What Priest needs to be competitive in Standard is an overpowered 2-drop.
If you want to see an audacious overpowered 2-drop look at my Cabal Shadow Acolyte a few post ago. Here's another thought that's a cross between Cabal Shadow Priest and Emperor Cobra.
note: the effect shouldn't trigger if the minion isn't damaged. Else it would be too op.
edit: had 3 health before, changed it to 4 since too many 2 drops would just be able kill it right off.
I think this is a great card. It's right at the line of being really good and slightly OP for priest has to be killed right away due to snowball potential, and still is useful in the late game. Actually 4 health might be a tad bit to strong lol. But that's exactly the kinda cards we need
Do you think Priest hype on HeathPwn has some influence on Blizzard?
From what I gathered, such info might be passed along to their dev team by their community managers that watch all major sites.
Fan made cards might be unofficially collected, though most likely all cards that we see in HS are just a small fraction of cards they create and experiment with on their own. They might browse fan collections for inspiration or laughs, but they most certainly have their own ideas.
They probably decide on a theme, try to figure out what types of cards should be included in the next set, choose from their own collection of cards in testing, fill in the blanks with "awesome"/"odd" cards.
I wouldn't expect from any particular post to "influence" HS dev team in any way.
Rollback Post to RevisionRollBack
"Infinite" doen't mean "big" - it can be small and have no end.
So basically the first row is because i think Priest needs cards that needs to be answered immediately, Flamewreathed faceless is the most powerful example of that type of card but all the other classes but priest have those type of cards ,an unanswered flamewaker, fhandral, frothing berserker, ragnaros lightlord, etc can go a long way into winning the game for their owners, and i really don't want priest to become yet another aggro deck if you take a more agressive direction with that type of card.
The second row: in the other TCGS/CCGS the competitive control decks have some sort of passive or semi-passive lock mechanic and i thought that it'd be fun to have something like that (pokemon does this with seismitoad and trevenant and it grants control viability without taking away from aggresive builds, both are meta decks thanks to their locks but they are perfectly counterable, yugioh has done this over the years with herald of perfection, Lose a turn, secret village of spellcasters, and the djinn lock, and i'm pretty sure mtg does this at least once every other year when the current lock rotates out) , Carrot is there to lock more aggresive minion generating decks by making them have a chance to topdeck tokens, enthraller builds into a mechanic that's already there and hasn't been explored yet for some odd reason.
Also priest has all of those enthrall and control spells in wow so it's the class that fits better for locks and stuns instead of tempo.
I watch Zetalot and he seems to do very well with priest, despite the general consensus that priest is not as easy to win with as midrange hunter, zoolock, or agro shaman.
I hope by watching him I can gain a better understanding of priest.
I've been saying it for the longest, the most important thing for Priest right now isn't even the board clear. We NEED an above average 1, 2 or 3 drop to get some board tempo going. This game has become so tempo based that it's often decided as early as turn 2, so it's become suicide to play a class has nothing going on for the first 4 turns, even Warriors don't dare to run a decklist that doesn't have early game power. Priest needs GOOD standalone early game minions that don't rely on some woowoo bullshit situational secondary condition be met for it to be good.
Priest players are sick and tired of shitty cards that can be decent, but only if some off the wall other condition is met and otherwise the card is shit. NO MORE, we need our own version of Totem Golem now. It's about time that we got something akin to a 4mana 7/7, we need unconditional power so that we don't become every other classes prison bitch in the early game. Fuck the idea of giving us even more reactive removal spells, all we can ever do is defend against the other class, while they get to pummel us and we just hope and pray that we can draw an amazing combination of cards that turns the game around.... and then for a fucking added slap in the face, by the time we can turn it around our hp is so low that the enemy can just polish us off with 1 good direct damage card. Fuck that.
I've been saying it for the longest, the most important thing for Priest right now isn't even the board clear. We NEED an above average 1, 2 or 3 drop to get some board tempo going. This game has become so tempo based that it's often decided as early as turn 2, so it's become suicide to play a class has nothing going on for the first 4 turns, even Warriors don't dare to run a decklist that doesn't have early game power. Priest needs GOOD standalone early game minions that don't rely on some woowoo bullshit situational secondary condition be met for it to be good.
Priest players are sick and tired of shitty cards that can be decent, but only if some off the wall other condition is met and otherwise the card is shit. NO MORE, we need our own version of Totem Golem now. It's about time that we got something akin to a 4mana 7/7, we need unconditional power so that we don't become every other classes prison bitch in the early game. Fuck the idea of giving us even more reactive removal spells, all we can ever do is defend against the other class, while they get to pummel us and we just hope and pray that we can draw an amazing combination of cards that turns the game around.... and then for a fucking added slap in the face, by the time we can turn it around our hp is so low that the enemy can just polish us off with 1 good direct damage card. Fuck that.
Agree in theory. Minions are the weak point. BUT, isn't that what Dragon Priest gives them? Solid drops from 1 all the way to 5? That doesn't seem to be working. A vanilla 2/4 for 2 for priest not tied to dragon synergy is probably what they need at a minimum.
It's hard to deny removal is also a problem, Priest removal is conditional, combo oriented, or too expensive. Fiery War Axe and Execute are the best reactive cards in the meta. Priests get a consecrate that costs 1 more, a hellfire that costs 1 more, a hex that costs 3 more (entomb)...their best board clear is an unreliable combo. If priest had consecrate instead of holy nova and hex instead of entomb, you can't tell me they wouldn't be doing better.
One of the reasons we're in this situation is too many of the shaman minions have 3 health. Specifically Tunnel Trogg. If Tunnel Trogg had 2 health and could be killed by holy smite and holy nova, the whole priest meta would be different. Holy nova not working means we need to rely on clear tools that would damage our board as well, which pushes us into a reactive corner.
I watch Zetalot and he seems to do very well with priest, despite the general consensus that priest is not as easy to win with as midrange hunter, zoolock, or agro shaman.
I hope by watching him I can gain a better understanding of priest.
Watching Zetalot is a great choice if you want to learn Priest.
However even he has problems now. He's been struggling with rank 5 barrier for past several days.
Maybe just reducing the cost of Shadowform to (2) would make a huge difference... (coughs) some card to change Priest's Hero Power from shadowform to Lesser heal again would be also nice, meaning that life restoring also could be possible after shadowform not just from spells.
Maybe just reducing the cost of Shadowform to (2) would make a huge difference... (coughs) some card to change Priest's Hero Power from shadowform to Lesser heal again would be also nice, meaning that life restoring also could be possible after shadowform not just from spells.
How about making a minion card that has this effect: Your healing effects is doubled as long as this minion stays alive on the board?
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
"Infinite" doen't mean "big" - it can be small and have no end.
could potentially be the back of a new archetype
What Priest needs to be competitive in Standard is an overpowered 2-drop.
Bad players whine.
Good players adapt.
I'd take several. Each around 2-3 mana. Each with competitive stats. Each with impactful activated effects (heal-based or otherwise).
"Infinite" doen't mean "big" - it can be small and have no end.
Dependable loan sharks since 1960. We sink our teeth into every deal we make.
Hi guys!
Do you think Priest hype on HeathPwn has some influence on Blizzard?
My card links expired, reposting...
"Infinite" doen't mean "big" - it can be small and have no end.
Give Priest a 2 mana 1/3 Battlecry: Your Hero Power becomes "Give a character +2 Health".
Done.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
Sorry, can't help myself. Two more.
I need to post this or I'll keep thinking about them. :)
Seemed a bit too OP.
Repeatable effect is a problem. So it needs to be a Battlecry instead.
"Infinite" doen't mean "big" - it can be small and have no end.
So far these are my ideas,
So basically the first row is because i think Priest needs cards that needs to be answered immediately, Flamewreathed faceless is the most powerful example of that type of card but all the other classes but priest have those type of cards ,an unanswered flamewaker, fhandral, frothing berserker, ragnaros lightlord, etc can go a long way into winning the game for their owners, and i really don't want priest to become yet another aggro deck if you take a more agressive direction with that type of card.
The second row: in the other TCGS/CCGS the competitive control decks have some sort of passive or semi-passive lock mechanic and i thought that it'd be fun to have something like that (pokemon does this with seismitoad and trevenant and it grants control viability without taking away from aggresive builds, both are meta decks thanks to their locks but they are perfectly counterable, yugioh has done this over the years with herald of perfection, Lose a turn, secret village of spellcasters, and the djinn lock, and i'm pretty sure mtg does this at least once every other year when the current lock rotates out) , Carrot is there to lock more aggresive minion generating decks by making them have a chance to topdeck tokens, enthraller builds into a mechanic that's already there and hasn't been explored yet for some odd reason.
Also priest has all of those enthrall and control spells in wow so it's the class that fits better for locks and stuns instead of tempo.
I watch Zetalot and he seems to do very well with priest, despite the general consensus that priest is not as easy to win with as midrange hunter, zoolock, or agro shaman.
I hope by watching him I can gain a better understanding of priest.
How do you make these cards??
I was thinking of a "1/2/1 Battlecry: Your next hero power deals damage instead of heal"
Or a "2/1/1 Battlecry: Shadowform now costs 0 mana"
I've been saying it for the longest, the most important thing for Priest right now isn't even the board clear. We NEED an above average 1, 2 or 3 drop to get some board tempo going. This game has become so tempo based that it's often decided as early as turn 2, so it's become suicide to play a class has nothing going on for the first 4 turns, even Warriors don't dare to run a decklist that doesn't have early game power. Priest needs GOOD standalone early game minions that don't rely on some woowoo bullshit situational secondary condition be met for it to be good.
Priest players are sick and tired of shitty cards that can be decent, but only if some off the wall other condition is met and otherwise the card is shit. NO MORE, we need our own version of Totem Golem now. It's about time that we got something akin to a 4mana 7/7, we need unconditional power so that we don't become every other classes prison bitch in the early game. Fuck the idea of giving us even more reactive removal spells, all we can ever do is defend against the other class, while they get to pummel us and we just hope and pray that we can draw an amazing combination of cards that turns the game around.... and then for a fucking added slap in the face, by the time we can turn it around our hp is so low that the enemy can just polish us off with 1 good direct damage card. Fuck that.
"Infinite" doen't mean "big" - it can be small and have no end.
Maybe just reducing the cost of Shadowform to (2) would make a huge difference... (coughs) some card to change Priest's Hero Power from shadowform to Lesser heal again would be also nice, meaning that life restoring also could be possible after shadowform not just from spells.
Embrace the Shadow fix.