|Rank||Average Card Example|
|Weapon Strength:||6 of 8||Iron Mace|
|Armor Strength:||5 of 8||Diamond Armor|
|Action Phase:||3 of 8||Lightning Bolt|
|Defensive Spells/Abilities:||4 of 8||Serenity|
|Card Draw:||1 of 8||Amnesia|
Rankings encompass overall strengths of each class in a given category in an overall sense, meaning that power/ retaliation, damage, defense and any additional effects are all considered in determining each classes rank in each category.
Rankings are based on x out of 8, to compare each class in relation with the other 7 classes directly, with 1 being the lowest rank and 8 being the highest rank, (Ex. the Gladiator has the best weapons and armor overall out of all 8 classes, considering all factors listed above, so they score an 8 of 8 in both categories).
Specialty: Healing and Discard Recursion MasterEdit
The Paladin is a solid warrior class with the ability to gain LP through a variety of methods. Because most of their weapons are 1-handed, they can easily bring one of their big shields to the battlefield. While its true that they are limited to only a couple armor choices, those that they do have are some of the biggest in the game weighing in at 2/7 and 0/9…though with heavy drawback restrictions. In the action phase Paladins hit with 3 damage at a steady rate…but their real strength is the ability to regain LP (life points). This ability makes this class a very valuable addition to other classes in a hybrid deck. Paladins don’t offer much in the defensive or card drawing disciplines, but with the ability to play to such a large variety of victories, these aren’t missed too much. The Paladin’s game plan is….well pick one! They can hit you with solid weapons and attack spells, stall you until you run out of cards, or play a support role with other classes for a completely different attack strategy altogether.
Spotlight: Paladin CardsEdit
|Paladin has many 3 power weapons and a few 4 power weapons with limitations. This one, for instance, can not block and you need a shield equipped to attack. However, on the turn you equip a shield this weapon ca not be blocked.|
|This 2/7 armor is perfect for stalling or catching your breath. Also the armor of choice for many hybrid decks.|
|Pally has many 1-handed weapons, this gives them all nourish (LP gain ability), and is especially popular in hybrid decks.|
|The only card in the game that can keep you from decking out indefinitely. Perfect for a stall deck.|
|Best non VR life gain spell in the game replenishes 5 LP with no equipment of life point requirements.|
|Retracting 1 life point heal per turn phase is like Cal’s Blood on steroids. Great constant supplement to larger heal spells.|