Sanctity Aura (Retribution Hero required)
Paladin Ability Cost 4
I have seen Paladin's stay in many battles by
healing or denying damage, once they get the
bombs in weapon's or allies', game over.
Rarely have I seen a rush type Paladin,
until now.
Allies with the yellow cross symbol in the lower
left hand corner have just gotten a lot
stronger. The ability is an aura and it may
jeopardize the usage of other aura's, but if the
deck is built right, this should not be an
issue. Consecration just got nutty, Seal of
Command and Hammer of Wrath became worthwhile,
most of these will take out the meatiest of
allies, or dump damage onto a hero.
Good ability, hopefully slots can be found to
beef up allies and abuse the Aldor faction like
never before.
Sealed: 4/5 If you get this ability in packs or
drafts, go for the Horde and Aldor factions.
The only hero
in MOL is the blood elf
paladin with Retribution (and he is a good one).
Constructed: 3/5 Beefing up allies is key, but
the Paladin rush does not seem to be as strong
as the
Paladin control.
Experiment with protectors and Aldor that
inspire them. Holy damage
in abilities is not
as rare as first expected...Consecration being
the board clearer.
Casual: 4/5 It is always fun to drop this and
bring the pain, this format is about fun and
experimentation,
try it with some other
combo's. If you can pull off some of the 3 card
combo's, you will
the be the man!!
Raid: 3/5 If it gave them extra health as
well....extra damage is good against the bosses,
but they may
not stick around to inflict it.