Paladin Aura, why 3 turns

I dont understand why these abilities need to last for 3 turns. I know balance isn’t a thing in this game…but 3 turns seems way out of proportion for the casting cost and/or the cards that gives these for free.

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Don’t worry, paladin has ways to extend the duration

Crusaders aura is ok by today standards

Do you believe they should last more than three turns, or fewer than three turns?

What actual data can you show to support that belief?

For now, unless they introduce something akin to Cardboard golem come rotation.

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Three turns makes secrets look like a joke, especially when every mage secret costs three mana.

Pally has been a pet class of team 5’s for years.

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I honestly do not doubt that, ever since I started in Festivals, Paladin has had some insufferable archetypes that remain strong for a very long time. I remember handbuff paladin still being the most played archetype until they nerfed a few key cards before Emerald Dream.

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I still remember mysterious challenger, and that was when I actually played pally, lol. They wouldn’t give mage a card like that then, or ever.

Mysterious challenger was nice but The sword Secret Yogg deck was one of the strongest decks Paladin ever had. By turn 3-4 all the low end of the deck was removed from the deck and you pretty much always drew right into a perfect curve in most games.

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yeah, Pally has been a beast in days gone by.

Librams still drive me crazy, lol.

Although neither Auras nor Librams are inappropriate to me. I think they are great original flavors for Pally.

Just wish Auras were costed more fairly to secrets.

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I agree. Though some auras I do find OK. Like the dragon taunt one, or the aura that summons a random 6 drop.

I will say my current gripe with Paladin is the idea of them drawing “low” or “high” cost cards very efficiently. Outside of Cursed Catacombs, Paladin has had some absurd tutor effects… the current iteration of Aura Paladin always has Meqatorque and manages to play it as early as turn 6 or 7 (assuming they go second, coupled with acceleration aura). And the fact that they can tutor ramp with a simple 2 drop is a bit silly…

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We can argue that they got given Auras they didn’t really need, such as acceleration aura. Paladin decks already had little issue playing cards on curve, and being able to cheat out several auras with one minion was disgusting.

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“Paladin is allowed to win matches. This is a gross error that must be fixed.” - This guy for about 22k posts.

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I’ll thank you to never attempt to speak for me.
#ignored

Three turns is too much, but the bigger question is why are they allowed to stack?

Shouldn’t they be unique like secrets?

Also, they shouldn’t give health at all on any of them.

This is not a post to hate on Paladin because i find them a unique class that they are generally always the class looking to play and dominate the board.

Purely from a design perspective i have to look at these two cards and scratch my head.

Power creep is inevitable but this just doesn’t make sense and it makes even less when you remember that it has been nerfed once already. There’s creep and then there’s just ignoring design space. It could have stayed the same as it started as but instead of permanently buffing it could have been a buff that triggers when attacking minions. Then at the end of the turn the buff goes away. A way for Paladin to have board removal tools without sacrificing space for more minions in deck than most decks. I think that would have been more interesting than just a buff to go face asap.

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Ya, at the very least it should not give health at all.

When they get it stacked it’s nuts.

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power creep cards and early mana increases… its not even fun to play against.