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Outside Mage class:
Paladin: Lay on Hands / Anyfin Can Happen / Enter the Coliseum.
Hunter: Call of the Wild.
Warlock: Twisting Nether / DOOM! / Siphon Soul.
Rogue: Sprint.
Priest: Entomb / Mind Control / Excavated Evil / Holy Nova.
Warrior: Brawl. Now always something on your board after playing the spell.
Druid: Nourish, Moonglade Portal. Here you heal for 6 and get 2 x 6 mana minion if Atiesh is equipped. Starfire - deal 5 damage, draw a card, summon 6 mana minion.
Not much for Shaman, but then, they have 4 mana 7/7.
Priest Palafin and Renolock are really the top contenders for this card. They normally play a larger amount of card above 8 and can get real value from the staff. Everyone else it feels like just win more as opposed to using it to win the game. He should definitely see play in constructed decks especially those more control and late game oriented.
This, Lock and Load, Call of the Wild, Arcane Giants, oh boy. Do we even need Yogg anymore?
I got to say after playing the adventure with both control warrior and paladin the weapon seems pretty much useless so I can only see it in control mage
My foughts about this card. Ive already done some calculations that you can find in my previous post about which class can benefit the most. Meta is full of tempo decks with each card of high threat that should be dealt quickly - warrior have 2 mana 3/3 charge and berserker aswell as some late game cards aswell, each hunter beast cause higher threat due to houndmaster + highmayne and CotW are just OP, shaman well everyone knows shamans.
Its not anymore that aggro decks run a lot of small creatures you can sweep out with one spell holding on to your single target removals. Even in later stages of the game aggro, midrange and tempo decks still keep up on value with control decks:
shaman - 4 mana 7/7, doomhammer, thunder bluff valiant
hunter - highmayne and call of the BrokeBack
mage + druid - discover mechanic let them choose cars suitable to deal with contorl decks + cabalist tome always give my opponent some premium spells that deal with my big threats but still being able to push a lot of dmg in early stages of the game
And the biggest of them all favourite card of every hearthstone player YOGG THE SKILL END.
Giving those thoughts the card in my opinion is too slow and makes you loose more of what youve been lacking the whole game but shouldnt in later stages of the game as control player - TEMPO. So either this card will be used in decks that dont lack tempo early and want to have that ensurance against control decks or will not see any play at all given it's lack of instant effect.
The best minions that we can summon are 8 and 9 drops, most of them have solid stats, The only one that doesn't have solid stats and is a battlecry is Blade of C'Thun
Now if we count the spells: Tree of Life(GVG), Lay on Hands, Twisting Nether, and Call of the Wild
Oh god midrange hunter and renolock
confirmed played medivh turn 8 then played call of the wild turn 9 summoned a boogey monster and they conceded immediately
Priest!!!
Acidic Swamp Ooze
New Dr. Boom.
I disagree, at the cost you'll rarely play spells same turn to get big impact, costs more and has less consistently board clearing rng effects that can roll insane, also on curve it has little to no effect since you want to save weapon swings for spells. I think it is more, new summoning stone, attached to a vanilla body/first neutral weapon
I wil take my place amongst the legends of the past :')
His entrance animation is siiiiiiick..(can get him in the mage's challenge of the menagerie)... can't wait to play this guy
That background music, so majestic, sounds like the day is over and you won.
A must-play when priest finally gets gud.
I can play Medivh with Medivh now, wow.
I'm pretty sure that Atiesh belongs in a musuem.
Wow they finally found a way to make Summoner's Stone work. I'm excited for this one.
Flavor text is so savage xD
its great