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Heal for 20, do literally nothing else your turn, take another 20 damage next turn because you didn't even interact with the board. Zzz. If I'm going to spend my turn doing nothing, give me 8 health and 3 cards instead. Hmmmm... I think there miiiiight be a card for that.
This isn't a card to be used on turn 10 for a 20pt heal. This is kinda like a tech card which helps smooths out your curve while being really flexible. People keep comparing this card to other cards (which are better for the mana cost) but the thing about this card is that it can be used on any turn and its effect will scale as the game goes on which is not what any other healing card can do.
Exactly. It's the kind of card you use more strategically. Make a lot of moves and use the rest of your mana for a smaller heal, heal yourself up a bit to use a weapon safely, heal a minion you want to keep alive that just needs a small heal, it has great possibilities.
You do realize you don't have to play this card first thing on any given turn, right? You could spend turn 10 playing a five-drop and then healing 10 for 5 mana.
I personally really like the idea of this mechanic. It's very versatile which is a big plus but unfortunately, it has the downside of not being so great when used.
1 Mana - Heal 2 Health, compares unfavorably to Light of the Naaru (which is rotating out) and Flash Heal.
2 Mana - Heal 4 Health, a worse Holy Light.
3 Mana - Heal 6 Health, a worse Healing Touch or Healing Wave, but it is starting to get better.
4 Mana - Heal 8 Health, a Healing Touch that costs 1 more mana to play.
5 Mana - Heal 10 Health, comparable to Antique Healbot (which I know is rotating out), where you lose 2 Health but get a 3/3 Mech on the board.
6 Mana - Heal 12 Health, nothing I can really compare this to.
7 Mana - Heal 14 Health, a Healing Wave that is guaranteed to win its Joust but costs more than twice as much but it is starting to get better.
8 Mana - Heal 16 Health, there's not a single card I can compare this to but I can compare it to 2 Healing Touches. Costs 2 mana more but only 1 card as opposed to 2 as well as having the extra versatility.
9 Mana - Heal 18 Health, alright this is actually looking better.
10 Mana - Heal 20 health. This is where the card gets good. It heals for 4 more than Health than two Antique Healbot's and it's all in one card. Yes, you don't get the two 3/3 bodies but the 3/3 bodies don't always make any difference.
Overall, while I understand sacrificing power for versatility, I don't know if this card will see any notable amount of play in Constructed.
As what you have said posted earlier, there is a need to sacrifice power for versatility or this card would be overpowered. Hence, I am just pointing out that the healing could be done to a minion too. In certain situations when board control is more important than healing your face, this card could be more effective compared to a heal bot or some other cards. Hence, with different situations this card would be still effective. Moreover, it does not have a minimum mana cap hence could be use in any turn.
Well, no one who can play will use [card]Forbidden Healing[card] that way, because on turn 10 let's say, you won't heal for 20, you will play a minions 5-6 mana, and they heal with it IF NEEDED.
Oh fuck, at first glance I thought it was a Druid card and I was like "cool ! A replacement for Tree of Life for standard fatigue Druid !!!" and then realized it's a pally card.... so disappointed
Some Renoish potential here if dropped on a turn ten, right?
Yes, but then next turn you're dead again because you just spent 10 mana doing nothing to impact the board on which you were previously dying. It's basically buying a turn, digging for an out while your opponent can make even more plays in return.
Good points!
Healadin is coming back in a possibly OP way.....can't wait to see the rest of the new cards coming out.
Great for old control pally decks and murloc pally.
All sing point to Mıdrange paladin normal mode otk paladin for going wild by by secret pally
its good but its in the wrong class