Damien

[Archived] S8 Hearthstone Mid Budget Paladin Control Deck

Sign in to follow this  

13 posts in this topic

This thread is for comments about our Mid Budget Paladin Control Deck.

Share this post


Link to post
Share on other sites

Hello,

 

The novice engineer got nerfed to 1/1, do you think It loses it's place in a paladin deck? A loot hoarder would do better?

 

Thanks!

Share this post


Link to post
Share on other sites

Hello,

 

The novice engineer got nerfed to 1/1, do you think It loses it's place in a paladin deck? A loot hoarder would do better?

 

Thanks!

I think that the Loot Hoarder is certainly more interesting compared to the Engineer than it was before. But I don't think that the Engineer automatically loses its place.

 

Consider the following.

 

Both the Engineer and the Loot Hoarder have 1 health, so whenever the Engineer would die to a Hero Power, so would the Hoarder. This means that the Loot Hoarder's 1 extra attack is entirely wasted (except for maybe dealing damage to the opponent's hero, which is pretty useless). The Hoarder's attack is very useful when it gets to live long enough to attack, allowing it to potentially kill an enemy 3/2 minion. This is its most valuable benefit.

 

The Novice Engineer is guaranteed to draw you a card. Its effect is impervious to silences. Granted, I have not had many Loot Hoarders silenced, but it does happen sometimes, and it can be a pretty big hit to take. Consider also that the Loot Hoarder is a prime target for Earth Shock.

 

The Novice Engineer draws you a card right away. This is significant, especially later on in the game when your hand consists of few cards, and you need to draw a better answer. The Loot Hoarder's delay will often prove very detrimental, whereas with the Engineer you get a card to play on the same turn.

 

So, I personally would be quite hesitant to give up the speed and reliability of the card draw for 1 extra attack. But that's not to say it's really clear cut. Loot Hoarder is pretty nice :)

Share this post


Link to post
Share on other sites

I think novice engineer is a waste of a card imo (since nerf). Why waste 1 card in your deck for a 1/1 with card draw ? acolyte of pain would be a much better choice or even a Loot Hoarder. 

Share this post


Link to post
Share on other sites

Thanks, vlad. I didn't consider that a loot hoarder could be silenced.

 

But if we want a 1/1 token for no card expense, in a paladin deck, shouldn't we use the class ability? I know we can only use it once every turn, but that just makes NE weaker in these decks, imo

 

 

Share this post


Link to post
Share on other sites

I think novice engineer is a waste of a card imo (since nerf). Why waste 1 card in your deck for a 1/1 with card draw ? acolyte of pain would be a much better choice or even a Loot Hoarder. 

 

Please see above why I think Novice Engineer is viable. Acolyte of Pain is a good card, and it's great if you can buff it with Kings. The problem is that it's too slow. Sometimes, it can take several turns to draw a card with it, which might be too late.

 

Loot Hoarder is a viable alternative, sure. The only concerns are that it can be silenced (although it's unlikely), and that in the late game, it's slower to draw you a card than the Novice Engineer.

 

 

Thanks, vlad. I didn't consider that a loot hoarder could be silenced.

 

But if we want a 1/1 token for no card expense, in a paladin deck, shouldn't we use the class ability? I know we can only use it once every turn, but that just makes NE weaker in these decks, imo

 

The strength of the Novice Engineer is not the 1/1 body, but the instant card draw.

 

Also keep in mind that play Novice Engineer on an early turn (when you aren't under pressure) will thin out the rest of your deck, meaning that you will draw your important cards sooner.

Share this post


Link to post
Share on other sites

I lack a ragnaros, is a yesra a subtitle replacement? Also the deck feels kind of weakened due to secrets only being activated on your opponents turn, any redemption replacements

Share this post


Link to post
Share on other sites

I lack a ragnaros, is a yesra a subtitle replacement? Also the deck feels kind of weakened due to secrets only being activated on your opponents turn, any redemption replacements

The problem with Ysera is that she's much, much slower than Ragnaros. Sure, if you can afford to waste a turn playing her, and if she survives another turn (and you aren't dead either), then you've gained a massive advantage. That said, giving up a turn to play Ysera without affecting the board in any way whatsoever can be a pretty significant problem. Ragnaros is great in this regard because he does something as soon as you play him. So, you can try out Ysera, but a better replacement would probably be something like Tirion, or maybe even just a second Guardian of Ancient Kings.

 

As for Secrets, Redemption does not necessarily activate on your opponent's turn. You can play Redemption, then make a trade with one of your minions (like a Scarlet Crusader, for instance), and have them come back to life (and with their Divine Shield, too). If you were to replace them, you should probably add something that's in the same cost range. Argent Squires or maybe Argent Protectors.

Share this post


Link to post
Share on other sites

What's the best possible Paladin Control deck that I can build from the cards I own?

I have many of the cards in the build posted here, but missing a couple and when I build it and replace them with cards i like i can't seem to hold a win streak in ranked play. 

 

This is my inventory if you want to offer a deck build suggestion

 

This is what i have to work with (basic cards not included)
 
Paladin Specific:
1x Blessing of Wisdom
2x Redemption
2x Equality
2x Argent Protector
2x Divine Favor
1x Aldor Peacekeeper
1x Avenging Wrath
1x Tirion Fordring
 
Neutral
2x Abusive Sergeant
2x Argent Squire
1x Hungry Crab
2x Leper Gnome
1x Lightwarden
2x Murloc Tidecaller
2x Amani Berserker
2x Ancient Watcher
1x Doomsayer
2x Faerie Dragon
2x Ironbeak Owl
2x Knife Juggler
2x Loot Hoarder
1x Mad Bomber
2x Sunfury Protector
2x Wild Pyromancer
2x Acolyte of Pain
2x Arcane Golem
1x Big Game Hunter
2x Coldlight Oracle
2x Coldlight Seer
2x Earthen Ring Farseer
2x Harvest Golem
2x Imp Master
2x Injured Blademaster
2x Murloc Warleader
2x Scarlet Crusader
2x Dark Iron Dwarf
2x Defender of Argus
1x Leeroy Jenkins
2x Spellbreaker
2x Twilight Drake
2x Azure Drake
1x Faceless Manipulator
2x Fen Creeper
1x Gadgetzan Auctioneer
2x Argent Commander
1x Sylvanas Windrunner
2x Molten Giant

Share this post


Link to post
Share on other sites

"This Medium Budget Paladin Control deck uses most combos available to Paladins.Equality with Wild Pyromancer / Consecration will stop most early aggressive decks. "

 

... except that there's no Wild Pyromancers in the deck!  And it's not like they were just left off the card list: the deck is at 30 cards already.

 

Care to change the comment ... or the deck construction?

Share this post


Link to post
Share on other sites

The redemption - Harvest golem combo is amazing early game if you can pull that off, and noble sacrifice is what people normally expects, you will often get a 1 for 2-3, so i would not switch out the redemption.   this deck got me from rank 25 to 12 in one big winning streak, so i would definately say its viable, maybe not in the later ranks, but overall a solid deck. switched out the lay on hands for an additional argent commander, and a silver hand knight, for some more mid game pressure. also switched out the Novice engineer for a couple of loot hoarders, its quite good against opponents that dont got much early removal

Share this post


Link to post
Share on other sites

I'm kinda new to this game and have every card for this deck except Ragnaros, Anything that can go in its place? I have a Mountain Giant or a Molten Giant? 

 

Any tips for playing this deck with this limitation?

 

BTW --- Been a lurker on this site for a couple years... you guys are great  :)

Share this post


Link to post
Share on other sites

Really dissappointed in this deck.  It is easily overwhelmed due to RNG.  It was a big waste of effort to create it.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Zadina

      The Druid legendary weapon has been revealed!
      After yesterday's stream, the card reveal season is now in full swing. And the best way to to start is with a legendary weapon! Twig of the World Tree was unveiled today by NGA.CN.

      Image provided by Hearthpwn.
      This is a very curious case of a card, at first sight. It can either be terrible or it can be overpowered. Before presenting arguments for both sides, it should be clarified that this card doesn't exactly work like Kun the Forgotten King (since a lot of people are comparing them). Whereas Kun refills your Mana Crystals, effectively becoming a 0 mana 7/7 at turn 10, Twig of the World Tree gives you full Mana Crystals.
      This means, on the one hand, that you can use it to either ramp up or to have a ferocious amount of 20 Mana crystals on Turn 10 (double Ultimate Infestation anyone?)! Moreover, this weapon can't be countered by the Oozes or Harrison Jones, since you will be giving your opponent free Mana crystals. It's only worth using these cards when this weapon has 1 Durability. Lastly, a good combo would be destroying Twig of the World Tree by using Medivh, the Guardian. Therefore, you can create a very nasty OTK deck with the new legendary weapon, Medivh, Malygos, various spells and maybe even a Kun to piss your opponent off a bit more!
      On the other hand, while OTK Malygos Druid is powerful in the correct hands, it has always been a gimmicky, mid-tier deck at best. The combos that can be pulled off with Twig of the World Tree sound amazing and we will probably see them a couple of times in funny videos, but they are not combos that can happen in most games. The Deathrattle is also very slow to activate, if you get really unlucky with card draw and you want to use the weapon to ramp up. Getting a single Mana Crystal on turn 9 isn't exactly worth it.
      What is your take on the card? There are four more card reveals planned for today (check the schedule), while you can see all the Kobolds & Catacombs cards that have been revealed in our expansion hub.
    • By Aleco

      Standing on the shoulders of the Star Wars: Battlefront II controversy, the Hearthstone community has been voicing their concerns over the game's rising costs louder than ever. What can be done to fix Hearthstone's payment model?
      The Hearthstone community isn't happy - what can Blizzard do to fix the rising costs of the game?
      Since the release of Star Wars: Battlefront II, EA Games has found itself in the midst of one of the most heated, unified, and prolonged attacks against a game studio in the history of the gaming industry. Infuratied by the game’s costly “pay to win” microtransactions, the online gaming community made a recent reddit comment by the EA Community Team the most downvoted comment in the history of reddit, an impressive accomplishment which EA can rest on their mantle next to their back to back "Worst Company in America" in awards.
      Hot on the heels of this controversy, Blizzard released an advertisement for Starcraft II to spread the word about its recent shift to free-to-play which appears to take some serious shots at EA. It's a funny and well-crafted advertisement which is certainly worth a watch:
      As we discussed on the Icy Veins podcast, it's a bit odd to see Blizzard to take an aggressive stance against other gaming studios. Not only does Blizzard have a tendency to play it safe with their marketing and advertising, but one could make the case that Blizzard is currently in the midst of a very similar (albeit far smaller) controversy over their payment model for Hearthstone.
      There has nearly always been a vocal part of the Hearthstone community speaking out against the game’s cost, but the complaints against Hearthstone’s payment model are currently as loud as they have ever been. Just as Blizzard decided to capitalize on the EA controversy to advertise StarCraft II, the Hearthstone community is using the Battlefront debacle as a pedestal to shout their grievances from.
      With such a significant portion of the Hearthstone community demanding changes to the current in-game reward systems and payment models, now seems as good a time as ever to have an honest dialogue about what kinds of changes will strike the fairest balance between our bank accounts and our Hearthstone collections.
      A Fair Price for Hearthstone
      Is there something fundamentally broken about Hearthstone’s reward systems and payment model, and what can be done to fix it? To answer that question, the Hearthstone community needs to be honest about what kind of game Hearthstone really is.
      It’s far too easy to draw unfair comparisons between the cost of Hearthstone and the cost of other games. Take Overwatch for example. It’s undeniable that you’ll get a vastly superior return of fun on your investment of 40 bucks for Overwatch when compared against the $49.99 it will cost you to pre-order 50 packs of the latest Hearthstone set, but it doesn’t make a lot of sense to compare the cost of these two games against each other. First and third person shooting games (Star Wars: Battlefront II notwithstanding) rarely cost more than $59.99 for an entire game’s worth of content, while card games are expected to charge their customers for packs of cards instead of charging for the game itself. So how does Hearthstone stack up against other card games? 
      If you compare Hearthstone against the grandaddy of them all, Magic: the Gathering, Hearthstone is incomparably cheaper. Speaking for myself, the primary reason I switched from MTG to Hearthstone was to save money. Take a look at the average cost of a Standard deck, then take a look at the average cost of a Legacy deck (the rough equivalent of Wild). Want to play a round of draft (the MTG equivalent of the Arena)? That’ll cost you between 10 and 15 USD to play three matches of Magic.
      Is Hearthstone starting to sound cheap yet? Well, it shouldn’t, because MTG and Hearthstone are also totally unfair comparisons. Magic is a trading card game, not a collectible card game, which means that its individual cards hold value and can be traded to other players. Though Magic is undeniably more expensive than Hearthstone no matter how you slice it, the fact that it’s cards can be sold at any time for real money means that the two games should be held to very different pricing standards.
      It’s about as useful to compare the price of MTG to Hearthstone as it is to compare the price of a BMW to a John Deere tractor, yet I see comparisons like this being made all the time. I’m personally guilty of drawing comparisons between the cost of MTG and Hearthstone in a guide I wrote on this very site.
      If we want to have a realistic conversation about what a fair payment model should look like in Hearthstone, then we need to be realistic about what kinds of games it’s fair to compare Hearthstone with. Not FPS games, not trading card games (TCGs), but only other collectible card games (CCGs). These are Hearthstone’s true competitors. Games which are free to download, charge money to unlock cards at an accelerated pace, and have no system in place to trade cards between players.
      Here’s a quick list of the most popular non-Hearthstone CCG’s on the market:
      Shadowverse Gwent Eternal Elder Scrolls: Legends Ready for a controversial opinion? Hearthstone should be more expensive than the other CCGs. It’s the oldest and most polished game of the lot, it has the largest player base by a mile, and it has vastly more cards, expansions, and free single player content than its competition. Before we can begin to discuss ways that we can improve the reward systems and payment models for Hearthstone we need to accept that Hearthstone has earned to right to call itself the premier CCG in the world. As such, a fair price point for Hearthstone is something higher than that of the other CCGs and something lower than Magic: the Gathering, which is where Hearthstone currently lies.
      The Hearthstone community would probably complain far less about the game's cost if its players felt as though they were being appropriately rewarded for their investments of time and money; superior products are allowed to cost more than inferior ones. However, there is a tangible gap between the time and money players are investing into Hearthstone and the feeling of “reward and accomplishment” they are getting in return. This is a problem which, quite frankly, the other CCGs just don’t have.
      Win or lose, playing the Draft mode in Eternal makes me feel as though I’m steadily marching closer and closer to building the decks I want to play on the ladder. Creating a Shadowverse account bestows players with so many packs that it made me feel as though I owed the developers a debt of gratitude in return. Having played each of the other CCGs I mentioned earlier in this article (some much more than others), there is a strong sense of generosity and progress present in these games which is largely absent in Hearthstone. 
      The unfortunate truth is that Hearthstone is so much bigger and more profitable than the competition that these games need to be generous with their players in order for them to stand a fighting chance. It's an extremely common business practice for smaller companies to undercut their bigger and better-funded competition. If the Draft mode in Eternal didn’t tangibly feel as though I was progressing towards a complete collection of cards then I probably wouldn’t play it at all. If Shadowverse didn’t immediately shower me with packs for creating a new account then it may not have held my attention past the tutorials. These vastly smaller CCGs are fighting an uphill battle by attempting to compete in the same design space as Hearthstone, making it a virtual necessity for their developers to be overtly generous to their player base.
      Blizzard has earned the right to charge more and reward less to Hearthstone players than other CCGs do. What Blizzard has failed to do thus far is make its players feel as though the rewards offered by playing and paying for Hearthstone are worth every penny.
      In-Game Rewards and Player Psychology
      Blizzard has made some serious strides in the past few expansions by providing its players with more free content than ever. They’ve started giving out one free Legendary card per set, have started producing rich single-player content for every new expansion, briefly experimented with daily login rewards leading up to the release of Journey to Un’Goro, and have periodically run festivals that handed out free packs and Arena runs. These are certainly significant strides in a positive direction, yet players still feel guilty when purchasing packs from the shop. Why is that?
       
      Let’s start by taking a look at the random Legendary reward which was introduced at the start of Knights of the Frozen Throne. It’s certainly a welcome prize, but how does it make players feel? I’d argue that in practice, the average Hearthstone player will end up receiving a shiny new Legendary card that they didn’t actually want. The majority of players will be crossing their fingers for a specific Legendary (such as the one belonging to their favorite class) and will feel disappointed when they receive one of the eight other Legendaries they weren’t hoping for. Newer players might only have enough cards in their collection to build a deck for one or two of the classes (I only crafted Druid cards for my first few months in Hearthstone) and will probably have no use at all for a random Legendary outside of those classes. What we have is a reward that is purely beneficial to players, yet somehow it often results in a negative player experience.
      Player psychology is an incredibly important issue in game design, and it’s an issue that Blizzard has demonstrated the ability to masterfully navigate in the past. A famous example comes from World of Warcraft, where Blizzard was able to successfully morph one of the most complained about systems in the game into a system which has since been copied by nearly every MMO after it:
      This notion of player psychology is undoubtedly playing an important role in the perceived gap between player investment and player reward in Hearthstone. The way that rewards and punishments are framed has a tremendous effect on player psychology, and it certainly seems as though Blizzard is losing the psychological battle with its player base. Without having to make any sweeping changes to the in-game reward systems, I’d argue that Blizzard could gain a lot of good will with its players by reframing the way that some of its current in-game rewards are presented. Let’s start by revisiting the random Legendary reward to see if it can reframed in a way which feels better its players.
      At worst, a random Legendary card can be turned into 400 dust; enough to construct four Rares or one Epic. Instead of setting up a large portion of the player base to be disappointed by receiving a random Legendary they may or may not have really wanted, how would players feel if they were simply given 400 dust instead? This reward would be strictly worse than receiving a random Legendary, but I would guess that it would have been received much better by the average Hearthstone player than the random Legendary reward currently is. It’s not so bad to receive a free reward you didn’t really want, but it feels downright awful to dust a Legendary into one quarter of its previous value. Taking this one step further, imagine how excited players would be if they received 1600 dust (or a Legendary of their choice) for trying out a new set. This would give players a feeling of agency and control which is wholly absent from the current in-game reward model. The single biggest problem with Hearthstone’s current in-game reward systems and payment models is a perceived lack of player control. 
      A Lack of Choice in Hearthstone’s Payment Model
      The slow trickle of gold players receive for playing games leads to a slow trickle of packs, and this slow trickle of packs leads to even slower trickle of dust, the only resource players get for constructing the cards they truly want. Outside of grinding away on the ladder, the only other tool at player’s disposal for getting the cards they need to build competitive decks is to pay for packs.
      The best rate that players can get on packs is $49.99 for a one time pre-order of 50 packs of the new set. The estimated average dust per pack is 102.71, assuming you dust every single card you open. 102.71 dust per pack times 50 packs equals 5135.5 dust, which is just enough to construct three Legendaries of your choosing but not nearly enough to build the vast majority of competitive decks in the current metagame.
      If you assume that most of the players who pre-order every new set have the majority of the most popular Legendaries and Epics from previous sets, then it’s fair to assume that 5k dust will be enough for these players to build one or two decks using cards from the newest set. For a newer player with a thinner collection, it’s much more likely that they will be at the mercy of the cards they open in those 50 packs and won’t be able to afford the luxury of dusting most of the cards they purchased. One could make the case that $49.99 is a fair price for a player with a deep collection to pay to be able to immediately build a couple of new decks, especially when you take into account the amount of free content that Blizzard has been rewarding players with of late. One could also make the case that it isn’t. Regardless, I have a very hard time believing that $49.99 is a fair price for a new player to pay to maybe be able to construct a single deck that they may or may not have wanted to build in the first place.
      Its debateable as to whether or not the issue with Hearthstone’s payment model is the actual value players are receiving from their purchased packs. One thing we can for certain is that there are no choices associated with opening packs that feel good for players to make. There’s really no two ways about it, dusting cards that you may or may not need in the future feels awful. A 25% rate of return for dusting cards feels like selling your grandmother’s jewelry to a pawn shop, yet choosing to dust or not dust cards is the only choice players are presented with after purchasing packs.
      Why is it that the only choice players are offered after paying money feels bad to make? There’s nothing intrinsic to the design of Hearthstone which has to prevent players from having more authority over the kinds of cards that are being added to their collection, and I seriously doubt that it is Blizzard’s goal to associate paying money with bad choices. Returning to the idea of player psychology, if we could reframe the current pack purchasing system to offer players more choices, to offer them better choices, perhaps Hearthstone fans wouldn’t feel as disenfranchised as they are feeling right now.
      An example of a way that Blizzard could offer players more choice in their pack purchases would be to give players the option to choose from one of nine “prerelease bundles”, one for each class. Each bundle could be guaranteed to contain one Legendary, two Epics, and four Rares belonging to the class of their choosing. Blizzard could easily adjust these bundles of 50 packs so that they have the same expected value as 50 normal packs. This would offer players with smaller collections a choice that maximizes the likelihood that they will actually be able to use the cards they open, while simultaneously offering the more hardcore players a better opportunity at opening the specific Legendaries and Epics they want most. All this upside can be offered to players without having to actually increase the total amount of cards and dust that players receive from their prerelease packs, and has virtually no downside for players when compared against the current prerelease bundle. I hope this example illustrates that Blizzard is highly capable of improving their existing payment model by providing players with more choices, and that sweeping changes to crafting and pack opening systems are likely unnecessary.
      Conclusion
      To recap, here’s everything we’ve discussed so far:
      Hearthstone fans are currently as upset as they have ever been with the cost of the game. As the premier CCG on the market, Blizzard has earned the right to charge more for Hearthstone than other CCGs. The onus is on other companies to undercut Hearthstone to attract players to their less popular products. The way that players feel about the rewards they receive is just as important, if not more important, than the quality of the rewards themselves. Hearthstone has room to improve from a player psychology perspective and should seriously consider reframing some of their current rewards if they are unwilling to increase them. The only choice players receive when purchasing packs is which cards they would like to dust after opening them. The very low rate of return on dusting cards means that the only choice associated with spending money on the game is one that makes players feel bad, yet there’s no discernable reason that pack purchases can’t offer players meaningful choices that actually make them feel good. Its undeniable that Hearthstone has some room to improve on the systems which are currently under fire from its player base, but at the same, the player base needs to be a little more realistic about what they truly deserve from Blizzard. Hearthstone is an incredible game which provides its players with loads of free content, but at the same time, that doesn’t mean that its devoted fans don’t deserve more than they are currently receiving for their money. It seems as though Blizzard and Hearthstone fans need to meet each other halfway.
      Blizzard doesn’t need to make sweeping changes to its in-game reward systems and payment models to silence their unsatisfied customers. By offering players a greater degree of choice than they are being offered today, players will feel as though they are getting a much better return on their investments of time and money. There will always be a vocal minority of the Hearthstone community who feel as though they deserve more for their money, but when that minority turns into a majority as it has in today’s Hearthstone community, it’s time to make some changes.
      - Aleco
    • By Aleco

      Nine new Kobolds and Catacombs cards were revealed today on the spoiler kick-off stream, including two Rogue Secrets!
      Spoiler season for Kobolds and Catacombs officially began today with the spoiler kick-off stream, featuring game designer Peter Whalen and commentator Brian Kibler. Nine new cards were revealed during the stream, highlighted by the first two Rogue Secrets to join the game:


      The latest class to gain the Secret card type, it will be very interesting to see if the full crop of Rogue Secrets in Kobolds and Catacombs will be strong enough to support a new archetype. The first two secrets, Cheat Death and Sudden Betrayal, certainly lend themselves to some exciting play patterns.
      Peter Whalen's favorite card of today's lot, the team wanted to create a card which hearkened to the feeling of being swarmed by tiny monsters in a dungeon. Regardless of whether or not this card is actually good, it's certainly awesome.
      The card I'm most excited to get my hands on appears powerful enough to make Dragon Priest an instant contender in the K&T metagame. Expect this card to receive strong ratings in upcoming set reviews.

      Expanding on the skill-testing "Choose One" mechanic, Branching Paths doubles down by allowing players to choose from three options twice. The same option can be chosen both times.
      Kathrena Winterwisp's text box reads as a one-way ticket to Valuetown. The only Hunter card with the powerful new Recruit mechanic, will Kathrena be enough to bring diversity to the one-dimensional Hunter class?
      The design team knew that a set about dungeon crawling had to have a card with the name "Level Up!". Getting this to stick on three on more Silver Hand Recruits could be devastating, but how easy will that be to set up in an actual game?
      The Legendary Shaman weapon comes in at a whopping 8 mana, implying that it packs a serious punch. It reads a little underwhelming for its high mana cost, but Shaman has quite a few spells that are untargeted and therefore purely beneficial. If The Runespear can consistently find Volcano or Lightning Storm it may be strong enough to see play in slower Shaman decks.

      Warrior's Spellstone can deliver a whopping 15/15 worth of stats for 7 mana, but only if you can play two weapons while holding it in your hand. Mithril Spellstone plays excellently with the new Recruit mechanic, implying that the true strength of this card may be its ability to play to the board without being a minion. With spoiler season now in full swing, be sure to check back to Icy Veins for all your Kobolds and Catacombs spoilers, card reviews, news, and more!
      Card images courtesy of Hearthpwn.com
    • By Damien
      This thread is for comments about our Toxin Cards guide.