Well met! Today is Paladin day during the Perils in Paradise card reveal period and it is also Day 7! Let's see some cards!
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All the beach fun hits on July 23, so until then, here are today's card reveals!
Perils in Paradise Card Reveals for June 27 2024
Here are all the cards that have been revealed for Perils in Paradise on June 27.
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Two other cards were also leaked from a gameplay video:
Tokens
Signature Cards
Diamond Cards
What are your thoughts on today's cards? Let us know down below or head on over to the Hearthstone Realm to share your thoughts in each of our dedicated card reveal threads. Apologies for this article going live late. Phone alarms decided to not go off this early morning.
Comments
Sanc'Azel - I really like the card because it grants something paladin tends to lack, which is removal via rush minions. That the location also grants rush and +3 attack means no matter what the forms, this card will always be of some use. But seriously, unless we see a slower pally that is not handbuff appear this card would probably never be played. There's simply not reason to play a midrange card when essentially all your cards would be buffed as hell and your main priority would be to smack face.
Sea Shanty - One of the more confusing cards introduced to paladin, because it should theoretically incentivize playing loads of smaller spells. I guess this must be the payoff for playing liadrin to gain access to some rogue spells. May be more useful for mage, who also have access to this spell.
Lifeguard - Mage would play it. Paladin though, probably not. Its too useless for a class that barely has any direct damage spells. Unless the rogue set start introducing several cheap ones, there's no reason for paladin to play this.
Lifesaving Aura - Im going to mention this solely because granting sunscreen for saving a person's life is about as unrelated as it gets.
Power Spike - No reason to believe this is playable. It may be direct damage + a massive buff but if your entire gameplan hinges on smacking face, then surely youd just play handbuff pally of which this card would be useless in. There's presently no reason that I can think of to suggest that midrange pally would be better than handbuff.
Grillmaster - Got to respect the tutoring effect even if drawing two cards for 4 mana isnt exactly new nor useful at the most of times.
All in all, paladin's set looks to be in disarray. None of these cards make a deck on its own, and bizarrely I can see some of these cards being better in mage than in paladin. Unless the rogue set radically change the complexion of making paladin decks my prediction would be that we play the exact same handbuff deck + sailboat captain and that's about it.
Some of these cards are pretty neat, but the flavor between the art and text on Lifesaving Aura doesn't make any sense.
How do you communicate throwing a life preserver into the ocean to save someone from drowning? By getting sunscreen, duh!
For anyone wondering about the location.
Since the location is usable immediately, my guess is that you can buff a minion up to 8 times assuming the card itself can keep attacking and somehow not die.
Edit: Now confirmed by team5. The location will close after you use it. So you cant actually keep attacking and buffing in the same turn.
I think the 8 comes from the minion's health, so it needs to attack an enemy minion to transform (Rush), therefore it will probably take some damage before using the 8 times. Except if you hold 8 turns and attack only the enemy hero, but then it would be real slow.
I was thinking it worked like Remornia, where its uses are directly tied to the amount of Health it has left after attacking but I'm not 100% on that because it feels like that would be insane in a Handbuff deck.
I don't think it is that OP in a handbuff deck. After all number of usages is limited by the number of enemy minions and by your board side.