New Paladin Card Reveal - Farraki Battleaxe
A new card has been revealed by Torlk.
Reveal Video
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Odd Paladin is that inflexible? You really think dropping a 7/7 Argent squire would combo poorly with fungal mancer?
looking for what paladin wants with that deck, it is horribly slow, baku pala wants "charge" buffs, this + the capability of refill the board quickly is what make fungalmancer ans Level Up too good.
That is wrong on so many levels:
1) If you have an Argent Squire in hand on turn 5 and you keep it there until turn 7, you;re not playing the deck right. You're actually also passing on Vinecleaver ,which is the best thing you can do on turn 7.
2) You're assuming you get not only to overkill thrice, but get the buff on the exact same minion every time.
3) After losing all that tempo, you would drop a 7/7 without taunt, so your opponent will either kill it (if he's running control) or kill you (if he's aggro that's running reasonable cards and not this weapon)
Let's not forget that both Level Up and Fungalmancer are being removed from Standard after this expansion. Not to mention odd paladin has been clawing at ladder all year, Fungalmancer is primed for a real nerf.
Heed my words, and then despair.
Yes, because you took 3 turns to drop that 7/7 argent squire instead of just flooding the board and wasting damage on your opponent's minions. Congrats you are now either super far behind on tempo to a degree where a 7/7 divine shield isn't gonna save you, or you are running out of cards.
Well that is true, those cards will rotate, but, it doen't make this card better, is still slow to that propose. And by far this card wont have the same impact as the other 2 have rigth now
You're completely missing the point. Obviously it would be silly to allocate all the value to 1 squire (not to mention to combo it would require building a terrible deck), point being is that 9 damage that potentially (and likely) will 6/6 of stats to units in hand. It's pretty worthless against control, but if they are playing board even slightly (including taunts) you could have a really good value unit to drop and combo with. Think about Immortal prelate for example, which also fits into odd paladin.
You realize the face of odd paladin will be besmirched after this expansion? This is the best choice 5 mana drop for a weapon for Paladin...period. With a big PERIOD.
Think about it, it's pretty solid, and probably after the Fungalmancer nerf people will go wild for it. Wait for a pro player to do something crazy with it and you can all flip out and pat on the back afterwards, like a bunch of good old friends.
But "aggro" is not the correct way to see this card, it would be, midrange at best, just the cost makes and effect makes it a more value card than tempo, you may say me Vinecleaver cost 7 mana and is played, but, is because it is 12 damage for 7 mana that can go face, plus silver hand recruits for buff synergy. I'm not telling this is bad, i'm just saying that if this see play, the deck where you run it wont be an aggresive one as the actual odd paladin but one a bit slower.
Privatejokerer, the only one missing the point here is you. You clearly never played Odd Paladin, like the other 80% of the forum who think it's a brainless deck until they actually play it and realize they have no idea what they're doing.
It's not a brainless deck, it's brain dead and excessively mana efficient. I have an odd paladin deck, but it's boring to play, not easy, but very boring. The OP was a criticism about Odd Paladin and sarcastic praise for this new card, which could also see some efficacy in an Odd Paladin build, which is nothing but tedious.
9 damage + 6/6 unit for 5 mana. Do you see value in that? You are clearly missing the point here. If i was going pure win ratio odd paladin i'd never use this card so long as Kobolds is in the game, but you are missing the very thing in front of your face, and that is a bit of a shame, you'll figure it out someday. (Think board control in a new meta, and it's not a stretch to see that this card has some limited potential).
The only way you'll get enough overkills to get the +6/+6 is if you play against another odd paladin, in which case you'll lose anyway because your opponent will actually play Level Up! on turn 5 instead of this crap.
Ok, Im' done trying to explain myself to someone who says Immortal Prelate fits into ODD Paladin. It's like arguing with a flat earther.
Such an epic artwork for...so much disappointment.
Overshit, boring. Also RNG
do you know how stupid and retarded your comment is? every single card game has a 'rng' element because there is a probability of draw x card. you know how this game work you know that there is rng involved so im asking you why the f are you complaining, is like if i complain about a soccer game because people play the game with their foots, dumb af.
RNG? what am i missing?
Would be playable if you just trade the overkill for "restore 3 health to your hero" and actually make it a part of heal Paladin you're trying to push so hard.
Too slow and conditional: inconsistent (unless more synergy is revealed).
On a second thought, Paladins 5 mana slot is a little restricted and I would mind having a weapon that can swing several times and buffs future cards. 3 swings for 6/6 buff and take hero damage is nice, this is a little slower than Vinecleaver because it doesnt have instant impact but landing on the right target can he powerful.Immortal Prelate will definitely be ran with this and most targets for control are nice. 3.5/5 from me.
You're ignoring the lack of 2 health minions on turn 5, and the fact that hand buff Paladin has been tried time and time again and found to be far too slow.
3 Attach on turn 5 just doesn't cut it, and the overkill is moot.