New Paladin Spell - Dun Baldar Bridge
Submitted 3 years, 1 month ago by
Arthas
A new Rare Paladin Spell, Dun Baldar Bridge, has been revealed!
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A new Rare Paladin Spell, Dun Baldar Bridge, has been revealed!
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Fractured in Alterac Valley
Head on over to our dedicated guide for Fractured in Alterac Valley!
Get Cheaper Card Packs
This section contains affiliate links.
If you want to save money when buying Hearthstone packs, you should check out Amazon Coins! It's an easy way to save up to 25% off Hearthstone packs so you can get into the new expansion without worrying about your wallet too much. We've got a detailed guide on how to Get Started with Amazon Coins, but if you've already dealt with them in the past, you can buy some more by clicking right here.
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Am I the only one with the feeling that this card is going to be a pain in the ass?
Compare the power level of this card and Sword of Justice... It's a nonsense, and dudedin will be nuts.
By The Holy Light!
This seems bad on first impression, but when you realise it says "summon" you might understand why this effect is NUTS. Dun Baldar Bridge is amazing in DUUUUDDEEE paladin, and in wild maybe EVEN paladin might run it? Either way Dun Baldar Bridge is either going to be insanely good or its going to be complete trash because it's technically "4 mana do nothing." no inbetween, only strong or complete garbage. either way i'm looking forward to seeing the cards succes/failure.
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.
Its an interesting card because we never have limited time persisting effects before. Kinda have the feeling that this is what the shrines in Rastakhans should've been.
As far as this goes, its alot of mana for an advantage the following turn. And because paladin don't have too many rush minions, its really a hit and miss as far as surviving long enough to take advantage of the effect.
Probably not going to see much play, to be honest. Lightforged Cariel is the clear winner in 90% of paladins now, so where does this fit in?
This card will be nuts, especially in Aggro Paladin.
T3: Coin Dun Baldar Bridge
T4: Drek'Thar
Swarm your opponent with many strong minions early. This will be busted and nerfed to 5 mana early on.
Are you ready for Murloc Tinyfins? So many Tinyfins.
Boom boom boom big butt paladin incoming.
Chumbawumba is the worst band name.
Kind of scary card with Paladin having plenty of Dudes in a Can cards with Day at the Faire and Stand Against Darkness, but the flipside is that spending 4 mana doing nothing else on your turn is actually a bit of a demand as seen with Invigorating Sermon. It's obviously better than Sermon since it does affects ALL the minions you summon and not just play, so there's hope yet.
Hey, you heard about that Mario guy?
That looks good - also could work in Quest Paladin or even in Dude Paladin ! Potential to be very good.
Challenge me ... when you're ready to duel a god!
Seems very expensive for a card that does nothing at the moment and relies on you summoning a lot of minions at the same time, something paladin does not do at the moment. Might work in Quest Paladin, but that deck just runs out of steam too quickly.
So this card can basically add an infinite amount of stats, depending how many minions you can summon on the following turns. For some reason, I see this can be good in quest paladin as it buffs up all the 1 drops you play, and being 1 drops, you can play quite a few, along with the HP.
Could even be good in a midrange paladin
TREMBLE before.... the most legendary dragon that ever existed!
That's a card that's either completely busted or entirely useless. Good luck if your class doesn't have boardclears.
I tried having fun once.
It was awful.
This is just ridiculous. 3 turns of dropping Silver Hand Recruits with several cards and they ALL get +2/+2? Not to mention how many low cost minions you play (Murloc Paladin coming back in Wild?)
This card looks insane. Even if played on curve ("do nothing" turn 4), you then get 2 turns of summoning buffs. HUGE.
"Be excellent to each other." -Bill and Ted
4 mana do nothing is suicide so you can't play this on turn 4. Sure, you can spam dudes, but those dudes do nothing until the turn after. They don't have initiative. I feel like playing this card gives your opponent way too much time to do whatever he wants whether that's in arena or in constructed. I get that the idea is to present your opponent with a new wave of minions if he's able to clear the previous one, but depending on his game plan he might not need to or you might not be able to as you just don't have the cards in hand for a new wave.
Arena > Wild > Standard
The fact that Dun Baldar Bridge works for summon (rather than play) is the only thing that makes me think this card could be good. The payoff wants you to run a token strategy, but the midgame turns are where you want to be cementing your control of the board, so this ends up competing with various Rush minions and buff effects you might rather have for immediate impact. There are some cool combos you could do here (e.g. Derailed Coaster the turn after you play this could be a big board swing, and City Architect could be as a fast follow on this), but those may be too inconsistent.
I remember seeing an article not that long ago for a custom fan-made set that used location cards for persistent effects, some of which had a turn limit on them. I said to myself, if Blizzard implements something like that in game, it's going to be a spell card. As for the card, this looks insane for dude Paladin. I assume the turn you play it counts as one of the 3 turns, so you probably don't want to play it at 4 mana.
Drafting invigorating sermon pays off a lot more than this. Exception being summon multiple dude cards if you think youre lucky enough to draw it all at the same time.
I think this has to be an avoid at all cost in Arena. Ridic bad top deck for one thing.
The Only Constructed Deck Worth Playing:
https://outof.cards/hearthstone/decks/43506-the-only-constructed-deck-worth-playing
I can't find a reason to ever like this card. It will either be insanely broken or insanely useless and I don't like either. Hell, even Invigorating Sermon looks more intersting.
And no, Dude Paladin won't really want this card. Not only because the best Dude Paladin right now is Quest Paladin (which would rather try to finish the quest on turn 4 than pass it), but because Dude Paladin is just a worse Taunt Druid which can't highroll as hard. And even if the right support comes for that deck (which would probably be in the form of a broken 1 drop), I really hope Dun Baldar Bridge doesn't make the cut.
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
My knee-jerk reaction is to put this in a deck with Drek'Thar, but that feels like it would be too slow. Big Paladin already has enough stats, it doesn't need to run this card to get even thiccer minions. I don't think this will see play, unless Party Up! Paladin gets really big.
I don't want to cure cancer; I want to turn people into dinosaurs.
* Insert Bubba from Forest Gump listing shrimp dishes, but with Buff variations : *
" There is the Hand buffs, the deck buffs, the board buffs, the buffs upon summoning that last 3 turns ... "
Struggle with Heroic Galakrond's Awakening? I got your back :
Too slow. I don’t want to skip turn 4 that’s a huge tempo loss.
I love the way you think. However I think we both know that this is gonna get slotted into every aggro/dude paladin deck and midrange is gonna fall by the wayside
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So many fights on that bridge... And all of those Divine Shielded pallys charging forward to kill the healers... Anyway, card seems decent enough to be played in swarm decks. And maybe even in questline version of it if someone will decide to unbury it.
Very powerful for aggro, mid range, even played on a late turn after playing the reward of the questline, it will be nuts
Very strong imho
For the sake of wild, I'm glad this isn't an odd cost card. Does paladin have a viable enough zoo type deck to make this good. How many minions do you need to summon off it to make it a worth while spell? You obviously don't play it on four, unless you are running a 'cute' deck. Do you run it in the questline deck to play in the mid to late game after the hero power is upgraded?
Unfortunately, common sense isn't as common as it should be.
Paladin has plenty of cards that can summon many minions in a turn, so i wouldn't be at all shocked to see this getting played. It'll just depend on whether or not those decks are better than other options.
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Insane when combined with Silver Hand recruits. Will definitely see play, if not only for completing the new XP achievement.
This card seems absolutely broken. +2/+2 to every single minion for 3 turns? Even tokens can become threats while this is in play.