Now it’s a 16 damage windfury. Why even play the game when you have to deal with this bs on turn 5?
i agree its bs
windfury has no place on paladin
Being able to do stupid things if they have board is paladin’s thing. The flip side of that is that a paladin can do almost nothing if they didn’t have board.
As for “turn 5” or the general speed or aggro, that’s a reflection of the meta. Aggro kills you by turn 5 because that’s how they compete with the BS that other decks can do AFTER turn 5.
And windfury is actually a very paladin thing. The name windfury may be a shaman name, but the mechanic of buffing a minion is very much paladin. Even if you take out the windfury, they’ll still get that 16/16. With divine shield. And maybe lifesteal. etc
People want solitary decks to succeed and not be punished for annoying boards.
Maybe but if the only win condition you need is for 1, 1/1 to survive, then there isn’t much to do about it
the other condition is the opponent not playing spellbender or a taunt
“If” that is all you need.
That’s not the case though.
You need the 1/1
And then you need all those buffs in hand to put on it.
One of those buffs is only playable if you played other holy spells to discount it.
Really, let’s re-examine your claim.
-they start with 1/1
-they end up with 16/16 windfury
-it’s by turn 5
To pull that off, a paladin would need a god curve.
You get 15 mana from turns 1 to 5 (+1 if coin, but going second as aggro is already worse than going first)
You need 10 mana on holy spells to discount garden’s grace
Windfury spell is 3 mana
This leaves 2 (3 with coin) mana for actually playing minions.
If you have two boogie downs in there yes you have more board. But first, getting double boogie down is one level of god curve. Then you have another level of god curve that your other natural draws are your double garden’s grace, windfury, and a couple more holy spells to discount garden.
Even with all that, I’m not sure how you get to +15/+15. Two graces is +10/+10. You need to have played the other holy spells on other minions to discount garden.
The sad part in this whole situation with shroomscavate is that any changes to the card will directly Nerf shaman that needs that card. Right now Highlander shaman is a good deck and shroomscavate is a great way to close out the games even if you only have one in deck.
I’d rather they just took the card away from paladin completely and made it specifically a Shaman card but they won’t do that.
I played this deck for a few games yesterday to see what all the fuss is about.
It is legitimately broken what one can do with Paladin at the moment.
The reach is simply astounding.
70% winrate on hsreplay mate, you can try to sound fancy all you want but buff paladin is a menace atm
Until you get to the high legend meta of excavate rogues and sludge locks to delete all the paladins trying to farm druids…
And paladin drops off hard in win rate to like, tier 3 levels.
Been in the game since Day 1. Hasn’t caused much of a fuss.
Windfury isn’t something that Paladin absolutely can’t have. It’s just that the means to get the effect cost a lot less than it used to, arguably too much less.
having 32 atk is not the same as 16 atk, attacking twice
if you deal all 32 to a taunt, your chance of winning goes down, but if you deal 16 to a taunt, and 16 to the face, well
Those free HSR stats are essentially worthless. They’re Bronze through Gold only (unless you pay) AND tracker side only (even if you pay). My advice is to ignore them completely and use Vicious Syndicate instead.
Aggro Paladin is still the #1 deck in Diamond 4-1, I’m not saying that it isn’t a problem, but it’s a 58.3% winrate deck.
It’s not the same but it is similar. If the windfury giver cost 5 I doubt it’d be played at all, if it cost 6 I’m certain that it wouldn’t.
Look…
The point is how much should paladin be able to punish you for not being able to clear a board.
And transform a literal 1/1 into a TTK is probably too much.
It’s a very long time since guardian’s grace needed a status nerf but they created all levels of excuses to preserve the card text and only change the cost.
I don’t know why people say you have to have a god curve to pull off a lethal Windfury turn 5. The deck has plenty of draw between the tradeable, and the thinning out of the deck with boogie down. And then also the excavates being powerful.
Another thing is the Dinosaur sometimes gets stealth, and you just auto-lose because you have no way to target it.
Well some might exaggerate the amount required, but you do need some significant luck. You can’t tell me with a straight face that Paladin will draw this most games by turn 5.
I wouldn’t call it “god luck” tho
But that’s the thing, I’m not talking about Double Garden’s grace windfury. I’m talking about just naturally getting lethal from aggroing down, plus excavating rewards.