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  1. - Top - End - #541
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    Default Re: Hearthstone 19: Patches In All The Wrong Places

    Quote Originally Posted by PsyBomb View Post
    Trump just revealed a card.

    Spoiler: Hemet, Jungle Hunter
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    Neutral 6/6 for 6, Battlecry destroy all cards in your deck that cost 3 or less.


    I'll post my full thoughts later, but short version is that I think this will see about as much play as the first incarnation. That is, Zero.
    Actually, I'm not so sure. It's a weird spot because of spells, but it really thins your deck and ensures you don't draw weaker stuff lategame. It's still probably bad, but it's weird enough to get experimented with. Original Hemet was just regular sort of bad, and didn't encourage any particular deckbuilding strategy.
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  2. - Top - End - #542
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    Default Re: Hearthstone 19: Patches In All The Wrong Places

    Quote Originally Posted by Destro_Yersul View Post
    Actually, I'm not so sure. It's a weird spot because of spells, but it really thins your deck and ensures you don't draw weaker stuff lategame. It's still probably bad, but it's weird enough to get experimented with. Original Hemet was just regular sort of bad, and didn't encourage any particular deckbuilding strategy.
    Sounds like potential fun in an Astral Communion deck.
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  3. - Top - End - #543
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    Default Re: Hearthstone 19: Patches In All The Wrong Places

    I'm very happy to see Hemet, actually.
    He has some interesting deckbuilding aspects, and he looks like good design.

    In theory, he allows you to tech the hell up against aggro, and still have good followups in the lategame.

    I also don't think it'll see play, because the only matchups where you want this are the ones where a cheap draw doesn't really screw your tempo too much, and also the ones that have some chance of going to fatigue, which you now autolose. (And there are spells you still want to keep, like SW:D)

    Maybe there's some deck out there that can use this as a tutor.
    Literally 20/30 cards are cheap, you Hemet and then in a couple turns you 100% have your super combo thing to close out the game.
    But still, I'm not sure it's worthless. I'm going to have to pass judgement on this one.

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    Last edited by Gandariel; 2017-03-28 at 03:10 AM.

  4. - Top - End - #544
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    Default Re: Hearthstone 19: Patches In All The Wrong Places

    The main problem is that combo decks generally kinda need their 3 and less cards because you can't combo right without them. A Freeze Mage would theoretically love this card...except for it burning all their damage spells.

    As far as I can tell, there isn't a way to separate out the "combo" portion. If the card read "discard all 3 or less minions in your deck", then we'd be cooking with gas. You put in the usual card draw minions and then use Hemet to burn that half of your deck. It would allow you to fight on the board until you were ready to push for the last few cards you need to blast them.

    The way it is now, I think the times when you have all your combo pieces but still need to toss out a chunk of your deck to draw one 4-or-more card are pretty rare.

    It'll be a good giggle in lategame Arena (assuming the other two Legendaries offered are crap), Tavern Brawl, and meme decks.

  5. - Top - End - #545
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    Default Re: Hearthstone 19: Patches In All The Wrong Places

    So Hemet will probably be either dead in the water or meta defining. Seeing how Jade Druid is still a thing, sadly the first. Ironically if more Ungoro dinosaurs get the beast tag, old Hemet will be more playable :D
    Last edited by Spore; 2017-03-28 at 04:13 AM.

  6. - Top - End - #546
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    Default Re: Hearthstone 19: Patches In All The Wrong Places

    I could see maybe adding new hemet to the Aviana/Kun combo deck that's already out there
    once you are at 7+ mana dropping him clears out any remaining ramp cards and lets you really charge for the big turn drops
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  7. - Top - End - #547
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    Default Re: Hearthstone 19: Patches In All The Wrong Places

    When considering Hemet, one of the classes/decks that may make best use of it may be... Druid.

    They can ignore the consequence of "fatiguing out" if they have 1 jade idol in their hand when they pay hemet, and could theoretically even get their whole "gagetzan + jade idol spam" out way easier without filler cards. Though it'd probably be a different variation on the deck, given that deck doesn't play much at 3 mana and lower anyway. Regular Jade Druid might just be better anyway.

    I also wonder about how this fares with "Kazakus" decks, and the ability to trim the fat in them for an easier time drawing your bigger stuff.

    That said, updated the deck, with advice in mind, and cut some of the fat. Mostly realizing that the way the deck runs, I don't necessarily need 'value 2 drops' so much.

    Spoiler: Marsh Queen v0.2
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    1 Mana Spells (3)
    Quest Marsh Queen x1 (1)
    Tracking (2)

    1 Mana Minions (12)
    Fire Fly x2
    Glacial Shard x2
    Alleycat x2
    Fiery Bat x2
    Argent Squire x2
    Elven Archer x2
    (1 drops to consider/swap for: Stonetusk Boar, Worgn Infiltrator, Small Raptor, Weasel Tunneler, Timber Wolf)

    2 Mana (3)
    Crackling Razormaw x2
    (If there's not enough beasts to facilitate these, can be swapped for Tar Creepers)
    Youthful Brewmaster
    (I think there’s enough shenanigans with this card to make it viable, but could conceivably be traded out for a tech card (like Ooze. Bounce your 1 drop for another tick of quest.)

    3 Mana (6)
    Animal Companion x2
    Kill Command x2

    4 Mana (2)
    Hound Master x2

    5 Mana (4)
    Tol’vir Warden x2
    Tundra Rhino x2

    6 Cost (2)
    Savanah Highmane x2

    30/30



    Also, I actually saw Small Raptor before making v0.1 of the deck, but decided to not put it in the initial shell (hear me out). The way I saw it, a 1 mana 2/1 with no upside early on isn't the best. Sure, some games it dies t2, you draw the Big Raptor t3-5 an it's "insane". Most games, this doesn't happen (not to mention those where you don't even draw it until t6+).
    Once you play your Marsh Queen, sure you have another 1 mana 4/3 in your deck, but when you draw this, that means you're not drawing a different card in your deck. Such as your 1 mana 3/2 Cycle raptor. The fewer cards you have cluttering your draws away from the Savannas and the Raptors, the better. So I'm not even fully convinced the death rattle is upside.
    Last edited by Epinephrine_Syn; 2017-03-28 at 06:01 AM.

  8. - Top - End - #548
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    Default Re: Hearthstone 19: Patches In All The Wrong Places

    Also he hard-counters weasel tunneler.
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  9. - Top - End - #549
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    Default Re: Hearthstone 19: Patches In All The Wrong Places

    Quote Originally Posted by Destro_Yersul View Post
    Also he hard-counters weasel tunneler.
    Oh yeah. I was gonna put that card into the "optionals" for lulz. Thanks for reminding me, even if that was still in context of Hemet (he stays true to his beast hunting ways this way, though).

  10. - Top - End - #550
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    Default Re: Hearthstone 19: Patches In All The Wrong Places

    Hemet Nesingwary, famous weasel hunter.

  11. - Top - End - #551
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    Default Re: Hearthstone 19: Patches In All The Wrong Places

    How about Dire wolf Alpha?

    It's a weak card, yes, but you'll be stuck with a lot of sad 1-drops on the board every game, getting some extra value out of them can't hurt.

    Or even, dare I say, Timber wolf?
    Like, add Timber wolf, Rat Pack, maybe even unleash ?
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  12. - Top - End - #552
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    Default Re: Hearthstone 19: Patches In All The Wrong Places

    Card Thoughts...

    Spoiler: Small Raptor
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    1 mana Hunter Rare Minion (Beast). 2/1, Deathrattle put a Raptor in your deck. Said Raptor is a 4/3 Beast for 1. They're... really pushing the 1-drop swarm quest. This makes a perfectly fine play on 2 after dropping in the quest (or on 1 without it or with the coin). I like this guy a lot, and the dude he pushes into the deck is just large enough to not be ignorable 90% of the time, and it being a 1-drop as well makes it very easy to play along with beast support or synergy (Crackling, Houndmaster, Kill Command, etc.). I'll definitely toy with him a bit, and I think it's an essential include in Quest decks.


    Spoiler: King Mosh
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    9 mana Warrior Legendary Minion (Beast). 9/7, Battlecry destroy all damaged minions. Whirlwind synergy on 10 is both obvious and already mentioned by almost everyone. I honestly think this guy isn't going to QUITE pass muster, too slow overall, but he might in control warrior if the big, heavy elemental decks rise to prominence.


    Spoiler: Terrorscale Stalker
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    3 mana Hunter Rare Minion. 3/3, Battlecry trigger a friendly minion's Deathrattle. I like this guy much more than Feign Death or Princess Huhuran, makes for something solid to do to weave in actions in the traditional dead turns (5 and 7) for Midrange hunter. I can see this legitimately seeing play, frequently targeting things like Highmane, Cairne, or even something Adapted with the deathrattle.


    Spoiler: Thunder Lizard
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    3 mana Neutral Common Minion (Beast). 3/3, Battlecry Adapt if you played an Elemental last turn. 3/3 for 3 with Adapt is pretty nuts. Talking about possibilities of a 6/3, 3/6, 4/4, or 3/3 with Windfury or Divine Shield. Pretty much will always have SOMETHING it wants. It also occupies an intersection between the Dino playstyle and Elemental. The problem? It is a Beast, not an Elemental itself, so it breaks the chain before getting to things like Tol'vir Stoneshaper. Still solid, and even if it doesn't end up seeing play it's a cool card.


    Spoiler: Lightfused Stegadon
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    4 mana Paladin Rare Minion (Beast). 3/4, Battlecry Adapt your SIlver Hand Recruits. Welp, this one looks way stronger than it is. Dealing with the little guys en masse is ridiculously easy for most enemies, and this really wants to hit 2 or more to actually be worth playing. Goes well in Wild, as stated before. I don't think this plus Stand Against Darkness will be a thing, since at 9 mana tons of solutions exist that don't much care about anything you Adapt in.


    Spoiler: Hemet, Jungle Hunter
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    6 mana Legendary Neutral Minion. 6/6, Battlecry destroy all cards in your deck that cost 3 or less. Some theorize a major combo deck, wherein you build using almost entirely cards with cost 3 or less, other than combo pieces, then play this as soon as you have it and the slightest breathing room (and/or appropriate tools already in hand). I don't think this has the chops to be a serious deck, though, since it depends heavily on card sequence in the deck. Trump mentioned just playing it in a normal deck, to thin out poor draws late, but most modern decks either aren't running many low drops or else don't mind playing them out in most situations. Some, such as the Oozes or Crazed Alchemist, remain important draws late.
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  13. - Top - End - #553
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    Default Re: Hearthstone 19: Patches In All The Wrong Places

    Spoiler: Blazecaller
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    Blazecaller 7
    Epic Neutral Minion
    Battlecry: if you played an elemental last turn, deal 5 damage.
    Elemental
    6/6


    Spoiler: Servant of Kalimos
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    Servant of Kalimos 5
    Rare Neutral Minion
    Battlecry: if you played an elemental last turn, discover an elemental.
    Elemental
    4/5


    Spoiler: Ravenous Pterrordax
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    Ravenous Pterrordax 4
    Common Warlock Minion
    Battlecry: Destroy a friendly minion to Adapt twice.
    Beast
    4/4


    And Galvadon was confirmed to be
    Spoiler
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    a 5 mana 5/5 beast that adapts 5 times.
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    Default Re: Hearthstone 19: Patches In All The Wrong Places

    Did... did they just sneak another 4 mana 7/7 in the game?
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    So yeah. your wrong.
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  15. - Top - End - #555
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    Default Re: Hearthstone 19: Patches In All The Wrong Places

    Quote Originally Posted by Gandariel View Post
    Did... did they just sneak another 4 mana 7/7 in the game?

    That they did.


    As for Hemet, my first thought goes to Kazakus/singleton decks. Build your deck normally for cards that cost 3 or less (The early-game engine you want to draw reliably), and singleton afterwards. Then, when it's time to activate Kazakus, use Hemet to destroy all the duplicates in your deck.
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    Default Re: Hearthstone 19: Patches In All The Wrong Places

    I think Firebat, upon looking at some cards (the ungoro rogue and warlock legend, and Finja) said something like "stop making these cards legendary!
    These are cool and fun build-around-me cards, except half the time you won't draw them and your deck sucks."

    I think this also applies pretty hard to Hemet. Tons of theoretically interesting ways to build your deck, but very often you'll just not draw him and you'll just be stuck with a bad deck.
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  17. - Top - End - #557
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    Default Re: Hearthstone 19: Patches In All The Wrong Places

    Warlock gets 4 mana 7/7 35.5 percent of the time (if they would pick the extra attack on their first pick). As long as you can consistently sack 1/1 that card is amazing.
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  18. - Top - End - #558
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    Default Re: Hearthstone 19: Patches In All The Wrong Places

    Quote Originally Posted by Gandariel View Post
    These are cool and fun build-around-me cards, except half the time you won't draw them and your deck sucks."
    This is why I hate the Legendary card mechanics. I get that they're in there to remove some of the pay-to-win by limiting people to just one copy of some very powerful effects, but it really increases unreliability and, since there's no limit to number of Legendaries a deck can have, doesn't really even stop the Legendary-stacking when there are multiple strong Legendaries.

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    Default Re: Hearthstone 19: Patches In All The Wrong Places

    Quote Originally Posted by Hamste View Post
    Warlock gets 4 mana 7/7 35.5 percent of the time (if they would pick the extra attack on their first pick). As long as you can consistently sack 1/1 that card is amazing.
    I don't really think it's gonna be great. Having a minion to sacrifice is not exactly trivial. But still, FOUR ! MANA! SEVEN! SEVEN!
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    Default Re: Hearthstone 19: Patches In All The Wrong Places

    Quote Originally Posted by Hamste View Post
    Warlock gets 4 mana 7/7 35.5 percent of the time (if they would pick the extra attack on their first pick). As long as you can consistently sack 1/1 that card is amazing.
    What's interesting to me is that Journey to Un'Goro seems to be designed to give at least a couple classes a reason to play cheap, weak minions.

  21. - Top - End - #561
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    Default Re: Hearthstone 19: Patches In All The Wrong Places

    If a few more Warlock cards favor zoo then I could see it being a thing (though with how the quests favor discolock that seems unlikely).
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  22. - Top - End - #562
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    Default Re: Hearthstone 19: Patches In All The Wrong Places

    I got the play priest cards and the deathrattle quest so I put together a deathrattle priest deck before they become fashionable in Un'Goro. I won 6 games in a row. I'm thinking I'm just getting really lucky as I'm not that clever to discover a good variant this late in the meta. I'll keep playing it until the new set shows up. Any suggestions for improvements? One thing about it is that it really fills your hand with cards.

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    Default Re: Hearthstone 19: Patches In All The Wrong Places

    Quote Originally Posted by Gandariel View Post
    I think Firebat, upon looking at some cards (the ungoro rogue and warlock legend, and Finja) said something like "stop making these cards legendary!
    These are cool and fun build-around-me cards, except half the time you won't draw them and your deck sucks."
    I do think this is a good point worth considering. It seems like the Hearthstone designers have a rarity=complexity creep thing going on, so all the weirdest stuff winds up at legendary. Which sometimes makes sense for especially funky effects, but doesn't always when you've got unusual things that would make someone build around a whole strategy. Maybe they'll address that with mechanics like the quest auto-draw effect (a card that reads "always draw this on turn 5+weird effect" would be really interesting), but for the moment, it just leads to really swingy decks.

    Quote Originally Posted by Kish View Post
    What's interesting to me is that Journey to Un'Goro seems to be designed to give at least a couple classes a reason to play cheap, weak minions.
    I like this a lot, though. It makes decisions about whether to play for synergy or individual card quality important and makes it harder to determine what the best deck for a class actually is.
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    Default Re: Hearthstone 19: Patches In All The Wrong Places

    With the third Malone's Journal and Wonders of Un'Goro skit fully revealing Galvadon (confirming the earlier spoiler from the Japanese subtitles), Hearthhead was given the Quest itself to show off:

    Spoiler: Last Kaleidosaur
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    Quest: Cast 6 spells on your minions. Reward: Galvadon.

    Galvadon is a 5/5 beast for 5 with Battlecry: Adapt 5 times.

    It's... well, Buff Paladin has so far generally depended on under-statted minions and fair-cost buff effects. Which in a world of Jade Druid and Pirate Warrior isn't any good at all. I don't think even Galvadon is enough of a finisher to win from as far behind as the quest may set you unless they put out a few more good buffs similar to Seal of Champions.

    Spoiler: Other Cards in the Journal
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    Blazecaller

    Neutral Epic 7 mana 6/6 Elemental, Battlecry: If you played an Elemental last turn, deal 5 damage.

    Servant of Kalimos

    Neutral Rare 5 mana 4/5 Elemental, Battlecry: If you played an Elemental last turn, Discover an Elemental.

    Ravenous Pterrordax

    Warlock Common 4 mana 4/4 Beast, Battlecry: Destroy a friendly minion to Adapt twice.

    Yes, the last of those is potentially a 4 mana 7/7.
    Last edited by Mando Knight; 2017-03-28 at 03:11 PM.

  25. - Top - End - #565
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    Default Re: Hearthstone 19: Patches In All The Wrong Places

    Cast 6 spells on your minions is a fairly terrible trigger for Paladin. What do they even have that they want to cast on minions?

    Basic: Blessing of Might, Hand of Protection, Blessing of Kings: All decent, none fantastic. Might in particular really wants to be in a face aggro deck and nothing else.
    Core: Blessing of Wisdom, Blessed Champion: Champion is really awful, and nobody uses Wisdom since it's basically just a cycle.
    Expansions: Divine Strength, Seal of Champions, Silvermoon Portal: Strength is weak, Champions is rotating out, and Portal sometimes summons doomsayer and wrecks you.

    None of these cards are consistently run. Arguably the best one is leaving standard. Maybe you could make a face aggro buff deck with Might, Protection, Kings and Strength, with Galvodon as the finisher, but that's 6/8 buff cards you need to draw from the entire deck, and I just don't think that's reliable. Unless Paladin gets some serious help from this set, I think the Paladin quest might well be the worst of the lot.
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  26. - Top - End - #566
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    Default Re: Hearthstone 19: Patches In All The Wrong Places

    I wonder if the Paladin quest will count spells that target minions in your hand?
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  27. - Top - End - #567
    Firbolg in the Playground
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    Default Re: Hearthstone 19: Patches In All The Wrong Places

    Quote Originally Posted by flat_footed View Post
    I wonder if the Paladin quest will count spells that target minions in your hand?
    There's no such effect; they only buff pseudorandom minions from the cards in your hand. If you're not dragging the cursor onto your target, you're not casting a spell that 'targets'.
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  28. - Top - End - #568
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    PaladinGuy

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    Default Re: Hearthstone 19: Patches In All The Wrong Places

    Quote Originally Posted by Destro_Yersul View Post
    Cast 6 spells on your minions is a fairly terrible trigger for Paladin. What do they even have that they want to cast on minions?

    Basic: Blessing of Might, Hand of Protection, Blessing of Kings: All decent, none fantastic. Might in particular really wants to be in a face aggro deck and nothing else.
    Core: Blessing of Wisdom, Blessed Champion: Champion is really awful, and nobody uses Wisdom since it's basically just a cycle.
    Expansions: Divine Strength, Seal of Champions, Silvermoon Portal: Strength is weak, Champions is rotating out, and Portal sometimes summons doomsayer and wrecks you.

    None of these cards are consistently run. Arguably the best one is leaving standard. Maybe you could make a face aggro buff deck with Might, Protection, Kings and Strength, with Galvodon as the finisher, but that's 6/8 buff cards you need to draw from the entire deck, and I just don't think that's reliable. Unless Paladin gets some serious help from this set, I think the Paladin quest might well be the worst of the lot.
    You could also theoretically start running Healing Touch to make defensive/buffed minions last longer, but overall I agree.

    To make Galvadon Paladin work, Blizzard needs to push two things for Paladin roughly at the same time over this year: first, Paladin needs more targeted buff spells that are actually good (better than Kings/Might, which are merely fair), and/or minions that discover/tutor buff spells rather than Secrets. Second, Paladin also needs multi-summons, a lot of multi-summons. It's no good to have a hand full of buff spells if that only means you can summon a 6 mana 5/5 at best, Paladin needs to be able to consistently and constantly refill the board so that the opponent can't always clear it and keep it cleared before the buff spells can flip a minion into a powerhouse.

  29. - Top - End - #569
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    Default Re: Hearthstone 19: Patches In All The Wrong Places

    Quote Originally Posted by Thialfi View Post
    deck
    Quick, random thoughts:
    Pint size potion is probably too weak in a reno deck. Too few cards it synergies with.

    You also look a bit underequippe in terms of "not dying to Pirates". Since you're not running dragons, you should at least play a few of the usual counters (Ooze, rat, argus/sunfury).

    The first card I'd toss is Paletress cause I am really not a fan of her.

    @Paladin quest: nice, cool, and fits the class.

    I'm happy it's hard, cause losing to that thing is probably very sad.
    In terms of design intent, this is probably closer to a Mimiron's head than to a Dr. Boom.
    Last edited by Gandariel; 2017-03-28 at 04:09 PM.

  30. - Top - End - #570
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    PaladinGuy

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    Default Re: Hearthstone 19: Patches In All The Wrong Places

    Quote Originally Posted by Gandariel View Post
    In terms of design intent, this is probably closer to a Mimiron's head than to a Dr. Boom.
    Paladin does not need "Mimiron's Head" type cards at this point.

    Though on the other hand, if you treat Galvadon as the new Anyfin, it could see some use if the rest of the deck can be built: a 9/6 Divine Shield/Stealth/Windfury Galvadon is terrifying in a deck that contains Blessed Champion. Adapting 5 times means it's very hard to not get some kind of horrific face-eating monster, you just need the opportunity to throw it down when your opponent can't hit it with a big enough spell that gets around Stealth or shroud.

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