How is paladin not getting a nerf

Ironically enough after playing it for a while I think undead shaman is faster than paladin. Scourge troll into deathweaver is just too much swarm for even paladin to overcome most of the time.

dEcK dOeS fAiR tHiNgS

because Team 5 are all Paladin mains

I disagree with this assessment, though. Most of the early minions are there to stall more than to win, making this a tempo deck.

Paladin is not the aggressor against aggro decks, preferring to control the board and chip face until its later threats are too big.

I think seeing paladin as aggro is relative to what deck one prefers to play more than anything paladin is doing.

I think the paladin’s early game minions are under costed, which makes it much better than it should be early.

Even with 1/1 stats, the divine shield AND taunt makes the minion braindead to stall the opponent. Invariably, it takes two cards to respond to this minion in the early turns, which goes back to the comment you made somewhere about them undervaluing divine shield on minions… and I agree with that.

Absolutely it’s very aggressive deck. Very early minions followed by buffs and lightrays.

That doesn’t make it “aggro” in any wider sense, though.

Anything that plays any minions “early” is now “aggro” in your mind? Most of the early paladin minions are about set up and stall, not damage to face. Aggro is all damage to face all the time.

Boogie on down is one of the major offenders in this deck, making two taunt/DS minions that stall for the paladin to build buffs in hand, draw, and gain mana. That’s the definition of a midrange deck right there.

Every deck that plays aggressive minions early and buffs tgem is aggro yeah. What are you trying to pretend? Try to defend a deck tgat can get you to legend because otherwise you can’t play?

Cross posting this in all paladin related threads as a PSA.

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A 1/1 with taunt and divine shield is not an aggressive minion, dude.

That paladin isn’t a smorc deck against most of the meta. It may smorc you, but that may be more about the bodies you don’t play than the bodies paladin does play.

I’m not following your point here because the syntax here is unclear.

I think paladin is too strong and should be nerfed. I am not arguing for paladin to be untouched or that it is fine.

I am saying their early game minions are too low mana cost for what they do, and that is specifically why they are broken. Across multiple iterations of pure paladin, the common theme is the early minions stall too hard.

I don’t remember which priest deck it was, but they nerfed the deck because it felt like you couldn’t leave any minions up for a turn or you would lose, and Paladin feels like that right now. Their early minions are too sticky with DS AND Taunt on them, making removal from hand or board quite a chore.

Boogie on Down needs to be changed in some way as the current iteration is too strong of a stall, allowing them to scale past most other decks in the mid-game.

First of all they have a lot of aggressive early game minions like 3/2 that gives divine shield to others, sanguine soldier which is uber aggressive one drop, and the best one drop in the game currently. And the 1/1 taunt divine shield that actually protects those aggressive mioniins and prevents you from effective trades.

Then 2 mana wepon which will give them crazy stats for cheap eventually.

This is so much tempo so if this isn’t aggro for you then nothing is.

And on top of that they got a 6 mana uber wepon that can push damage face or kill any mionion without you taking any serious dmt.

This sh*** needs a hard nerf because it’s
Starting to dominate even in top 1k legend meta.

And honestly I crushed many smooth brains paladins wirmth enrage warrior while on my legend climb but it doesn’t mean the deck doesn’t needed addressing

I believe early game Paladin has the potential to kill you faster than any other deck. The aggression comes from the cheap buffs and an early maul.

This of course is the For Quel’thalas build.

Then there was the Garden’s Grace build out there that operated more on the style of “as soon as you leave 1 of my minions on board I’m going to end the game.” That was very much the aggro style of Unholy DK and the before-nerfed DH deck.

Now, with the new weapon, it’s given up the early aggression a bit for more of a complete game lockout. Playing taunt minions no longer matters because of the new weapon and Anachronos build. So now it’s more consistent with its entire game.

Basically, it went from “You have to survive my extreme early game pressure and if you survive that you have to survive my Countess high rolls” to “You have to survive my early game pressure, never leave 1 of my minions alive and if you do that also must survive my Countess high rolls” to “You have to survive my early game pressure, never let a minion of mine alive, must remove my weapon, can’t play a wide board and also survive my Countess high rolls”.

Early Pure Paladin was very much an aggro deck, and now it’s just consistently aggressive to any board throughout the entire game rather than just the beginning and end.

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I agree with this, but I also think the deck has evolved and reformed.

Regardless of what it does now, the early game minions are undercosted relative to power, making it too much for fast and most everything after. The only deck that it is unfavorable to has better early game removal with value, frost dk.

That thing is insane. It seems like just enough to get the last little bits of a blood dk or dh decks.

Now they just need a way to buff the weapon’s attack next. Doomhammer shaman did just that so it’s the next logical step for team 5’s ultimate plan of total paladin domination.

That’s why they run Feast and Famine. +3 attack with lifesteal. 12 damage is no joke.

Right, and ALL of this is because of Divine Shield. They have always undervalued how good divine shield is.

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Divine shield has never been a problem like it is now though. The reason pure paladin’s divine shields are suddenly an issue is because they’re on highly efficient and CHEAP bodies and they’re accompanied with many different ways to buff them, and also because there’s a critical mass of them. EVERY minion paladin throws out now has divine shield. Before the shields were spare and only made up a small portion of a deck. When only a handful of minions in the deck have divine shield you can easily negate them with token trades… but when every single damn thing has it…not so much the case. Do you remember crystal lion, ghostly charger, or cathedral gargoyle? How about the glass knight or synergy cards like selfless hero? Those were never even meta relevant, much less strong cards. Compare those with the divine shield bodies and buffs we have right now though and it’s complete night and day.

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Yes, but all of those were also properly statted for divine shield.

They give a 4 cost minion 4/3 divine shield clearly recognizing that divine shield is equal to the stat point loss, but then turn around and give their entire early game minions divine shield without that thought in mind.

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And if all that wasn’t bad, they gave minions that give attack to DS and draw when the DS is removed… and both those minions have DS.

It’s just a big deal how much DS synergy there is.

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I’m curious how long it will take blizzard to admit they completely messed up with paladin by nerfing it.

Or perhaps they will just refuse to nerf the class and let things be as they are? Lol, they will say they intended things to be this way.

When are they going to nerf that minion drawing a card if you silence it? For some reason it counts as divine shield being removed first, THEN the effect is silenced. Like, what?

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Yeah I think that’s dumb as well. If I silence a board, it counts each divine shield being lost individually and draws a ton of cards.

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