|Set:||One Night in Karazhan|
|Abilities:||Battlecry, Discover, Restore Health|
Battlecry: Discover a spell. Restore Health to your hero equal to its Cost.
Do NOT call it a "horse".
How to get[edit | edit source]
|Golden Ivory Knight||800||100|
Notes[edit | edit source]
- This card's Battlecry has two steps:
Strategy[edit | edit source]
A strong choice for a control-oriented deck; while the minion's stats are sub-par for its cost, the heal provides some immediate benefit and the Discovered spell offers great flexibility.
Your opponent might know which spell you have chosen, judging by the amount of Health restored to your hero. For example, (as of the Year of the Mammoth Standard) the only 6 mana Paladin spells are Avenging Wrath and Spikeridged Steed, and the only 8 mana spell are Lay on Hands and Dinosize. However, if only missing a few Health points, you can pick a more expensive spell and leave the opponent guessing as the amount healed won't go over your hero's maximum Health.
Dwarven Archaeologist, while reducing or potentially neutralizing your Healing, will reduce the spell's cost. This will allow you to play A New Challenger... or Kangor's Endless Army at the same turn as the Ivory Knight.
Ivory Knight's strength lies in his "turning the table" effect and is another strong effect to abuse. The Glass Knight will recover her Divine Shield, while Blackguard will deal a little to heavy damage. The Healing effect can instantly reinforce Zandalari Templar and upgrading Lesser Pearl Spellstone. It may provide an extra buffing spell for Lynessa Sunsorrow or Galvadon or a strong area damage like Avenging Wrath. A New Challenger will provide a nice healing amount and a good damage wall.
A discover with healing effect can be greatly strengthened by Brann Bronzebeard. Double cards and double heal.
Possible spells[edit | edit source]
|Name / Desc||Rarity||Class||Cost||Description|
|Blessing of Might||Free||Paladin||1|
Give a minion +3 Attack. "As in, you MIGHT want to get out of my way." - Toad Mackle, recently buffed.
|Hand of Protection||Free||Paladin||1|
Give a minion Divine Shield. This spell has been renamed so many times, even paladins don’t know what it should be called anymore.
Change a minion's Attack to 1. This card makes something really damp. Oh wait. That's "Humidity."
Restore 6 Health. If you are often bathed in Holy Light, you should consider wearing sunscreen.
|Blessing of Kings||Free||Paladin||4|
Give a minion +4/+4. (+4 Attack/+4 Health) Given the number of kings who have been assassinated, are you sure you want their blessing?
Deal 2 damage to all enemies. Consecrated ground glows with Holy energy. But it smells a little, too.
|Hammer of Wrath||Free||Paladin||4|
Deal 3 damage. Draw a card. A good paladin has many tools. Hammer of Wrath, Pliers of Vengeance, Hacksaw of Justice, etc.
|First Day of School||Common||Paladin||0|
Add 2 random 1-Cost minions to your hand. "Report to the bookstore to buy your books, the alchemist to buy your potions, and then get your wands at the… wandryroom?"
|Blessing of Wisdom||Common||Paladin||1|
Choose a minion. Whenever it attacks, draw a card. Apparently with wisdom comes the knowledge that you should probably be attacking every turn.
|Eye for an Eye||Common||Paladin||1|
Secret: When your hero takes damage, deal that much damage to the enemy hero. Justice sometimes takes the form of a closed fist into a soft cheek.
Secret: When your opponent casts a spell, give your minions +2 Health. But sometimes concede.
Secret: When an enemy attacks, summon a 2/1 Defender as the new target. We will always remember you, "Defender!"
Secret: When a friendly minion dies, return it to life with 1 Health. I am not sure how you get demptioned the first time. It’s a mystery!
Secret: After your opponent plays a minion, reduce its Health to 1. Repentance often comes in the moment before obliteration. Curious.
Give a minion +1/+2. Give it Divine Shield if you're holding a Dragon. After Uldum, EVERYONE had sand breath.
|Shield of Honor||Common||1|
Give a damaged minion +3 Attack and Divine Shield. "Sir, this shield would've been more helpful last turn!"
|Wave of Apathy||Common||1|
Set the Attack of all enemy minions to 1 until your next turn. "Flavor text? Eh. Can’t be bothered."
|Hand of A'dal||Common||Paladin||2|
Give a minion +2/+2. Draw a card. When it meets the Hand of Gul'dan, they're SHAKING.
Give a friendly minion Lifesteal. Some might call this a lightforgery.
Set a minion's Attack and Health to 1. Like humility but more humiliating.
|Libram of Justice||Common||Paladin||5|
Equip a 1/4 weapon. Change the Health of all enemy minions to 1. Proper justice. Throw the book at him!
Cast a random Paladin Secret. Desperate times call for disparate secrets.
Sidequest: Summon 5 minions.
Reward: Give your minions +1/+1. "And I hereby dub thee a cadet of the Explorer’s League! NEXT!"
Summon two 1/1 Silver Hand Recruits with Taunt. It's difficult to get an air raid together. You have to get twenty-five people, and they all want to play a paladin!
|Libram of Wisdom||Rare||Paladin||2|
Give a minion +1/+1 and "Deathrattle: Add a 'Libram of Wisdom' spell to your hand." The best wisdom is passed on.
|Call to Adventure||Rare||Paladin||3|
Draw the lowest Cost minion from your deck. Give it +2/+2. Even the smallest minion can change the outcome of the game.
|Gift of Luminance||Rare||3|
Give a minion Divine Shield, then summon a 1/1 copy of it. You get a small version of yourself in a snow globe to remember the moment.
Change the Health of ALL minions to 1. We are all special unique snowflakes... with 1 Health.
Double a minion's Attack. This card causes double the trouble AND double the fun.
|Blessing of Authority||Rare||Paladin||5|
Give a minion +8/+8. It can't attack heroes this turn. A paladin fights with honor! We don't go face... until next turn!
Draw a card and deal damage equal to its cost. C'mon Molten Giant!!
Give your minions Divine Shield. Shield yourself in righteousness! It feels like a warm fuzzy blanket.
Give a minion +4/+4, Divine Shield, and Taunt. Life hack: Sneeze near a pharaoh.
Summon a minion from your deck. Give it Taunt and Divine Shield. "Remember, graduates—you carry a heavy weight on your shoulders now."
Sidequest: Take no damage for a turn.
Reward: Summon a 3/6 minion with Taunt. Few quests are completed by cowering under a table.
Summon a minion from each player's deck. They fight! If you don't fight to the death, it's Duel Yielding.
Deal 8 damage randomly split among all enemies. Wham! Wham! Wham! Wham! Wham! Wham! Wham! Wham!
|Lay on Hands||Epic||Paladin||8|
Restore 8 Health. Draw 3 cards. A grammatically awkward life saver.
|Tip the Scales||Epic||Paladin||8|
Summon 7 Murlocs from your deck. Hold on, I need to get some murlocs to weigh in on this.
|Libram of Hope||Epic||Paladin||9|
Restore 8 Health. Summon an 8/8 Guardian with Taunt and Divine Shield. "Think you got lethal? Libram of NOPE!"
Quest: Play 5 Reborn minions.
Reward: Emperor Wraps. "I do say, this gives me the vapors every single time!"
|Showing all 41 cards|
Gallery[edit | edit source]
Patch changes[edit | edit source]
- Patch 184.108.40.20621 (2016-08-09): Added.