Template:Ivory Knight strategy

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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 provides a reduced cost, but not a reduced healing, since the two phases are separated.

You can bait your opponent's reaction by healing incomplete values, when using like this, they can not predict what spell you chose.

Strong Battlecries should be re-used again with a  Getaway Kodo.

You can deal self damage with  Bloodclaw, then heal yourself with him. This will allow a maximum of 5 Damage if you have a  Blackguard.

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.


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