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But seriously Shaman so needed Ancestral Knowledge as their drawing is so inconsistent.
Regarding the Joust mechanic, isn't everyone just going to run Molten Giant x2 in their deck now to best ensure they win any jousts (either theirs or their opponent's)? Handlock and Ramp Druid seem like they'll win most/all jousts.
Turn 10 Aviana, Malygos, Innervate, Faceless, Faceless, Moonfire, Moonfire. GG.
Lolwat
Charged Hammer is a so-so weapon with a great deathrattle. This is actually a weapon that you want to be destroyed as soon as possible in order to get the deathrattle effect. But usually it will be 3 turns until you do, which makes this card a long-term investment. Still not a bad turn 4 play most of the time.
I agree with Lambo that Warhorse Trainer is a good card, for reasons already mentioned. I'm not as enthusiastic about it, as you need to start the turn with one or two surviving Recruits for it to be great, but I think it will be about as good for Paladin as Flamewaker is for Mage.
WOOOOOOOOOOOOOOOOW. This card is absolutely bonkers. The ultimate ramp card. Have a loot hoarder or acolyte of pain on the board, drop this, hope for ancient of lore or nourish to refill your hand. EZ GAME EZ LIFE.*Edit* also of note, these are not empty mana crystals, they can be used immediately if you are able to draw cards.
I would love to get a Dreadsteed from my Piloted Sky Golem with Warsong Commander out.
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