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without the damaged clause this effect costs 3 mana in a wild card , warrior can easily have damaged minions 3/5 for me might be good or might be too hard to play.
BloodMefistOld God Fanatic 825723 PostsJoined 05/28/2019
Posted 2 years, 6 months ago
Compares pretty well to Rampage since you might be able to get more that 3 health of divine shield in a trade. That said, it anti-synergizes with Risky Skipper and might not see play in damage Warrior for that reason. In Paladin it's a bit harder to get use in general since there are no easy ways of damaging your own minions, but it could find a home in a buff archetype.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 2 years, 6 months ago
I don't think paladin will play this nearly as much as warrior because of the damage clause. But this will be a very powerful card in aggro warrior. Imagine giving your Frothing Berserker Divine Shield. This card is two 1-cost cards meshed into a single 1-cost card that has synergy with itself, that is just too much value for the card not to be played.
BrandonOld God Fanatic 13102008 PostsJoined 05/29/2019
Posted 2 years, 6 months ago
Warrior: Amazing card for an already good deck. Will see a lot ofplay. Also giving a minion divine shield really helps it stick around longer, and it's a cheap enabler for Bloodsworn Mercenary.
Paladin: Okay soo this is kinda awkward. The best synergy i can think of right now is giving this to Turalyon, the Tenured to make it a bigger threat. Oh and in wild it's pretty good on Immortal Prelate. So i guess it will see play in Pure/control Paladin in standard, and Buff/quest Paladin in wild?
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.
Really strong buff card. It's better in Warrior since they can easily damage their minions on a whim and they take advantage of them doing so already.
In Paladin, it's harder to use since the damaged minion will most likely need to survive a round of combat first (meaning you'll typically need to wait a turn after playing a minion for you to be able to actually use it). In Arena though, it'll be really good for them.
So, we will live in a time where warriors can divine shield and extra buff their already buffed with rampage damaged minions. What a time to be alive...
“If you have an apple and I have an apple and we exchange these apples then you and I will still each have one apple. But if you have an idea and I have an idea and we exchange these ideas, then each of us will have two ideas.” ― George Bernard Shaw
EU Legend: S52 (ZooHeal Lock); S76 (Highlander Hunter);
Paladin's spell Hand of Protection costs 1 mana to give a minion Divine Shield.
Warriors spell Rampage gives a damaged minion +3/+3 in stats for 2 mana.
So giving a damaged minion extra attack AND divine shield should be at least 2 mana, but here it's only 1, making it a very cost effective spell.
Both classes are known for running big minions with high health and taunts that take abuse from their opponents. I can see this spell being used on a taunt minion that's used to clear a weak minion on the opponents side of the field, and then applying this buff on it, making it more durable and making it more likely to destroy any enemy minion that might try to trade into it.
As mentioned this spell is very cheap and flexible, and can be used by both Paladins and Warriors to cheaply activate spell burst effects on their turns.
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this doesn't look severely overstatted at all, can't wait to have aggro warrior rush me down with minions i can't possibly get rid off
I tried having fun once.
It was awful.
without the damaged clause this effect costs 3 mana in a wild card , warrior can easily have damaged minions 3/5 for me might be good or might be too hard to play.
It's good, but it's remarkably hard to control a damaged minion in the early turns of the game when you're up against a control deck.
Very matchup dependant, but probably slots into at least one deck. Not sure if that deck is pirate warrior, but it's worth trying.
This post is discussing the wild format.
Trade, play this on a minion. Welcome to arena.
This won't be annoying to deal with at all.
Living like that.
Compares pretty well to Rampage since you might be able to get more that 3 health of divine shield in a trade. That said, it anti-synergizes with Risky Skipper and might not see play in damage Warrior for that reason. In Paladin it's a bit harder to get use in general since there are no easy ways of damaging your own minions, but it could find a home in a buff archetype.
I don't think paladin will play this nearly as much as warrior because of the damage clause. But this will be a very powerful card in aggro warrior. Imagine giving your Frothing Berserker Divine Shield. This card is two 1-cost cards meshed into a single 1-cost card that has synergy with itself, that is just too much value for the card not to be played.
Carrion, my wayward grub.
Warrior: Amazing card for an already good deck. Will see a lot ofplay. Also giving a minion divine shield really helps it stick around longer, and it's a cheap enabler for Bloodsworn Mercenary.
Paladin: Okay soo this is kinda awkward. The best synergy i can think of right now is giving this to Turalyon, the Tenured to make it a bigger threat. Oh and in wild it's pretty good on Immortal Prelate. So i guess it will see play in Pure/control Paladin in standard, and Buff/quest Paladin in wild?
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.
Seems really good, is a strong buff for aggro warrior since they end up with a big early minion that is hard to remove. Smork all the way.
Really strong buff card. It's better in Warrior since they can easily damage their minions on a whim and they take advantage of them doing so already.
In Paladin, it's harder to use since the damaged minion will most likely need to survive a round of combat first (meaning you'll typically need to wait a turn after playing a minion for you to be able to actually use it). In Arena though, it'll be really good for them.
Its Bloodsworn Mercenary fodder. Otherwise its just competition to Rampage, perhaps a better card.
Nearly useless in paladin, but can be useful in warrior since Inner Rage is still 0 mana.
For warrior it's okay, for pally..? Hmm maybe dedicated deck would play this.
Good for Warrior - Paladin could work but i guess it is only realy or lets say more helpfull in Warrior.
Challenge me ... when you're ready to duel a god!
So, we will live in a time where warriors can divine shield and extra buff their already buffed with rampage damaged minions. What a time to be alive...
“If you have an apple and I have an apple and we exchange these apples then you and I will still each have one apple. But if you have an idea and I have an idea and we exchange these ideas, then each of us will have two ideas.” ― George Bernard Shaw
EU Legend: S52 (ZooHeal Lock); S76 (Highlander Hunter);
What an interesting blend of Paladin and Warrior themes. I can see this being pretty useful at only 1 mana.
"Be excellent to each other." -Bill and Ted
Paladin's spell Hand of Protection costs 1 mana to give a minion Divine Shield.
Warriors spell Rampage gives a damaged minion +3/+3 in stats for 2 mana.
So giving a damaged minion extra attack AND divine shield should be at least 2 mana, but here it's only 1, making it a very cost effective spell.
Both classes are known for running big minions with high health and taunts that take abuse from their opponents. I can see this spell being used on a taunt minion that's used to clear a weak minion on the opponents side of the field, and then applying this buff on it, making it more durable and making it more likely to destroy any enemy minion that might try to trade into it.
As mentioned this spell is very cheap and flexible, and can be used by both Paladins and Warriors to cheaply activate spell burst effects on their turns.
Effect is somewhat on par with Rampage, but this costs 1 less. Anti-synergy with skipper though. It should see play.
Oh, it's also a paladin card? Didn't notice.
I don't understand why Blizzard give card like this to the Warior. This is too much...for just 1 mana. I predict a small nerf
Great for Warrior, alright for Paladin.
Thanks to denial, I'm immortal.
I love this mix. I'd definitely use it