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BrandonOld God Fanatic 13102008 PostsJoined 05/29/2019
Posted 1 year, 7 months ago
Seems interesting, paladin got a lot of support for this kind of archetype, but is it stronger than libram/Secret Pally? Not sure. Probably not. Still it seems like a interesting card and it probably will get some more support that we haven't seen yet. Let's keep an eye out for this one, because it might turn out really strong.
(i wouldnt be surprised it the paladin Questline is going to be: "play x divine shield minions")
RNG is only fun as long as there is a 50/50 chance of getting something really good or trash level of bad. If RNG always results in something good, then it's not fun.
This doesn't do a whole lot on its own, requiring set up with Divine Shield minions, and having minions you want to buff in your hand, but it only costing 1-mana is interesting and may see some fringe play.
3 mana do nothing on board. 3 mana do nothing unless you have a divine shield minion up, 3 mana I rather be spending on actually good cards that protect my board like Seedcloud Buckler
What Im trying to say is that this card is likely trash. Unless of course team5 prints something like sauranite chain gang for paladins only. Even then I'd still be skeptical.
Edit: Dont know why, but I kept thinking it was 3 mana. Oh well, it isn't really changing my opinion because the last thing paladin needs is to skip its turn 1 and I dont think they are ever going to ditch sword of the fallen anyway.
Geno9999Pirate King 1445910 PostsJoined 11/10/2019
Posted 1 year, 7 months ago
I'm excited to see Kibler add this to his Dude Paladin deck, since iirc he runs Seedcloud Buckler. You 100% run those two together with Buckler first, then break it by playing this card to give your board Divine Shields to then proc this weapon's effect.
That being said, it'd be a Kibler deck, so only Kibler-level players are going to be able to pilot the deck right, so 3/5 is the absolute best that I can give this.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 1 year, 7 months ago
Paladins will already play Smuggler's Run to get a single +1/+1 buff, and for the same amount of mana and a minuscule amount of extra work, you an get triple that. I am not looking forward to dealing with this.
Paladins will already play Smuggler's Run to get a single +1/+1 buff, and for the same amount of mana and a minuscule amount of extra work, you an get triple that. I am not looking forward to dealing with this.
It's definitely not a miniscule amount of work. You need to have Divine Shield minions in play (so less minions in hand), you need to be running a consistent amount of Divine Shield minions, and even then you don't get the buffs immediately.
Slow handbuff cards have historically been dreadful, so I don't see much use for this card. The potential is there, but it's too clunky.
A man is lying on the street, some punks chopped off his head
It's to much work - as of now. Maybe with some self-copying minions, a more efficient hand refill than First Day of School, and with lots and lots of optimizing this could become barely playable?
TumbleweedovskiProtector of Elwynn 1470590 PostsJoined 06/12/2019
Posted 1 year, 7 months ago
I wasn't all that impressed with this card at first, but I just realized that this card is only 1 mana, so easy to slot into a turn and the effect can potentially be huge. Still think this card too situational, but I'm not writing it off completely.
At 3 durability, this procs at most 3 times, giving +3/+3 to minions on hand. Though, stronger than level 2 and at par with 3, I think this is inferior due to being conditional effect. (Which also means you need to build around this to improve its consistency).
It takes the weapon equip slot.
Effect can be countered by ooze and the new Rustrot Viper.
Another reason why conditioning is better is the class. Warrior has a lot of rushers which can compensate the tempo/initiative loss of playing this card. Paladin doesn't have an abundance of that. I think this will have the same problem as MSoG handbuffing.
allthehypeCrossroads Historian 630738 PostsJoined 07/26/2019
Posted 1 year, 7 months ago
It's cheap, and it's effect is actually pretty strong. You could get a lot of value, but Divine Shield supports have shown to be clunky and Paladins wants to have actual weapons equipped.
Rating cards on coolness factor rather than predicting power because I like screwing up rating averages (and because I suck at predicting real power levels, but we'll ignore that LUL) Wins per class (2/6/22): DH-197; Druid-996; Hunter-91«60; Mage-1056; Paladin-1126; Priest-746; Rogue-961; Shaman-1095; Warlock-871; Warrior-906
A new Rare Paladin Weapon, Prismatic Jewel Kit, has been revealed!
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Seems interesting, paladin got a lot of support for this kind of archetype, but is it stronger than libram/Secret Pally? Not sure. Probably not. Still it seems like a interesting card and it probably will get some more support that we haven't seen yet. Let's keep an eye out for this one, because it might turn out really strong.
(i wouldnt be surprised it the paladin Questline is going to be: "play x divine shield minions")
RNG is only fun as long as there is a 50/50 chance of getting something really good or trash level of bad. If RNG always results in something good, then it's not fun.
This doesn't do a whole lot on its own, requiring set up with Divine Shield minions, and having minions you want to buff in your hand, but it only costing 1-mana is interesting and may see some fringe play.
3 mana do nothing on board. 3 mana do nothing unless you have a divine shield minion up, 3 mana I rather be spending on actually good cards that protect my board like Seedcloud Buckler
What Im trying to say is that this card is likely trash. Unless of course team5 prints something like sauranite chain gang for paladins only. Even then I'd still be skeptical.
Edit: Dont know why, but I kept thinking it was 3 mana. Oh well, it isn't really changing my opinion because the last thing paladin needs is to skip its turn 1 and I dont think they are ever going to ditch sword of the fallen anyway.
I love this card, divine shield pay off and hand buffs. So my thing.
Sadly the new viper kills most of the weapons. Could still work if you could pop all 3 at once.
Casual Dragon Cardgame enthusiast.
I'm excited to see Kibler add this to his Dude Paladin deck, since iirc he runs Seedcloud Buckler. You 100% run those two together with Buckler first, then break it by playing this card to give your board Divine Shields to then proc this weapon's effect.
That being said, it'd be a Kibler deck, so only Kibler-level players are going to be able to pilot the deck right, so 3/5 is the absolute best that I can give this.
Hey, you heard about that Mario guy?
Love it. Bubble Paladin will Rise once again :)
Challenge me ... when you're ready to duel a god!
Not exactly sold on handbuff Paladin in Standard, but weirder things have happened.
I tried having fun once.
It was awful.
I love playing odd paladin and even I hate this card already
Paladins will already play Smuggler's Run to get a single +1/+1 buff, and for the same amount of mana and a minuscule amount of extra work, you an get triple that. I am not looking forward to dealing with this.
Carrion, my wayward grub.
Nice utility, but not OP. I think it will have a hard time competing for the weapon spots in your deck, but it's good enough to try.
"Be excellent to each other." -Bill and Ted
haha I love the Edit, yeah this card is really werid, but for 3 mana it would be total crap hahah
It's definitely not a miniscule amount of work. You need to have Divine Shield minions in play (so less minions in hand), you need to be running a consistent amount of Divine Shield minions, and even then you don't get the buffs immediately.
Slow handbuff cards have historically been dreadful, so I don't see much use for this card. The potential is there, but it's too clunky.
A man is lying on the street, some punks chopped off his head
I'm the only one who stops to see if he's dead.
Hmm. Turns out he's dead.
It's to much work - as of now. Maybe with some self-copying minions, a more efficient hand refill than First Day of School, and with lots and lots of optimizing this could become barely playable?
I wasn't all that impressed with this card at first, but I just realized that this card is only 1 mana, so easy to slot into a turn and the effect can potentially be huge. Still think this card too situational, but I'm not writing it off completely.
Arena > Wild > Standard
This might be pretty good in combination with Day at the Faire and Balloon Merchant. Of course, that's a lot of mana, so maybe not.
If I understood this correctly, this looks like worse Conditioning (Rank 2).
It's cheap, and it's effect is actually pretty strong. You could get a lot of value, but Divine Shield supports have shown to be clunky and Paladins wants to have actual weapons equipped.
We'd need to see more cards that have rush and divine shield, or this card ends up being mediocre with no support
TREMBLE before.... the most legendary dragon that ever existed!
The snowball effect Prismatic Jewel Kit offers is insane when combined with Seedcloud Buckler, because you can trigger its Deathrattle and immediately use Prismatic Jewel Kit's effect for massive hand buffs (just imagine a Conditioning (Rank 3), except on turn 4). Also, aggro Paladin runs just enough Divine Shields for Prismatic Jewel Kit to be considered in that deck.
Rating cards on coolness factor rather than predicting power because I like screwing up rating averages (and because I suck at predicting real power levels, but we'll ignore that LUL)
Wins per class (2/6/22): DH-197; Druid-996; Hunter-91«60; Mage-1056; Paladin-1126; Priest-746; Rogue-961; Shaman-1095; Warlock-871; Warrior-906