Zandalari Templar
Battlecry: If you've restored
10 Health this game, gain
+4/+4 and Taunt.@ ({0} left!)@ (Ready!)
フレーバーテキスト
YOU WERE A TEMPLAR, JONDAR!
Additional Information
Name | Type | Class | Cost | Attack | Health |
---|---|---|---|---|---|
Valeera the Hollow | Playable Hero | Rogue | 9 | 0 | 30 |
Uther of the Ebon Blade | Playable Hero | Paladin | 9 | 0 | 30 |
Xyrella, the Devout | Playable Hero | Priest | 8 | 0 | 30 |
Valeera the Hollow | Playable Hero | Rogue | 9 | 0 | 30 |
Uther of the Ebon Blade | Playable Hero | Paladin | 9 | 0 | 30 |
Cruel Words | Hero Power | 1 | 0 | 0 | |
Digest Magic | Hero Power | 0 | 0 | 0 | |
Searing Lash | Hero Power | 1 | 0 | 0 | |
Metabolized Magic | Hero Power | 0 | 0 | 0 | |
Perfection | Hero Power | 0 | 0 | 0 | |
Double Trouble | Hero Power | 0 | 0 | 0 | |
Double Trouble | Hero Power | 0 | 0 | 0 | |
Hammer of Twilight | Weapon | Shaman | 5 | 4 | 2 |
Molten Blade | Weapon | Warrior | 1 | 1 | 1 |
Sulfuras | Weapon | Warrior | 3 | 4 | 2 |
Frostmourne | Weapon | Death Knight | 7 | 5 | 3 |
Val'anyr | Weapon | Paladin | 6 | 4 | 2 |
Thori'dal, the Stars' Fury | Weapon | Hunter | 3 | 2 | 3 |
Frostmourne | Weapon | Death Knight | 6 | 4 | 3 |
Corrupted Ashbringer | Weapon | Death Knight | 6 | 5 | 2 |
Lightbringer's Hammer | Weapon | Paladin | 3 | 3 | 2 |
Corrupted Ashbringer | Weapon | Death Knight | 6 | 5 | 2 |
Frostmourne | Weapon | Death Knight | 6 | 4 | 3 |
Frostmourne | Weapon | Death Knight | 7 | 5 | 5 |
Frostmourne | Weapon | Death Knight | 5 | 3 | 5 |
Eye for an Eye | Ability | Paladin | 1 | 0 | 0 |
Arcane Power | Ability | Mage | 2 | 0 | 0 |
Sleep with the Fishes | Ability | Warrior | 2 | 0 | 0 |
The Caverns Below | Ability | Rogue | 1 | 0 | 0 |
Crystal Core | Ability | Rogue | 5 | 0 | 0 |
Lightning Speed | Ability | 0 | 0 | 0 | |
Rod of Roasting | Ability | 10 | 0 | 0 | |
Battery Pack | Ability | 0 | 0 | 0 | |
A New Challenger... | Ability | Paladin | 7 | 0 | 0 |
Desperate Measures | Ability | Paladin | 1 | 0 | 0 |
Supreme Archaeology | Ability | Warlock | 1 | 0 | 0 |
Penance | Ability | Priest | 2 | 0 | 0 |
Breath of Dreams | Ability | Druid | 2 | 0 | 0 |
Acrobatics | Ability | Demon Hunter | 3 | 0 | 0 |
To the Front! | Ability | Warrior | 2 | 0 | 0 |
As much as the community seems to like this card....
... it's vastly underrated. Like my god, 4 mana lich king.
4 mana Ironbark Protector*
Absolute perfect flavor text.
PITIFUL WARLOCK
Will be a staple if Healadin is a thing.
https://www.hearthpwn.com/decks/1200855-rr-healadin
so many people will be disappointed once they find out Healing paladin still has no win condition...
Shirvallah, the Tiger -> Baleful Banker -> Holy Wrath 25 damage finisher
Better off just playing a full combo deck and dropping the healadin part at that point.
insane combo at 10 mana.
1x Lesser Pearl Spellstone + 2x Zandalari Templar = 1x6/6 taunt + 2x 8/8 taunts- insane 10 mana value!
Well now we have High Priest Thekal so actually healing for 10 as soon as turn 4 is viable now... So this guy can be playable on 5
Good thing this doesn’t specify restored health to your hero.
We will see if 4 mana 8/8 is worth it.It would gain taunt also nevermind it is worth it.Hooked Reaver for Paladin,
but with higher build-around requirement. Healing for 10 is much harder then it seems, but once you did it you're set!
What Healing Cards can you run as a Paladin?
Spells:
Holy Light; Lay on Hands
Healing Minions:
-Target heal: Voodoo Doctor; Earthen Ring Farseer;Shroom Brewer
-Heal all friendly units: Fungal Enchanter (and Darkscale Healer)
-Heal your hero: Priestess of Elune, Guardian of Kings; Benevolent Djinn
-Lifesteal: Chillblade Champion; Crystalsmith Kangor; Paragon of Light; Shirvallah, the Tiger; Zilliax (and all other neutral Lifesteal cards)
(Lynessa Sunsorrow can potentially self-damage and self-heal, but why would you do that)
Weapons:
Truesilver Champion; Grave Vengeance from Uther of the Ebon Blade
Synergy:
Lesser Pearl Spellstone; The Glass Knight; Blackguard and Zandalari Templar; Lightwarden; Happy Ghoul; Soup Vendor; High Priest Thekal
Heal-Paladin has a lot of powerful cards, but it is missing something to tie all those cards together.If we could give Paladin Lesser Heal, then we could actualy heal our minions and make use of all those heal-synergy cards.Because as it is, you often run Crystallizer just to deal damage to your hero to allow self heals from Lifesteal and Heal your Hero cards.Edit: High Priest Thekal is here; looks like Healadin will make it's breakthrough.
Maybedropping 2 8/8s in the late game on one turn is all it takesthough, double Hooked Reaver can certainly tie up games.You are right, didn't show up in the database.
Also Lightwarden and Happy Ghoul.
"It's much easier than you make it look" True, being able to heal is no problem; actually healing yourself is though.
The problem is the following: You may have a ton of Lifegain/Lifesteal, but your opponent will remove your Lifegain cards before going face to minimize the ammount you heal.
Against aggro, healing is not a problem. It is a matchup you are heavily favored to win anyways; even right now Healadin beats Aggro decks 80% of the time. We are already winning that matchup.
The problem is control/ combo matchups. They remove your minions, you do NOT heal yourself and your synergy does nothing.
That's the problem why Spellstone never took off; even though a 2 Mana 6/6 Taunt is very powerful - you will see that upgrading it is much harder then you think.
I think this new card is excellent because it DOES put out pressure for healing.
If a Corrupted Blood Paladin deck is ever made, people will just counter it with Skulking Geist; though it is probably fun if it works.
"Even without any healing in the first 7 turns(...)"- against aggro you might die turn 4 without heals, so, no.
Added them!
(though they are more powerful in Zoo decks and Healadin is more of a midrange/control deck)^^
Well now we have High Priest Thekal instead of Crystallizer (or maybe in addition to)
High Priest Thekal is bonkers. Healadin meta bois.
Even without any healing in the first 7 turns, you could go turn 8 Lay on Hands into turn 9 Zilliax and Templar. I dunno, this seems pretty good.
Theoretically yes, but practically you also need to be at 20 health or lower for it to work... against aggro/midrange it is possible, but you also need to be not dead....