i recently added this to my questline paladin deck, and its crazy
do you think its crazy?
i recently added this to my questline paladin deck, and its crazy
do you think its crazy?
I think its a really good card, but i wouldnt say its broken. The more you can pressure the paladin, the less value they can squeeze out of it.
I am dissapointed how much better it is than Silver Sword which is my favorite paladin weapon
It should of been nerfed at least twice already (once which would be the devs original feather light nerf due to their reluctance to touch their favorite class, then a second time after to actually make a change), but somehow the devs have prioritized nerfing a decade old card (molten giants) over this broken garbage.
Take a look at Brass Knuckles from Gadgetzan and you’ve got your answer.
Painter’s Virtue hits up to 9 more minions per swing (up to +27/+27 more stats) and has Lifesteal.
I know it will almost never buff a full hand of minions, but even at 2 minions it’s twice as good. Then factor in Paladin minions with Divine Shield AND Rush nowadays…Brass Knuckles was buffing crappy stuff like Classic Taunts and occasionally Grom.
The draw 5 minions is a very common play in slower matchups leading to hitting a full hand very consistently.
it’s kinda OP power creep yeah. that was kind of why whack a gnoll was printed i guess that and horn of the windlord being pretty power creepy too.
I still can’t believe that they made this thing during the same set that brought back charge while paladin still had windfury…
Painters virtue is just absolutely insane value and tutorable thanks to being a weapon…
And it has lifesteal, because why not?
So it has the total damage of a fireball for the same cost, while also having lifesteal, and over those 3 turns gives buffs that make hope of quelthalas jealous… And that weapon costs more and is a legendary.
i run a bunch of 1 cost minions in my questline deck, and them being +2/+2 - +3/+3
is crazy, i use sparkbots too
I have never played Wild, but I am considering it, just so I can play Quest Paladin. It wasn’t very strong in Standard, but it was fun.
I love this card, though I include air guitarist to give it one more endurance.
This might be a hot take, but I think the weapon is actually balanced
4 mana 2/3 buff all 1/1? Yep sounds good to me. Paladin also had a 3 mana 1/3 weapon which buffs 1 minion, so this is a natural next step
I think the issue is with 2 mana 2/2 which buffs the whole hand and 3 mana 2/4 which buffs it for 2/2
The stats of those minions aren’t punishing enough for such great stat gain. You will rarely, if ever, win a game with just one Virtue equipped.
And also, the minions getting buffed? Not OK. 3 mana “Give a minion your minion’s stats” is not OK, not even close. It’s just plain broken. 2 mana 2/3 with lifesteal for finale is not OK, it’s plainly broken.
Zilliax? everyone knows it’s broken.
So yeah, I wouldn’t blame the weapon. If you DO blame the weapon, when you nerf it next time, you’ll be surprised how the archetype still does fine.
That weapon + the miniaturizing tiger gives paladin a lot of ability to remain in games. You combine that weapon with the 1 drop conditional charge pirates and the minion that gives another minion its own attack/health…you see how nasty things get. I think this weapon is a little too strong and could stand to lose 1 durability, especially when there is a minion that battlecries to give the weapon +1 durability. Devs have to be careful how they tune handbuff paladin though, as too many nerfs could really kill it. It’s a strong deck, but a lot of that strength is predicated by them buffing the right minions to be able to finish opponents off (pirates, leroy, outfit tailor).
This is actually 5 mana because it has to be forged.
Neither would I.
I still win most games even when I never see it.
The issues are the tutored draw of minions, the overall insanity of paladin minions, and the value generation from those tutored minions with miniaturize means the hand is always full to receive all the buffs.
If you start with leroy in hand for some reason, you only have to play a couple turns of buffs and the game is over.
I want charge back in the bottle as well.
Compare it to any other 4 cost weapon…yes it is crazy
I’m not gonna do the math and it depends on your hand/deck choices anyway but it’s basically like 20 mana worth of stuff/stats, on a 4 mana weapon.
I think its pretty dependent on your opening hand. The weapon gets significantly less valuable the later in the game its played so you need to not only play it early but the cards it hits have to either be finishers (charging pirates/ leeroy) or survival (plushy/whatever that finale card is). Getting a bunch of 5/6 panners or stuff that just sits there for a turn is essentially useless given removal in the game today. Its also a turn 4 play (lets disregard coin) meaning that its really slow to ramp up and vulnerable to pressure decks. I’d imagine the game length for handbuff paladin victories is 8+ turns which is pretty slow.
I would like to see them buff the origami cards though. I think if origami cards were a reasonable mana cost they could be far more flexible with future additions to handbuff decks (DK & paladin both)
If instrument Tech and Outfit Tailor didn’t exist i’m not sure this deck is as good as it currently is. Instrument tech is probably the best weapon card in the game and it’s not a weapon.
It’s too good should be 5 mana to slow it down.
Everyone keeps looking at the stats of the weapon and think its slightly OP, but then it has LIFESTEAL and from slightly OP it becomes massively OP.
And i’m saying this by making an easy comparison with the legendary minion Overlord Runthak… imagine running a minion only handbuffing deck and not even using that card… it tells a lot.
I don’t think you actually understand the current version of paladin based on this comment. In the previous version, which was more midrange, it was a staple. The newer version plays completely differently, looking to blast out big charge minions. This makes Overlord too slow for this deck.
The weapon is mostly to buff and then activate the charge pirates. I don’t think the stats on the weapon matter all that much.
The lifesteal on the weapon is the least of your worries.
Origami cards respawn with Jepetto. That’s their value.
The card has a lot of value and it surely is strong, but I do not think it is OP.