Dear paladins stop running the quest

Service bell still requires that the card you want to draw be

  1. A paladin card
  2. Not a legendary
  3. Have 2 copies in deck and the other not drawn by turn 2

Sure, some of that is arguably easier than some of the other 2 Mana draw 2 conditions, but not notably so. Service bell is pretty bad at 3 mana because of how often it only draws 1 card by the time you cast it.

The way I see it, tracking is the same effect but a better discover pool at 1 Mana.

Service bell (if at 2) for 1 more Mana can draw the second copy if it exists, but can’t find neutrals.

It really isn’t close to strong enough at 3 mana.

2 Likes

Holy Christ we get it, just say you hate Paladin and move on already.

I mean I think drawing only class cards is better. Depends on the deck I suppose, but generally speaking class cards are more desirable than neutrals.

None of these are conditions, they’re just downsides of the card. These do not justify 2 mana, draw 2.

I think I’ve played as much questline Paladin as I have anything this expansion.

Also sorry how is “service bell is maybe too strong at 2 mana, but is too awkward at 3 mana” me hating Paladin?

Grow up.

Like I’m literally just responding to people who are talking to me. Jeez. :stuck_out_tongue:

You keep saying s*** like “Don’t give Paladin decent draw” while defending Theo every single chance you can get.
Even if they nerf all the freeze going on, Theo will NOT allow Paladin (or any other small hand class) to be ever worth seriously using.

So yeah, you do probably hate Paladin.

Paladin has lots of draw in the new set. Draw isn’t Paladin’s issue. It isn’t anyone’s issue right now IMO. (Druid and Warlock should have less draw)

I haven’t said a single thing about Theo, so I don’t know what you’re talking about.

Also “you hate this fictional video game class” is really… not healthy. Like, it’s kind of an unbalanced and extremely weird thing to say honestly.

What god damn draw does Paladin have?! It’s all just cycle 1 for 1, or heavily niche tutors (Radar).
Why does only Paladin have to get draw cards with so many drawbacks, it’s never actually used? Why is it always okay for Paladin to be Theo’s butt monkey? Why is actually buffing Paladin in any meaningful way such a god damned travesty, according to you??

Which Paladin deck? Questline Paladin has Famished Fool for card draw. Mech Paladin has radar. Holy Paladin has a number of discover/generation cards. I think Crooked Cook could make sense in a more token-heavy Paladin deck (haven’t tried that yet myself). MOST heavy tempo classes like Paladin rely on cycle cards. Even Rogue does.

But I have literally suggested a buff for questline paladin. And I never even said it would be a travesty, I said Service Bell MIGHT be too strong at 2 mana. It’d probably be one of the stronger draw cards in the game at that point. Which is maybe what Paladin needs to get a little jump in it’s win rate. But it’d still be… one of the strongest tutors in the game.

And I think Theotar should be nerfed too, so again I have no idea what you’re on about. It just sounds like you lost to someone playing Theotar and it screwed over your hand. Which sucks. It’s not a fun way to lose a game.

But like I don’t know if you know this, but I don’t actually have any say in balance decisions. I’m just giving my opinion.

If you are running Fool in Questline, you are probably just shooting your self in the foot. If you aren’t finished with the quest by like, 6 at the latest you are done 90% of the time.

And I still don’t get how service bell is ever supposed to be good, especially at 3 god damned mana. Like Paladin is best when it’s pure tempo, what tempo deck wants to have two of the same cards in their hand like lmao.

Typically the neutrals you would put in a deck are the ones you would really like to be able to snag for a key moment or matchup (Denathrius, Samuro, starfish, viper…) If you are opting to put them in your deck, there are reasons you want to draw them, and having them excluded from service bell means it can never find the tech card you need in that moment.

2 Mana draw 2+ is fairly standard at this point if it doesn’t do anything but draw. You are focusing too much on doing it on curve, where it doesn’t really matter because you basically passed your turn anyway. The later into the game, the better the other draw 2+ for 2 cards get while service bell continues to get worse as you have fewer and fewer cards it could possibly draw 2.

There’s nothing even slightly overpowered by a 2 Mana service bell.

3 Likes

Being serious now.
Service bell should read something like:

Discover a copy of a card in your deck. Also draw it.

This would justify 3 mana cost i believe.

Because it works better with the cards you really want to draw.

1 Like

He is and I’m not denigrating his ability to put together a deck (though most of his decks are insanely greedy and DON’T work if you aren’t as good a player as he is), but I can confidently say that Great Hall IS a card I have started cutting from my paladin decks because it’s infrequently giving me value. Rn the metagame isn’t really fatty-heavy. The best decks are generally playing out lots of small minions and getting incremental damage in before OTKing you for the rest. Great Hall does literally nothing to help that. I think the card would be better as “Give a friendly minion +3/3 or an enemy minion -3/3”. But as a single target Sunkeeper Tarim, it’s way too situational as a control tool and way too incremental an aggro tool to really have any impact in the metagame.

I think the problem with paladin right now is the same thing that made people used to say they have “the best” cards.

Paladin cards in general are seen as “good” cards in that they do a lot for their cost. Divine shields let their minions go the distance. Handbuffs are usually very efficient. Even the dudes add extra free value, at least in metas long ago. Equality combo used to be very potent in winning the value game.

If you’re curving out like an arena deck and the paladin is curving out, the paladin will probably win the board more often than not.

But the flip side is that the paladin class lacks mana cheats. They occasionally get some expensive extreme jank (anyfin, tip the scales, to the front, etc), and librams, but those are exceptions.

Pally cards are “better” because they have to win the game with those better cards without fancy tricks and cheats to further boost them.

In metas where playing “normally” is a solid strategy, which is most metas (by definition, if it isn’t most metas we wouldn’t call it “normal” lol), paladins perform well.

But today’s meta have promoted more unconventional ways to win. Druids love to ramp and build big denathrius, mage does spooky stuff and ping stuff and big spell stuff, shaman evolve while double downing on disruptive battlecries. Hunter quest. Priest quest. Rogue trying to jank out big dagger/ghost or bombs (though to be fair rogue is probably one of the classes pallies don’t have as much trouble against, though that depends a lot on luck of the draw)

This isn’t to say unconvention decks didn’t exist before, but they weren’t as common or powerful.

If you want to win the “old fashioned” way of building board and smashing face, you need to power creep (see for example imp lock or wild seed hunter).

1 Like

I’ve tried more decks this season, than I ever have before, but my best results are still with an old Renathal Mech Paladin. I simply used “Popping Bubbles” from the in-game deck creator & added ten more cards. Cards such as Sire Denathrius, Theotar, Brann, the two Devourers, etc.

Summary

Renathal Mech Bubbles

Class: Paladin

Format: Standard

Year of the Hydra

2x (1) Click-Clocker

2x (1) Prismatic Jewel Kit

2x (1) Righteous Protector

2x (2) Amalgam of the Deep

2x (2) Annoy-o-Tron

2x (2) Radar Detector

2x (2) Seafloor Savior

2x (2) Security Automaton

2x (3) Alliance Bannerman

2x (3) Azsharan Mooncatcher

1x (3) Brann Bronzebeard

2x (3) Gorillabot A-3

1x (3) Prince Renathal

2x (3) Stonehearth Vindicator

2x (4) Bubblebot

1x (4) Theotar, the Mad Duke

1x (5) Ini Stormcoil

1x (5) Overlord Runthak

1x (6) Kael’thas Sinstrider

2x (6) Mothership

1x (7) Mutanus the Devourer

1x (7) The Leviathan

1x (8) Lightforged Cariel

2x (9) Insatiable Devourer

1x (10) Sire Denathrius

AAECAZ3DAwqm7wOqigTgiwSwsgTsugTp0ASY1AS42QSX7wS+8AQP8PYDqvgDyaAE1qAE+aQEkrUE4bUE3rkE47kE1L0EssEE2tME2tkE4O0ElKQFAA==

To use this deck, copy it to your clipboard and create a new deck in Hearthstone

It’s only 54% after a too small sample, but if I’m still at 50% after 100 games, then this is probably the best I can do with this meta.

I think the best way to rework the Paladin Quest would be the first Quest reward giving your silver hand recruits Rush. The second reward should be upgrading your hero power to cost zero and summon two silver hand recruits, and then third would be the regular cariel card that gives them all + 2 + 2 for the rest of the game. Honestly I feel that should be plus two plus two and divine shield but that’s just my thought.
I did have one question for you guys though if anybody could help. If I play regular cariel roame with a bunch of one cost spells in my hand like secrets and she reduces them to zero do those still count towards the quest since they are one cost cards but just got reduced to zero or do they know longer help the quest because they cost zero?

1 Like

First Day of School was one of my first favorite cards, before it was nerfed, twice.
It worked really well with Sword of the Fallen, too.