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?
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?
Prophet Velen is too costly to play, and it means to play for OTK Priest deck only.
I want a 2/3-cost minion with high health that can double the healing effects, so at least control Priest can play it during turn 4-6 to restore its health back close to the range 20-30.
Similar to how Shamans use Feral Spirit and Mages use Mirror Image, I was thinking that Priests could use some low-cost spell that summons two taunt minions with some kind of healing effect. The taunts could protect your other minions and buff those that benefit from healing effects like Lightwarden and Holy Champion, at least long enough for them to do some damage. Might allow Priests to be a bit more pro-active.
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.
Reducing the cost of Shadowform to 1 would be awesome and make it a viable option to deal with early agro. This would create a lot of value, but Priest still needs cards that have more synergy, cards with combination effects. I might suggest giving Lightwell some attack value. This would make it a great early drop and a killer against agro decks.
Similar to how Shamans use Feral Spirit and Mages use Mirror Image, I was thinking that Priests could use some low-cost spell that summons two taunt minions with some kind of healing effect. The taunts could protect your other minions and buff those that benefit from healing effects like Lightwarden and Holy Champion, at least long enough for them to do some damage. Might allow Priests to be a bit more pro-active.
Not "might" allow. It certainly would allow this. ;)
Deathlord allowed a deck based on Lightwardens, Injured Kvaldirs, and Voodoo Doctors to reach rank 5 on a winstreak mid-season. Deathlord + Velen's Chosen was important part of it.
Rollback Post to RevisionRollBack
"Infinite" doen't mean "big" - it can be small and have no end.
priest just needs a decent 2 drop to have the ability to contest the board early on, and since the priest is a win more class, good early game minions are the only way priest can win the game coz priest in late game will win the classic minion vs minion combat 9 out of 10 times coz of the nature of his hero power, so how about this card, it may look OP at first glance but if u don't play it on curve it needs to be healed twice to get to full hp and the self injure has synergy with many of the priest cards.
Similar to how Shamans use Feral Spirit and Mages use Mirror Image, I was thinking that Priests could use some low-cost spell that summons two taunt minions with some kind of healing effect. The taunts could protect your other minions and buff those that benefit from healing effects like Lightwarden and Holy Champion, at least long enough for them to do some damage. Might allow Priests to be a bit more pro-active.
Not "might" allow. It certainly would allow this. ;)
Deathlord allowed a deck based on Lightwardens, Injured Kvaldirs, and Voodoo Doctors to reach rank 5 on a winstreak mid-season. Deathlord + Velen's Chosen was important part of it.
I've used Priest exclusively since I started HearthStone(2 expansions ago). I find it to be the most frustrating class to play, but the most satisfying class to win with!
Throughout my time exclusively playing priest, I've noticed that their are a few things that make the class almost unbearable to play.
1: No real play for Turns 1-3, Your Hero power is completely useless until about Turn 4, because before then you likely either don't have any minions to play, or any minions to heal. Also your 1-3 Mana spells all can not be used unless you already have minions on the board, such as Divine Spirit, and Power Word: Shield. If you use Divine Spirit within the first 3 turns it loses a ton of value, and Power Word shield is alright.
2: Lack of Board Clears, Holy Nova is ok, but since it is 5 Mana for only 2 damage AOE, you lose so much tempo when you play it. And it usually isnt enough, 2 damage AOE is laughable at Turn 5+. Where as the Shaman can do 2-3 damage AOE 3 turns earlier, at the cost of Overload(2) which isn't much since they have things like 2 Mana 3/4's so overloading isnt a problem for them.
3: Lastly, the priest has no reliable Class Legendary. Confessor Paletress has arguabley the strongest inspire ability in HearthStone but her stats are so bad, she will never survive more than 1 turn being a 7 Mana 5/4. Herald Velazj is extremely situational and generally not worth using. And Prophet Velen is decent.
So basically, adding a new strong and viable class Legendary for Priest would be amazing. My suggestions: a 6 Mana 5/5 Battlecry: "Silence all enemy Minions, Draw a card. If in ShadowForm deal 5 damage to the enemy hero", and/or a 10 Mana 6/6 Taunt, Battlecry "Destroy all enemy minions with 3 or less attack. While in ShadowForm, double this minions HP".
Give Priest more Early game options. Buff ShadowForm Add ShadowForm Synergy Minions. Make ShadwForm 0-1 Mana, change ShadowForm to "Your hero power becomes 'Deal 2 Damage', Shuffle "Renounce Shadows" into your deck. Renounce Shadows "Deactiveate ShadowForm, Draw a card" That buff alone would give Priest a great early game option. Adding 2 more 2-3 cost minions would help. My suggestions: 2 Mana 2/4 BattleCry "If in ShadowForm, deal 1 damage to all minions". 3 Mana 3/4 "If in ShadowForm, destroy your opponents weapon".
I've used Priest exclusively since I started HearthStone(2 expansions ago). I find it to be the most frustrating class to play, but the most satisfying class to win with!
Throughout my time exclusively playing priest, I've noticed that their are a few things that make the class almost unbearable to play.
1: No real play for Turns 1-3, Your Hero power is completely useless until about Turn 4, because before then you likely either don't have any minions to play, or any minions to heal. Also your 1-3 Mana spells all can not be used unless you already have minions on the board, such as Divine Spirit, and Power Word: Shield. If you use Divine Spirit within the first 3 turns it loses a ton of value, and Power Word shield is alright.
2: Lack of Board Clears, Holy Nova is ok, but since it is 5 Mana for only 2 damage AOE, you lose so much tempo when you play it. And it usually isnt enough, 2 damage AOE is laughable at Turn 5+. Where as the Shaman can do 2-3 damage AOE 3 turns earlier, at the cost of Overload(2) which isn't much since they have things like 2 Mana 3/4's so overloading isnt a problem for them.
3: Lastly, the priest has no reliable Class Legendary. Confessor Paletress has arguabley the strongest inspire ability in HearthStone but her stats are so bad, she will never survive more than 1 turn being a 7 Mana 5/4. Herald Velazj is extremely situational and generally not worth using. And Prophet Velen is decent.
So basically, adding a new strong and viable class Legendary for Priest would be amazing. My suggestions: a 6 Mana 5/5 Battlecry: "Silence all enemy Minions, Draw a card. If in ShadowForm deal 5 damage to the enemy hero", and/or a 10 Mana 6/6 Taunt, Battlecry "Destroy all enemy minions with 3 or less attack. While in ShadowForm, double this minions HP".
Give Priest more Early game options. Buff ShadowForm Add ShadowForm Synergy Minions. Make ShadwForm 0-1 Mana, change ShadowForm to "Your hero power becomes 'Deal 2 Damage', Shuffle "Renounce Shadows" into your deck. Renounce Shadows "Deactiveate ShadowForm, Draw a card" That buff alone would give Priest a great early game option. Adding 2 more 2-3 cost minions would help. My suggestions: 2 Mana 2/4 BattleCry "If in ShadowForm, deal 1 damage to all minions". 3 Mana 3/4 "If in ShadowForm, destroy your opponents weapon".
Buff Holy nova to 3 damage.
1, 2 and 3 all apply to Rogue, and somehow they're doing alright.
priest just needs a decent 2 drop to have the ability to contest the board early on, and since the priest is a win more class, good early game minions are the only way priest can win the game coz priest in late game will win the classic minion vs minion combat 9 out of 10 times coz of the nature of his hero power, so how about this card, it may look OP at first glance but if u don't play it on curve it needs to be healed twice to get to full hp and the self injure has synergy with many of the priest cards.
What about a 2/5, Battlecry: deals 2 damage to itself (unconditionally). This is simpler balanced, and usable with any priest playstyle.
If you want to keep it closer to the way it is, 2/4 deal 2 damage to itself if you have minions on board is more balanced and still great.
I've used Priest exclusively since I started HearthStone(2 expansions ago). I find it to be the most frustrating class to play, but the most satisfying class to win with!
Throughout my time exclusively playing priest, I've noticed that their are a few things that make the class almost unbearable to play.
1: No real play for Turns 1-3, Your Hero power is completely useless until about Turn 4, because before then you likely either don't have any minions to play, or any minions to heal. Also your 1-3 Mana spells all can not be used unless you already have minions on the board, such as Divine Spirit, and Power Word: Shield. If you use Divine Spirit within the first 3 turns it loses a ton of value, and Power Word shield is alright.
2: Lack of Board Clears, Holy Nova is ok, but since it is 5 Mana for only 2 damage AOE, you lose so much tempo when you play it. And it usually isnt enough, 2 damage AOE is laughable at Turn 5+. Where as the Shaman can do 2-3 damage AOE 3 turns earlier, at the cost of Overload(2) which isn't much since they have things like 2 Mana 3/4's so overloading isnt a problem for them.
3: Lastly, the priest has no reliable Class Legendary. Confessor Paletress has arguabley the strongest inspire ability in HearthStone but her stats are so bad, she will never survive more than 1 turn being a 7 Mana 5/4. Herald Velazj is extremely situational and generally not worth using. And Prophet Velen is decent.
So basically, adding a new strong and viable class Legendary for Priest would be amazing. My suggestions: a 6 Mana 5/5 Battlecry: "Silence all enemy Minions, Draw a card. If in ShadowForm deal 5 damage to the enemy hero", and/or a 10 Mana 6/6 Taunt, Battlecry "Destroy all enemy minions with 3 or less attack. While in ShadowForm, double this minions HP".
Give Priest more Early game options. Buff ShadowForm Add ShadowForm Synergy Minions. Make ShadwForm 0-1 Mana, change ShadowForm to "Your hero power becomes 'Deal 2 Damage', Shuffle "Renounce Shadows" into your deck. Renounce Shadows "Deactiveate ShadowForm, Draw a card" That buff alone would give Priest a great early game option. Adding 2 more 2-3 cost minions would help. My suggestions: 2 Mana 2/4 BattleCry "If in ShadowForm, deal 1 damage to all minions". 3 Mana 3/4 "If in ShadowForm, destroy your opponents weapon".
Buff Holy nova to 3 damage.
1, 2 and 3 all apply to Rogue, and somehow they're doing alright.
Lol, you kidding?
Dagger useless 1-3 turn?
No board clearers (yes) but compensated by 0-3 mana super effective spells.
Basically everyone immediately went to giving them a 2 drop, and I'm no exception. However, I imagine Blizzard WANTS priest to suck early, even if they suck a bit too much currently, so I give you... This! (couldn't get hands on a good picture, please tolerate the koala until I replace it with proper art)
Basic idea is fairly straightforward. You play bad but obnoxious to remove minion. You heal said minion by slapping it into something. Suddenly: stalling! Also has synergy with cards like Injured Blademaster and Circle of Healing. Is it as good as Armorsmith? Probably not, but it would hopefully do.
I've used Priest exclusively since I started HearthStone(2 expansions ago). I find it to be the most frustrating class to play, but the most satisfying class to win with!
Throughout my time exclusively playing priest, I've noticed that their are a few things that make the class almost unbearable to play.
1: No real play for Turns 1-3, Your Hero power is completely useless until about Turn 4, because before then you likely either don't have any minions to play, or any minions to heal. Also your 1-3 Mana spells all can not be used unless you already have minions on the board, such as Divine Spirit, and Power Word: Shield. If you use Divine Spirit within the first 3 turns it loses a ton of value, and Power Word shield is alright.
2: Lack of Board Clears, Holy Nova is ok, but since it is 5 Mana for only 2 damage AOE, you lose so much tempo when you play it. And it usually isnt enough, 2 damage AOE is laughable at Turn 5+. Where as the Shaman can do 2-3 damage AOE 3 turns earlier, at the cost of Overload(2) which isn't much since they have things like 2 Mana 3/4's so overloading isnt a problem for them.
3: Lastly, the priest has no reliable Class Legendary. Confessor Paletress has arguabley the strongest inspire ability in HearthStone but her stats are so bad, she will never survive more than 1 turn being a 7 Mana 5/4. Herald Velazj is extremely situational and generally not worth using. And Prophet Velen is decent.
So basically, adding a new strong and viable class Legendary for Priest would be amazing. My suggestions: a 6 Mana 5/5 Battlecry: "Silence all enemy Minions, Draw a card. If in ShadowForm deal 5 damage to the enemy hero", and/or a 10 Mana 6/6 Taunt, Battlecry "Destroy all enemy minions with 3 or less attack. While in ShadowForm, double this minions HP".
Give Priest more Early game options. Buff ShadowForm Add ShadowForm Synergy Minions. Make ShadwForm 0-1 Mana, change ShadowForm to "Your hero power becomes 'Deal 2 Damage', Shuffle "Renounce Shadows" into your deck. Renounce Shadows "Deactiveate ShadowForm, Draw a card" That buff alone would give Priest a great early game option. Adding 2 more 2-3 cost minions would help. My suggestions: 2 Mana 2/4 BattleCry "If in ShadowForm, deal 1 damage to all minions". 3 Mana 3/4 "If in ShadowForm, destroy your opponents weapon".
Buff Holy nova to 3 damage.
1, 2 and 3 all apply to Rogue, and somehow they're doing alright.
I agree with the OP, this last poster is incorrect,
1. Rogues have viable options for turns 1-3 but usually hold back because they have so many cards that can remove minions at turn 2-3 there's no need to burn the mana. Their cards have amazing synergy as well.
I've used Priest exclusively since I started HearthStone(2 expansions ago). I find it to be the most frustrating class to play, but the most satisfying class to win with!
Throughout my time exclusively playing priest, I've noticed that their are a few things that make the class almost unbearable to play.
1: No real play for Turns 1-3, Your Hero power is completely useless until about Turn 4, because before then you likely either don't have any minions to play, or any minions to heal. Also your 1-3 Mana spells all can not be used unless you already have minions on the board, such as Divine Spirit, and Power Word: Shield. If you use Divine Spirit within the first 3 turns it loses a ton of value, and Power Word shield is alright.
2: Lack of Board Clears, Holy Nova is ok, but since it is 5 Mana for only 2 damage AOE, you lose so much tempo when you play it. And it usually isnt enough, 2 damage AOE is laughable at Turn 5+. Where as the Shaman can do 2-3 damage AOE 3 turns earlier, at the cost of Overload(2) which isn't much since they have things like 2 Mana 3/4's so overloading isnt a problem for them.
3: Lastly, the priest has no reliable Class Legendary. Confessor Paletress has arguabley the strongest inspire ability in HearthStone but her stats are so bad, she will never survive more than 1 turn being a 7 Mana 5/4. Herald Velazj is extremely situational and generally not worth using. And Prophet Velen is decent.
So basically, adding a new strong and viable class Legendary for Priest would be amazing. My suggestions: a 6 Mana 5/5 Battlecry: "Silence all enemy Minions, Draw a card. If in ShadowForm deal 5 damage to the enemy hero", and/or a 10 Mana 6/6 Taunt, Battlecry "Destroy all enemy minions with 3 or less attack. While in ShadowForm, double this minions HP".
Give Priest more Early game options. Buff ShadowForm Add ShadowForm Synergy Minions. Make ShadwForm 0-1 Mana, change ShadowForm to "Your hero power becomes 'Deal 2 Damage', Shuffle "Renounce Shadows" into your deck. Renounce Shadows "Deactiveate ShadowForm, Draw a card" That buff alone would give Priest a great early game option. Adding 2 more 2-3 cost minions would help. My suggestions: 2 Mana 2/4 BattleCry "If in ShadowForm, deal 1 damage to all minions". 3 Mana 3/4 "If in ShadowForm, destroy your opponents weapon".
Buff Holy nova to 3 damage.
1, 2 and 3 all apply to Rogue, and somehow they're doing alright.
You're very wrong. I was using Priest against a Rogue yesterday. I play Boneguard Lieutenant 2 Mana 3/2 Inspire "Gain +1 HP". Next turn he Backstaps it, plays Defias Ringleader combos to summon a 2/1 then plays Argent Squire 1 Mana 1/1 Divine Shield. So for 0 Mana he killed my Boneguard, for 2 mana he summoned a 2/2, 2/1, and had 1 mana for a 1/1 Divine Shield. Rogue does have a solid early game, unlike priest.
I meant for this card to be a 2/5 for 2 coz even if you got the perfect hand with both Northshire Cleric and both copies of this card in ur starting hand, if the 1st one is played as a 2/5 the 2nd one will be a 2/2 which nothing to brag about for 2 mana coz u still need to hero power it so basically u spend 4 mana for a 2/4, this card is technically like always playing a Carrion Grub with coin on turn 2 and that applies only to the first one u play, and in the time being where blizzard prints a 4 mana 7/7 and 0 mana 5/5 taunts and there are still cards like Doomhammer and Innervate and Preparation that will be around forever and probably will stay untouched, this card is nothing in comparison.
Flamewreathed Faceless is not a good comparison for card design because overload complicates it's real cost - the impact of overload is difficult to evaluate because of the value of tempo shifts drastically with the prevalence of answers in the meta. Ignoring tempo, it's a 6 mana 7/7 which is only +1 stat above baseline. But obviously the tempo makes it powerful.
Your card is a 2 mana 2/5 which is +2 stats above baseline. For +2 stats you need a bigger drawback that is very likely to occur, not an unlikely drawback that has a potential upside (like combo with a very common minion, northshire cleric). For example zombie chow or deathlord - although zombie chow was obviously overpowered. The case of two of your card in your opening hand is an unlikely drawback. That's why I recommend -1 stat or a more likely drawback. A 2/4 for 2 that doesn't require a deck type (dragons) is already big.
Similar to how Shamans use Feral Spirit and Mages use Mirror Image, I was thinking that Priests could use some low-cost spell that summons two taunt minions with some kind of healing effect. The taunts could protect your other minions and buff those that benefit from healing effects like Lightwarden and Holy Champion, at least long enough for them to do some damage. Might allow Priests to be a bit more pro-active.
The way your card is written, it will deal damage to itself if you'll play any other minion in the following turn. Is it intended?
"Infinite" doen't mean "big" - it can be small and have no end.
I've used Priest exclusively since I started HearthStone(2 expansions ago). I find it to be the most frustrating class to play, but the most satisfying class to win with!
Throughout my time exclusively playing priest, I've noticed that their are a few things that make the class almost unbearable to play.
1: No real play for Turns 1-3, Your Hero power is completely useless until about Turn 4, because before then you likely either don't have any minions to play, or any minions to heal. Also your 1-3 Mana spells all can not be used unless you already have minions on the board, such as Divine Spirit, and Power Word: Shield. If you use Divine Spirit within the first 3 turns it loses a ton of value, and Power Word shield is alright.
2: Lack of Board Clears, Holy Nova is ok, but since it is 5 Mana for only 2 damage AOE, you lose so much tempo when you play it. And it usually isnt enough, 2 damage AOE is laughable at Turn 5+. Where as the Shaman can do 2-3 damage AOE 3 turns earlier, at the cost of Overload(2) which isn't much since they have things like 2 Mana 3/4's so overloading isnt a problem for them.
3: Lastly, the priest has no reliable Class Legendary. Confessor Paletress has arguabley the strongest inspire ability in HearthStone but her stats are so bad, she will never survive more than 1 turn being a 7 Mana 5/4. Herald Velazj is extremely situational and generally not worth using. And Prophet Velen is decent.
So basically, adding a new strong and viable class Legendary for Priest would be amazing. My suggestions: a 6 Mana 5/5 Battlecry: "Silence all enemy Minions, Draw a card. If in ShadowForm deal 5 damage to the enemy hero", and/or a 10 Mana 6/6 Taunt, Battlecry "Destroy all enemy minions with 3 or less attack. While in ShadowForm, double this minions HP".
Give Priest more Early game options. Buff ShadowForm Add ShadowForm Synergy Minions. Make ShadwForm 0-1 Mana, change ShadowForm to "Your hero power becomes 'Deal 2 Damage', Shuffle "Renounce Shadows" into your deck. Renounce Shadows "Deactiveate ShadowForm, Draw a card" That buff alone would give Priest a great early game option. Adding 2 more 2-3 cost minions would help. My suggestions: 2 Mana 2/4 BattleCry "If in ShadowForm, deal 1 damage to all minions". 3 Mana 3/4 "If in ShadowForm, destroy your opponents weapon".
Buff Holy nova to 3 damage.
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.
"Infinite" doen't mean "big" - it can be small and have no end.
Not a single Rogue spell competes with either of the Shadow Words.
An empty dagger is even worse than a Northshite.
Neither Vancleefs nor Xaril are at the absurd busted levels you're thinking of, they're average cards at best, just like Velen.
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.
Basically everyone immediately went to giving them a 2 drop, and I'm no exception. However, I imagine Blizzard WANTS priest to suck early, even if they suck a bit too much currently, so I give you... This! (couldn't get hands on a good picture, please tolerate the koala until I replace it with proper art)
Basic idea is fairly straightforward. You play bad but obnoxious to remove minion. You heal said minion by slapping it into something. Suddenly: stalling! Also has synergy with cards like Injured Blademaster and Circle of Healing. Is it as good as Armorsmith? Probably not, but it would hopefully do.
also, Rogue does have decent early minions. You have the scrubs, the huckster, and si7 agent.
They're not the best, but they're at least useful. Priest has nothing. at all.
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.