The new Legendary Paladin Questline has been revealed by Gamespot for the United in Stormwind expansion - Rise to the Occasion. Some serious Dude support here!
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Comments
this is pretty easy to complete. Paladin's got good secrets and First day of school is an auto include in every deck right now.
Remembers me of The Marsh Queen and how the community had the exact same hype.
This will be no different i guess. I might be wrong tho.
My god, some of you are unreasonably optimistic about this.
Honestly, just about the ideal scenario and realise how bad it is:
You start with 4 cards, one of which is the quest. You spend turn 1 playing it. You then are lucky enough to have both Knight of Anointment and First Day of School in your hand and play both of those, completing 2/3s of step 1. The next turn you play a 1-drop you generated and the Hand of A'dal that you just drew. Step 1 is now complete.
On turn 4 you either find your second First Day or play some other stuff like Wandmaker or one of the miscellaenous 1-drops in your deck. Potentially you finish step 2 here, but more likely that will come turn 5. NOtice how at this point you have gained very little tempo because you've been playing mostly weak 1-drops.
Finally, you can expect to finish the quest around turn 6 or 7, at which point you're hopefully able to play Cariel alongside it. It is only at this point that youre Hero Power becomes actually threatening and you now have the task of gaining back all the tempo you lost before. Additionally, you'lll still have too play your Dreadlord buddy so your hero power turns into an actual win condition instead of a minor annoyance.
At this point any competent aggro or midrange deck will have pushed you off the board so hard that nothing short of Deathwing will ever get your tempo back. The only time when you can actually make it this far and not lose is against the grindiest of Control decks with no win conditions and, as far as I can tell, those aren't going to be around because both Priest and Warlock have better lategame win conditions than you do and we haven't even seen the Warrior Quest yet.
You're literally building your entire deck around playing a gimped version of Jaraxxus in a class without useful removal. There can never exist a meta slow enough for this to work in any capacity. Literal Un'goro Quest Hunter had a more efficient gameplan, got continouus support throughout its life cycle and STILL never made it past meme status.
I implore you, don't ever invest any dust in this, not even recrafting First Day of School, because unless they print some completely absurd Silver Hand synergy this will never be worth it.
Justicar Trueheart used to be a key card in Midrange Paladin. Now you can have that effect online roughly when you'd put her into play, without having to pay for the 6 mana 6/3, with the potential to upgrade that further. I know Trueheart wouldn't fly these days, but the fact that it used to be good is proof that the upgraded hero power is at least a decent payoff when it's the bridge to something bigger.
Justicar Trueheart wouldn't even be touched in today's meta outside of maybe Control Warrior.
Why do some of you insist to compare year old cards from a time where spending 7-mana to draw 2 cards was considered overpowered to the current climate where you can draw your entire deck for half that cost.
Also, trueheart was a single card that needed no other support to function and was designed specifically for the long game. This is a quest that eats up one mulligan slot, requires building your deck around and requires a heavy investment of time and mana.
I mean, I literally said Trueheart would be bad nowadays. I know reading three whole sentences is a lot, but still. My point was that the effect once being good is a sign that it's good enough as a midway step to something better.
As for having to warp your deck? Paladin, more than any other class right now, has a lot of one-drops they can reliably run via the Secret package. Also keep in mind that the quests always get support of some kind, so I expect to see another great 1-mana card (and probably a Secret) to boost this even further.
No I read what you said and my point still stands. I#m talking specifically about your statement of "it used to be a decent payoff" doesn't hold any water. I'M not even talking about Trueheart as a card, just about her effect which, that late in the game, is only useful in heavy control decks. Odd Paladin worked because you start off with a crazy advantage. THe quest makes you start off with a crazy disadvantage that takes a large amount of suboptimal plays to get a reward that comes online too late to bring you back into the game.
You can also purposefully not discount your librams more than once, which gives you more 1-cost cards to play before you lose, lol.
Because mixing Librams, token and Dude synergy is surely the way to go.
Libram Pally doesn't need more lategame than it already has. All you're doing is making a decent deck worse
I was joking. The point made was that it's pretty hard to play out that many 1-cost cards, so I thought of a silly (read: stupid) way to do that.
I doubt this Quest ends up being all that good.
Your ideal scenario is not ideal at all. No wonder you're unreasonably pessimistic.
Ideal turn 2 scenario would be Aldor Attendant into Libram of Wisdom.
Oh my Yogg, Galloping Savior and Reckoning are cheap ways to gain tempo back. They can also be generated and discovered.
You don't have to play 9 different 1-cost cards. Only 3 different 1-cost card three times.
Also, you can't judge a new expansion deck based on the old expansion meta. We can be sure that aggro and midrange would still exist in UiS but we can't be sure that they would be as oppressive as they were in FitB. Meta fluctuates depending on what decks are being run. There are still plenty of cards yet to be revealed. It seems premature to exclaim that
I just didn'T assume someone would be crazy enough to attempt to run this in Libram Paladin, a deck that already has a pretty tight list and doesn't benefit from this Quest whatsoever until the very lategame at which point you'll win off Librams anyways.
I did not say to run this in Libram Paladin as that is a completely different Win Condition altogether.
I guess I didn't emphasize what I meant in this part.
"You don't have to play 9 different 1-cost cards. Only 3 different 1-cost card three times."
It's not that difficult to finish as there shouldn't be a problem running dupes of 1-cost cards as long as you don't play them in the same questline "level".
Also, if you run this small libram package. You can use the 1 libram of wisdom to finish 1/3 of the entire questline (1/3 for each level - 1/3 total). With this "ideal" libram package drawn early, it can improve your board presence and it also synergizes with the second quest line reward.
I'm not sure if that would be a viable strategy, but hey, it's an idea.
Not sure this is as great as it looks. The requirement is very reminiscent of the original Hunter quest (though it's not restricted to minions) and while the reward is considerably better and comes in stages, the requirement might just be what kills it. You can't just keep slamming down 1-drops, particularly after already skipping your turn 1, and expect to hold control of the board for long. The Light's Justice isn't going to help much in that regard. By the time your hero power is upgraded, it may be too late. Odd Paladin players know what it's like to be pushing the hero power button from behind. It's like you're doing nothing. The opponent just safely clears off your 1/1s and continues snowballing their advantage and crunching down your life total. And the fact that your deck has to be stuffed with 1-cost cards won't help you climb back into the game.
As for Wild...no. Definitely not. If your gameplan revolves around building a board and pushing damage to your opponent's face, you can't afford to start making headway on that gameplan somewhere around turn 6 (provided you played Carriel on 5). Midrange has been dead for a long time and this won't change that. You won't feel particularly great about your 6/6 worth of stats for 2 mana when you're facing down Res Priest, Celestial Alignment, Voidlords, Darkglare or Mozaki, and if you're facing anything proactive, you're on your death's bed by that point. I wish it wasn't the case, since I preferred Silver Hand Pally back when it was a midrange deck with Justicar Trueheart over the aggro variant. But it's just not the game we're playing anymore.
Rise to the Occasion is easily the best questline so far, I would argue it is the easiest to progress through, it's the most practical quest to build around and make work, and Pave the Way is easily the best stage two questline reward. Honestly that is kind of an understatement, considering you could argue that the reward from Pave the Way 's is just better than Avenge the Fallen 's reward Lightborn Cariel
I'm not even saying Rise to the Occasion is necessarily that good, it still may be way too slow, but this is the only questline that is even in the ballpark of looking like it might be playable imo
Super powerfull effect. Paladin often already uses First Day of School, Knight of Anointment, Righteous Protector, Aldor Attendant and Pen Flinger in most of their decks, so why not add Rise to the Occasion in as an alternate wincondition?
Also this gives rise to the Dude paladin deck that has been teased a lot with cards such as Lothraxion the Redeemed, Pursuit of Justice and Day at the Faire/Stand Against Darkness.
The upgraded hero power alone is already super strong, it's the main reason ODD Paladin is a strong deck.
Wild: Speaking of ODD Paladin, i dunno if ODD paladin even want this. Pretty sure they prefer playing a card like Lost in the Jungle on turn 1, instead of 1 mana do nothing. But still the infinite +2/+2 might make them experiment with it.
Thanks, I hate it. At least the hero power can't be spammed before turn 4.
I'm really excited by this card and versatility of the Questline. I've already thought up a highlander list for wild for those interested in theorycrafts:
Definitely more fun tho