Aleco

Kobolds & Catacombs Set Review: Paladin

Sign in to follow this  

7 posts in this topic

sNra4cv.jpg

Paladin is picking up two of the most powerful and versatile cards in all of Kobolds & Catacombs.

Click here to read my other written set reviews!

My Rating System

Each card is rated on a scale of 1 to 5 on two criteria: Power and Versatility.

The Power rating reflects how much I expect a card to impact the game when played. Cards which immediately represent multiple cards worth of value (Ultimate Infestation) or have a powerful effect on the board for their mana cost (Sunkeeper Tarim) will receive high Power ratings, while cards which have a low impact on the game (Ice Breaker) or cost too much for their effect (Furnacefire Colossus) will receive Power low ratings.

The Versatility rating is intended to communicate how dependent a card is on other cards for its success. Cards can be very powerful without being versatile at all (Clutchmother Zavas), which means that many exciting and powerful cards will end up seeing very little play once the metagame is established. A high Versatility rating means a card relies very little on other cards to be good, and the more comfortable I would feel crafting that card on day one. A lower Versatility rating doesn't necessarily reflect that I expect the card to be bad, but that I wouldn't feel comfortable crafting it until it has proven itself to be a part of a competitive deck.

Drygluch Jailor

p1.png

Fits into: Aggressively-slanted Paladin Decks

Power Versatility
4 2

The potential to create four bodies from a single card should have the eyebrows of deck-builders standing up. Drygluch Jailor is a flexible card which helps you fill out your curve, has excellent synergy with Handbuff effects, and should help to fuel several "dudes-matter" cards we'll be looking at later. I think this card is quite strong from a raw power-level perspective, but I'm a bit concerned that it won't fare well in a meta full of Duskbreakers and Spreading Plagues.

Benevolent Djinn

p2.png

Fits into: Control Paladin

Power Versatility
4 3

Control Paladins across the globe are rejoicing at the printing of Benevolent Djinn. This card has a relevant body for three mana and threatens to completely take over the game against aggressive decks if its EOT ability triggers more than once. I full expect this card to be an instant two-of include in slower Paladin decks, and could even be good enough to make Blackguard playable.

Potion of Heroism

p3.png

Fits into: Non-control Paladin

Power Versatility
3 5

I'm instantly intrigued by any card with the words "draw a card" on it; this one is no exception. If Potion of Heroism ever allows one of your minions to survive a trade it'll feel as though you're getting away with highway robbery. Though the obvious dream with this card is to cast it multiple times with Lynessa Sunsorrow or Primalfin Champion, but my firsts instincts aren't to get cute with this card. Most Paladin decks that are looking to play to the board early and often will want a piece of Potion of Heroism, which means that I fully expect this card to see widespread play.

Unidentified Maul

p4.png

p4-1.pngp4-2.pngp4-3.pngp4-4.png

Fits into: Token/Dude Paladin

Power Versatility
2 1

This card was so close to being playable for me. Three out of the four modes (Blessed, Champion's, and Purifier's) are actually quite passable in a token themed deck, but I'm not particularly interested in giving my 1/1 Silver Hand Recruits Taunt. I don't expect to see Unidentified Maul cropping up outside of Token strategies.

Pearl Spellstone

p5.pngp5-1.png
p5-2.png
 

Fits into: Midrange and Control Paladin

Power Versatility
3 3

I'd never dream of playing Frostwolf Grunt in a competitive deck, but upgrading this card just once is enough to leave you with a rather impressive Taunt minion for two mana. Pearl Spellstone is best friends with Benevolent Djinn in Control lists, and could even sneak its way into a few Midrange decks with Chillblade Champion and Corpsetaker.

Crystal Lion

p6.png

Fits into: Dude Paladin

Power Versatility
3 1

This card only makes sense in a dedicated Silver Hand Recruit deck (Dude Paladin), and is a pretty sweet deal if it can consistently be played for 3 or less mana. Stand Against Darkness or Lost in the Jungle into this card will costs just 6 mana total, which could potentially lead to some very swingy turns. I don't think Crystal Lion is strong enough to make the Dude deck a thing on its own, but would be a definite inclusion in any Dude decks which do crop up in the K&C meta.

Call to Arms
p7.png

Fits into: Everything?

Power Versatility
5 4

On first glance, this card reads as an incredibly powerful tool in Aggressive and Midrange Paladin decks. On second glance, it also reads as flexible "board wipe in a can" in Control Paladin, so long as the only minions in your deck which cost 2 or less are Doomsayer and Dirty Rat.

Call to Arms costs just 4 mana, plays to the board, and threatens to generate three cards worth of value. I have a hard time imagining a world where this card isn't great.

Level Up!
p8.png

Fits into: Dude Paladin

Power Versatility
3 1

As the only other payoff for Dude Paladin aside from Crystal Lion, I'm not optimistic about this cards chances of making the Dude deck a thing. It comes down a little too late in the curve for the Silver Hand Recruits to do serious damage before the board wipes start coming, and inconveniently does not protect your army of 3/3s from Duskbreaker.

Val'anyr
p9.png

Fits into: Midrange Paladin

Power Versatility
3 2

I love the design of this card, but boy is thing sloooooooooow. Aggro decks don't have time to durdle around with this, and Control decks already have much stronger finishers in Tirion Fordring and The Lich King. This card could still end up finding a home in Midrange decks, but I doubt that it will ever define the meta.

Lynessa Sunsorrow
p10.png

Fits into: Quest Paladin

Power Versatility
3 1

I don't think the majority of "normal" Paladin decks will be able to support this card if Potion of Heroism and Spikeridged Steed are the only targeted spells they run. Perhaps there's a world where a deck Potion of Heroism, Spikeridged Steed, Blessing of Kings, and one other spell make Lynessa playable in a Midrange deck, but Quest Paladin feels like this cards only natural home. Unforutnately, I doubt that Lynessa will do on her enough own to make that deck competitive, as the deck already had a guaranteed and powerful finisher in The Last Kaleidosaur. Though I still expect Quest Paladin to play Lynessa, the missing ingredient for Galvadon probably wasn't a 7 drop.

Thoughts on the Class

Paladin is getting one of the most powerful cards in the entire set in Call to Arms, as well as one of the most versatile cards in Potion of Heroism. Both Midrange and Control Paladins have plenty of reasons to be happy about K&C, but I fear that Dude and Aggro Paladin will suffer in a standard environment with loads of efficient board wipes.

Share this post


Link to post
Share on other sites

If Silver Hand Paladin will become a thing paladin got some nice stuff, otherwise there is a lot of rubbish especially the two legends. I mean seriously, how is it possible to make both of a class's legends in a set unplayable/very questionable?

Share this post


Link to post
Share on other sites
6 hours ago, Aleco said:

 

Potion of Heroism

p3.png

Fits into: Non-control Paladin

Power Versatility
3 5

I'm instantly intrigued by any card with the words "draw a card" on it; this one is no exception. If Potion of Heroism ever allows one of your minions to survive a trade it'll feel as though you're getting away with highway robbery. Though the obvious dream with this card is to cast it multiple times with Lynessa Sunsorrow or Primalfin Champion, but my firsts instincts aren't to get cute with this card. Most Paladin decks that are looking to play to the board early and often will want a piece of Potion of Heroism, which means that I fully expect this card to see widespread play.

 

I dunno... Aggro Paladin has been a thing for months, they have to fight for the board early and hard; and yet Argent Protector is a barely seen card in constructed. 

Share this post


Link to post
Share on other sites

I think the difference is you want the Divine Shield but not a 2/2 for 2 mana, with the Potion you might get your divine shield, go and kill something without losing your minion and drawing a card to follow up with (next turn).

Edited by Caldyrvan

Share this post


Link to post
Share on other sites

Idk, as long as Divine Favor lurks in the classic set dudes paladin, or at least aggro paladin will always be a potential threat. The Unidentified Maul has a 3/4 chance of being pretty good, Call to Arms is scary tempo especially on curve and Crystal lion could just be good enough. 

Buff paladin I can only hope doesn't take off, I hate that archtype. Can't bring myself to analise the cards fairly.

One thing is for sure, control paladin and even midrange isn't going anywhere as long as jades and raza are being played, so it's down to the aggro decks to represent paladin for now.

Share this post


Link to post
Share on other sites
54 minutes ago, Caldyrvan said:

I think the difference is you want the Divine Shield but not a 2/2 for 2 mana, with the Potion you might get your divine shield, go and kill something without losing your minion and drawing a card to follow up with (next turn).

In the late(r) game, yes. On turn 2-3 , the  moment Aggro decks need to seize the board, a 2/2 body is a lot more useful than a (momentarily) dead card you can't play due to lack of mana.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Damien
      This thread is for comments about our Pirate Warrior Deck List Guide.
    • By Damien
      This thread is for comments about our Silver Hand Paladin Deck List Guide.
    • By Damien
      This thread is for comments about our Dungeon Run guide for Kobolds and Catacombs.
    • By Zadina

      Our K&C guides should be coming along real soon!
      Blizzard surprised Europeans pleasantly by releasing the new expansion on Thursday, a few hours after the Americas release.
      Hearthstone latest expansion is now live in the Americas and in Europe. The patch, that added Kobolds & Catacombs to the live client, was released on Wednesday. The important part is that new cardbacks have been added, arena draft appearance rates have been adjusted and there are going to be daily login quests during the upcoming World Championship. Click below to view the patch notes:
      Blizzard Entertainment
      + Show- Hide   Don’t miss out! The Kobolds & Catacombs pre-purchase bundle will remain available until 11:59 p.m. PST December 6. This bundle includes 50 card packs at a special price and the For the Hoard! card back. Hearthstone’s newest Expansion, Kobolds & Catacombs, releases beginning December 7! Log in after release to receive 3 Kobolds & Catacombs card packs and a random Legendary weapon card, FREE! Kobolds & Catacombs introduces: Dungeon Run: FREE repeatable single-player experience where everything you need is provided! Legendary weapon collectible cards for ALL nine classes A new keyword: Recruit Two new card types: Spellstones and Unidentified Items In total, 135 new cards to add to your collection! Added three progressive Dungeon Run quests that each reward a Kobolds & Catacombs card pack*. Defeat Dungeon Run with all nine classes to acquire the Candle King card back! New daily quest – Spelunker: Defeat 5 Dungeon Run encounters. Reward: 1 Classic card pack. The Hearth and Home cinematic has replaced the previous Hearthstone cinematic.
      Added the following card backs: Azeroth is Burning – Acquired from a special promotion.
      Catacomber – Acquired from achieving Rank 20 in Ranked Play, December 2017
      Frostfire – Acquired from achieving Rank 20 in Ranked Play, January 2018
      Improved reconnection and UI for Friendly Challenges. A new Match Paused pop-up will display a countdown while waiting for opponent to reconnect. When a player reconnects, the turn timer will restart. The Game Menu will now display ‘End Game’ instead of ‘Concede’ and clicking it will tie the match. Arena
      Arena draft appearance rates have been adjusted. Note: Non-Basic Neutral Classic minions represent the baseline for draft appearance rates. Basic/classic neutral minion: .5x Non-basic/classic neutral minion: 1x Most recent set neutral minion: 2x Basic class minion: 2x Basic class spell: 3.5x Non-basic/classic class minion: 2x Non-basic/classic class spell/weapon: 3.5x Most recent set class minion: 4x Most recent set class spell/weapon: 7x As part of our ongoing efforts to improve Class balance in the Arena, we are making small, periodic appearance rate adjustments to specific Arena cards.   Bug Fixes Fixed a crash that could occur when attempting to spectate without closing the Arena welcome message. Canceling Malfurion the Pestilent will no longer cause Armor to become invisible. Attacks with Lifesteal will no longer create excessive animations while Auchenai Soulpriest and Bolf Ramshield are on the board. Multi-target effects with Lifesteal now apply their healing as a single large heal, rather than individually. All Lifesteal effects now use the same, standardized, visual and sound effects. Combo effects can no longer target non-interactable minions such as Sherazin, Seed. Brann Bronzebeard will no longer grant double Lifesteal to Corpsetaker. Blingtron’s Battlecry will now trigger weapon Deathrattles when it occurs twice due to Brann Bronzebeard. Minions destroyed by Frostmourne will now be displayed on its enchantment banner. Losing durability from Sword of Justice will no longer sometimes cause Lifesteal to trigger. Deathstalker Rexxar’s Battlecry no longer benefits from effects on an equipped weapon, such as Poisonous or Lifesteal. Unwilling Sacrifice’s random targeting will no longer select an enemy Spellbender that has intercepted an Unwilling Sacrifice. Granting a Deathrattle to Scavenging Hyena, then playing Terrorscale Stalker on it will no longer give it +2/+1. Resolved a crash that could occur when playing a Quest spell that triggers Counterspell. Cards transformed by Golden Kobold will no longer sometimes be revealed to your opponent. The animation for Frost Nova will no longer play multiples times while Moorabi is on the board. Hovering over a Quest in progress as your turn starts will no longer cause cards that provide progress toward completing it to lose class specific border colors. Replacing a Cursed Blade with a Cursed Blade will no longer remove the ‘cursed’ animation on the Hero portrait. Application of the Bolster buff will no longer be slightly delayed on an eligible minion that was played last onto a full board. Joust and other card reveal effects will now function correctly if your deck contains 60 cards. Tavern Brawl
      Shiftcon: Minions with a Yellow glow will no longer retain it when they shift into a new minion. Tag Team: Resolved an issue that could cause the match to end prematurely when swapping Heroes. Decks Assemble: Resolved a crash that could occur when the turn ends while your opponent controls Jeeves. Mobile
      [Mobile] Fixed a bug where card tooltips would sometime appear at the edge of the screen and get cut off on mobile devices [Android] Region selection on Android tablets will no longer sometimes be blank. (source)
      Kobolds & Catacombs also has a launch trailer. And... it's... glorious!
      Our Kobolds & Catacombs hub contains all 135 revealed cards and everything you need to know about the novelties of this expansion, such as the Dungeon Runs or the new Class Legendary Weapons. At the moment, our guide writers should be hard at work preparing new deck guides. We might even have guides for the Dungeon Runs. Lastly, our Arena tier lists are up-to-date.
      At any case, you can track any updates in our Hearthstone changelog, but we'll probably make a news post about them. For now, you can read Aleco's excellent set review for Kobolds & Catacombs.
      Good luck with your pack openings and feel free to share any amazingly good or bad openings you've had! Also, best of luck to those who'll brave the ladder or to those of you who choose to delve into the Dungeon Runs!
    • By Vlad
      This thread is for comments about our Spell Hunter Deck List.