Jump to content
FORUMS
Zadina

Lynessa Sunsorrow Reveal: Kobolds & Catacombs

Recommended Posts

34417-arcane-artificer-grand-archivist-r

Does this Paladin legendary minion merit its "legendary" status?

Lynessa Sunsorrow was unveiled by Gamers Origin on Twitch.

lynessa.png

Image by Hearthpwn

Don't be fooled by the 1/1 stats. If you've just cast a Blessing of Kings and a Spikeridged Steed in the previous turns, this becomes a 7/11 Taunt with a Deathrattle that can spawn another Taunt. Obviously, this card can support Quest Paladin, but unfortunately this deck never caught on and is too vulnerable to silences. Perhaps we can also see her in some kind of control deck. On balance, Lynessa Sunsorrow isn't a very exciting card for a legendary.

So far, each Paladin card that has been revealed from Kobolds & Catacombs fits into a different archetype: Lynessa is good in Quest/Buff and perhaps Control Paladin; Benevolent Djinn and the Spellstone can go into a Healadin deck; Drygulch Jailor, Level Up! and Call to Arms can be good in a Silver Hand Recruit deck. While it's good that all kinds of Paladin decks receive support, none of these decks are very impactful in Standard. The current most popular deck is a Murloc Aggro deck with some hand buffing; we haven't seen any Kobolds & Catacombs card that supports this deck, which will lose a lot of key cards in half a year.

What's your take on the future of Paladin? Will cards like Lynessa Sunsorrow bolster Uther/Liadrin/Arthas? As always, you can check out our Kobolds & Catacombs hub for all the revealed cards.

Share this post


Link to post
Share on other sites

While I do think this is a pretty good card in a deck that runs 2x blessings & 2x spikeridge, I just don't think it's good enough to replace any of the other 7+ drops in those kind of decks. It's competing with Bonemare, Curator & Tirion already, and that's not a fight I can see this card winning.

Share this post


Link to post
Share on other sites

It's very strong but I do have concerns that silence is literally GG on this card. And if I can read the future meta at all, everyone will be running silences.

Share this post


Link to post
Share on other sites

The buffing with paladin never worked. Players usually pick one or two buff cards that provide great value like Spikeridged Steed but definitely not enough to make that thing really viable. If you run more of those buff cards you usually weaken your deck. Maybe worth a try if you happen to get it out of pack, but that already might disappoint you and nothing someone wants to craft, I guess.

Edited by Caldyrvan

Share this post


Link to post
Share on other sites

My question is, what happens when a Rogue pulls this from swashburglar, and later plays it having previously shadowstepped another minion. Seems like you would never be able to get it on the board!

I think it’s an interesting card though. I don’t think silence should be that big a concern, it’s kinda insurance against silence. Decks rarely run more than one silence effect, and that’s likely to have been used before you play this if they have drawn it. Or if not, it can protect your Tirion from silence/polymorph. Bonemare is often better, sure, but only if you’re ahead. I can see it going into a midrange Murloc deck that runs a kings and two steeds. But that deck isn’t doing so well...

Share this post


Link to post
Share on other sites

This card is significantly better then it looks on paper.  Since if you have just spike ridged steed, she is 1 Mana 1/1, draw a card.  The problem, ofc, is that she competes with all the other really good paladin legendaries, and if you haven't played a buff, she is really bad.  I think she will see some experimentation, but is probably a tad too unreliable.

Share this post


Link to post
Share on other sites

This is really strong because every paladin runs double spikeridged in every deck just using those 2 then play this is a 5/13 with taunt summon 2 taunts with only 1 is a 3/7 that is still good since is like a spikeridged with a body included.

They can silence it but that's the only thing you can do otherwise you face a mighty wall.

Who doesn't want a 3rd  spikeridged in the deck?

Share this post


Link to post
Share on other sites

Against a highlander deck that has only a few silences this card may have potential. A highlander deck would have to exhaust resources into whatever buff cards had been played before this minion comes out, so if you can apply the pressure there might be something to bringing out a big gun late in the game. That being said most highlander/highlander-like deck have ways to generate more removal, thinking along the lines of lyra and primordial glyph. I think this card will have a few spot light moments, but won't be a consistent threat.

Share this post


Link to post
Share on other sites

Quest paladin have one problem: Galvadon is weak to premium removal. With this card, you have 2 very strong cards that need premium removal on themselves. I think that Quest Paladin doesn't need that much more toys to became viable...

Share this post


Link to post
Share on other sites

I don't like this card and it just got worse: according to Peter Whalen, the buffs you have previously played will be cast on Lynessa with a random order. This could potentially mess up a Dinosize or worse, you could get a Dark Conviction in the end (I doubt anyone plays that card, only if you generate it somehow). Lastly, not sure if this even matters, but the buffs she casts on herself don't contribute to the Quest count.

  • Like 1
  • Thanks 1

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Damien
      This thread is for comments about our Trump's Top 300 Legend Highlander Hunter Deck.
    • By Damien
      This thread is for comments about our Habugabu's Rank 4 Legend Highlander Warrior Deck.
    • By Damien
      This thread is for comments about our Zetalot's Highlander Quest Priest Deck.
    • By Zadina
      Right before the news for the upcoming PvE Adventure hits, Blizzard announced some much needed balance changes.
      Two card buffs from the May update will be reverted, while three more cards will be nerfed in an update coming next week.
      In May, we had the first card buffs in Hearthstone's history. In an occasion like that, it was certain that some of these buffs would be hit or miss. While there were definitely some misses, some of these biffs hit harder than expected and thus they will now will be reverted. These cards are Extra Arms, which will go back to costing 3 mana, and Luna's Pocket Galaxy going back to 7 mana.


      Two more cards from Standard are also getting nerfed in the August 26 update. Mage will suffer another big loss, as Conjurer's Calling will now cost 4 mana (up from 3).

      Another much needed nerf is that of Dr. Boom, Mad Genius. The 7-mana 7/7 (infinite 7s) meme started from the original card will be no more, as the cost of this heavily used Hero card will be upped to 9.

      Finally, a lot of Wild players can breathe out in relief as Barnes' cost will be increased to 5 mana, up from 4. I am not sure if this will be enough to alleviate the frustrations of the Wild community with the Legendary minion, but at least it's a step to the right direction.

      You can read about Blizzard's thinking behind these nerfs in the official blog post.
    • By Zadina
      In this new Brawl, all minions work like Nightmare Amalgam.
      This means that all minions count as Elementals, Mechs, Demons, Murlocs, Dragons, Beasts, Pirates and Totems!
      Since this a Constructed Tavern Brawl, you want to build your deck carefully. It's  clever to focus on synergies of a specific Tribe (Murloc, Pirate and Mech/Magnetic decks being the most successful ones so far) but you can also create some busted combos if you mix and match.
      Key cards for each type of Tribe include:
      Elementals: Lesser Ruby Spellstone, Frost Lich Jaina Mechs: Galvanizer, Mechwarper, Magnetic cards Demons: Ectomancy, Sacrificial Pact, Sense Demons Murlocs: Murloc Warleader, Underbelly Angler, Old Murk-Eye - basically anything that has Murloc written on it Dragons: Duskbreaker, Wyrmrest Agent, Drakonid Operative, Twilight Guardian Beasts: Crackling Razormaw, Master's Call, Scavenging Hyena, Revenge of the Wild Pirates: Ship's Cannon, Patches the Pirate Totems: Thing from Below, Totemic Surge, Splitting Axe Some Tribe combinations favour specific classes (like Elemental for Mages and Beasts for Hunters and Druids) or are strictly restricted to them (Totems and Demons), while classes like Shaman enjoy the freedom of being decent for various deck styles.
      Don't forget to grab your Hungry Crab, Golakka Crawler and a board clear - you are going to need them! Menagerie cards will also buff nicely your entire board.
×
×
  • Create New...