds continued to run Ulduar to equip their heal team with the item well past the raid tier's viability not only due to the overpowered nature of the proc, but also because the item level was upgraded (from 239 to 245) in the next raid tier. It was so good that Blizzard was forced to nerf the proc rate for players above level 80 leading in to the next expansion, Cataclysm (featuring Deathwing!), because it would have continued to scale. The item was also plenty of fun to those who took it out in Arenas and Battlegrounds, it was like the Warglaives of Azzinoth Rogues all over again.
World of Warcraft: Trading Card Game
Hearthstone isn't the first card game rodeo for this Legendary weapon! Val'anyr was an epic, 1-Handed Mace introduced in the Icecrown expansion set. It has a cost of 4, attack of 1, and strike cost (resources to spend to attack with the weapon) of 4.
The effect in WoW:TCG was much closer to what players saw out of the World of Warcraft item. "At the end of your turn, your hero heals all damage from allies you control. Then, it heals that much damage from itself.". Hearthstone is the odd one out!
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Concept is nice, looks really fun IF you can utilize it over and over, but it does seem very slow.
We've already seen in the past how simple stats hand-buff hasn't been so effective, not sure why they ended up with this.
Sounds like it was a WoW favorite for many, I feel sorry for those in disappointment.
Wish it was something like "Give a minion in your hand Divine Shield" or "Give a minion in your hand can't target with hero power or spell" Which would of been more interesting in my opinion.
You look at this card, and then you look at the cost efficiency of Truesilver Champion. I believe many players will do that.
Then you have cards like Tirion Fordring and Uther of the Ebon Blade, which might destroy Val'anyr early, but if you want to destroy Val'anyr early, we might want a different option than to equip and over-write with a newer weapon.
Even though this is 6 mana, once the ball is rolling it's infinite unless the minion is silenced. And one of paladins strengths is board control via weapon. So basically in mid late game palladian will always have a 4 damage weapon and a 4/2 buffed minion.
If someone slimes this their basically helping you, the paladin. You can also proc it from equipping a weapon. Let's say you have truesilver, saronite chaingang and a bunch of spells in hand: attack, equip true Silver, drop your new 6/5 taunts on the board and then laugh. 8 mana for 2* 6/5 taunts and a 4/2 weapon, plus without double silence for saronite that weapon guaranteed re-equipped.
This is every midrange/control paladins wet dream and you benefit from the opponent wasting removal on it!
My only gripe as stated in this thread is this seals the deal for no Ulduar expansion and the weapon proc doesn't represent the lore at all and was given to the class that saw the least play with it from the healer pool...
T5 really should've just come up with a name from a hat and not wasted the lore and flavour of one of the most iconic weapons in the Warcraft Universe. Sadness.
What I'm curious about is when the chain gangs (or doppelgangsters) die. It seems they would each equip a weapon with it's own deathrattle, the second triggering the first. If both of those hit the same target in hand, would that minion upon death then summon the weapon twice, again triggering the weapon deathrattle immediately?
The way deathrattle work, in sequencing, your statement should be true unless there is a unique hidden mechanic. Since deathrattles proc sequentially in the order they were played. In the case of 2 buffed chaingangs dying at once, the first one (the one played) would equip a new weapon, break the one you have and buff a minion in hand, then the summoned copy (second into play) would proc its own deathrattle repeating the process.
Which is madness. If you can get that combo on dopplegangster... its a whole new level of crazyiness!
It's alright for a greedy version of Handbuff.
Steed and Tarim are awkward options for that deck's 6-mana slot.
As a midrange handbuff pally player and fan I can't agree more. Tarim is exceptional at times and Steed is a silence target but from a deck built to go go go Leeroy and a Blessing of Kings worked way better when I played that version. I think this wep will do nice to continue to press with an already dangerous board and with a bit more lifesteal (corps maker might be a must with this wep) this is a very dangerous card that could end the game in 2-3 turns.
I cant belive all this negative reviews
GUYS! this card is broken with cards like dopple gangster
here is whats going on: When this card buff a dopple gangster you got 3 of it now.
after this if 3 of this buffs stack on same minion it makes that minion destroy 2 of 3 weapon instantly and trigger deathrattle twice for free while giving you another weapon allready
6 mana 4/2 weapon is bad but not terrible! its just bad stats. in long term effect is magnificent. worst thing can happen is minion control!
There are many minions able to multiply this effect! once there is 2 of same effect in your hand it just snowballs eachother!
this comment alone makes me want to play handbuff paladin again
you dont need to play hand buff paladin to play this card!
Saronite Chain Gang
this card is perfect for this card! doesnt require extra synergies since good by itself and has great synergy with weapon!
Slow
"Your magic shall not save you!"
Wait... Dopelgangster creates TREE weapons
Seeing triple?
Seeing triple?
I think so... and as text reads "reequip this", whenever each doppelgangster dies is gonna replace the weapon equipped and triggers its deathrattle... sounds insane
The paladin legendary weapon is to slow in Control and Mid-range Paladin decks, but for the buffadin (handbuff paladin) might see some play.
Well...I now know which Legendary Weapon I'm hoping to get for free.
It's The Runespear, right? :O
Well you don't really want this. Too slow against almost everything and weak to silence
Well, if nothing else it's better than tentacles for arms