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Change an enemy minion's Attack to 1.
The Aldor hate two things: the Scryers and smooth jazz.
This card is used in
56.67% of all Paladin decks
Hillarious fun using this after the opponent dumps everything into a gamender.
Then you use this card.
Slap to the face.
Just don't play it before the
Big Game Hunter
In their defence, everyone hates smooth jazz.
Do not use Aldor Peacekeeper's Battlecry on a
! It will not work because Lightspawn's continuous card text effect will just override the Battlecry's effect.
Doesn't work on Stealthed minions, which is kinda obvious but not completely. Warning too that if the opponent only has one stealthed minion, you won't get the arrow that lets you pick and it'll tell you it doesn't work on stealth and you have the option of not playing the card. You play the card and it just doesn't do the battle cry.
Aldor's effect goes through buffs. For instance if the opponent has
, the minion which get's the Aldor debuff will stay at 1 attack, it will not receive
's buff. I don't know if this is intented or a bug, but it's definetly inconsistent with how buffs usually work.
Hilarious card to use when your opponent plays a
Venture Co. Mercenary
FOLO D ROOLZ
The debuff can be removed with Silence. This is very useful if the Paladin used Aldor Peacekeeper to eliminate one of your big minions, you can then Silence your minion to restore its Attack.
The attack debuff also doesn't affect aura buffs. For example, if you use Aldor Peacekeeper on a minion buffed by the Shattered Sun Cleric, the debuff will overwrite the buff and reduce the Attack value to 1. But if you use Aldor Peacekeeper on a minion next to a Flametongue Totem, the minion will still have at least 3 Attack.
You can use the effect in combination with cards like
, or even steal the target with
Cabal Shadow Priest
if you happen to
a Peacekeeper from the Paladin as a Priest.
Bear in mind the Battlecry is not a permanent debuffer like an aura. It will only reduce the minion's attack once. Using Aldor Peacekeeper on minions like Frothing Berserker and Questing Adventurer will only reset their Attack to 1, they will still continue to gain attack whenever their ability is activated.
If you play this minion for lack of any other field presence to put down when the opponent only has 0atk minions on board, you will be forced to give such a minion +1ATK. This can be a consideration against a Mage's Mirror Images, Shaman's totems, or a Priest's Lightwell. It might sound like a "duh" thing to do, but in Arena this situation can come up more often than you think due to the importance of early board control in Arena.
Like the Humility spell, this guy makes for a great pairing with a
. Reduce a target's attack to 1, switch the stats so it now has 1 health instead, then trade a recruit for it.
This guy and
are best friends. Kills
and leaves you with two decent minions.
Most broken card in the game in my opinion. Most broken rare card for sure.
It's effect in most cases will be very close to "destroy any opponent minion" AND you get a full vanilla stats creature with 3/3!
And all this for 3 mana and 1 card!
Many minions that are played by most decks have useful effects on them, so even if you happen to have a silence, you'll be destroying even more of your own creature. And now that the Naxx is out, silence becomes even more valuable as deathrattles counter, would you really spend it on giving your minions its vanilla attack back? And what if you have no silence in your hand at all?
And again, 90% of all times this card will basically remove any enemy minion
as an additional effect
to already decent minion. How broken is that?
If you can think of even more broken rare card in HS, please comment, I can't think of any other.
I have a question about this card. I ve seen it several times that after a debuff of aldor peacekeeper a minion becomes PERMANENTLY a 3 attacker after the opponent played an abusive sergeant or a dark iron dwarf on it. To me that doesnt make much sense. Is that a bug or is there a mechanism i dont get?
Being very effective.
Paladin with her frankly lucky.
Useful not only against creatures with a powerful attack, for example: , or the same .
With meaningful use at the beginning of the game can help clean up the gaming table and seize the initiative in the match.
with a deck having
As an example of versatile use card mechanics.
This card is nice, but there are several bad targets for it. Obviously any creature that still has an effect, like an Azure Drake, is a terrible choice. Midrange creatures with decent health, like Dark Cultist, Chillwind Yeti, Sen'jin Shieldmasta, etc. are also pretty bad choices, since you're giving the opponent a pinger with decent health that can be used to pop all of your divine shields.
However, I have seen this used to give your own Nerubian Eggs the ability to attack the turn after they're played, allowing you to suicide them into something and get a 4/4 Nerubian on the board for 2 mana. That's a pretty good play, but I don't know if it's worth getting rid of what is very likely the best removal in your deck to do it.
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