2 mana, 2/3, your healing effects heal for 1 more.
For example, Flash Heal would heal for 6 when this is out.
It makes priest's face and minions a bit more durable, gives it a 2 drop with consistently good stats and effect, and helps the embrace the shadow combo deck.
Body is weak, but the effect can be quite insane. And as Shaman cheat their overload mechanic, we should be allowed to cheat the level restrictions of our removals. Might be too good with Cabal Shadow Priest, but on 8 mana, Call of the Skill seems stronger.
Sadly, a 2 mana 2/3 that synergizes with healing cards sounds good in theory but just doesn't cut it. I remember how excited I was for Shadowboxer in gvg. The problem is that because of the synergy, you want to hold it til you can also heal to take advantage of its added value. This sort of tension is what always plagues priest's early minions.
Northshire Cleric looks like a great 1 drop (decent stats, great effect), but play it on T1 and maybe it gets killed and you don't get the value. Same with your theory craft and Shadowboxer at 2, Shadowfiend at 3 has the same problem of needing to survive a turn. This is why Dark Cultist was great, it had the 3/4 stat line that at the time was the best at that mana cost, the effect was just bonus if you got it.
This is sort of the appeal of dragon priest, the early game minions all just rely on stats for good value. Though at the inconsistency of requiring dragon synergy.
I do like the idea of cards improving on priests heropower. I would love to see a Justicar/Finley esque minion to transition Priest to shadow form without the huge tempo loss.
Body is weak, but the effect can be quite insane. And as Shaman cheat their overload mechanic, we should be allowed to cheat the level restrictions of our removals. Might be too good with Cabal Shadow Priest, but on 8 mana, Call of the Skill seems stronger.
way too op. That card would also never be played on T2, and would just be saved for the T8 mind control plus a 6/7 in total stats with cabal.
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My soul is painted like the wings on butterflies, the fairytales of yesterday will grow but never die. I can fly, my friends.
Sadly, a 2 mana 2/3 that synergizes with healing cards sounds good in theory but just doesn't cut it. I remember how excited I was for Shadowboxer in gvg. The problem is that because of the synergy, you want to hold it til you can also heal to take advantage of its added value. This sort of tension is what always plagues priest's early minions.
Northshire Cleric looks like a great 1 drop (decent stats, great effect), but play it on T1 and maybe it gets killed and you don't get the value. Same with your theory craft and Shadowboxer at 2, Shadowfiend at 3 has the same problem of needing to survive a turn. This is why Dark Cultist was great, it had the 3/4 stat line that at the time was the best at that mana cost, the effect was just bonus if you got it.
This is sort of the appeal of dragon priest, the early game minions all just rely on stats for good value. Though at the inconsistency of requiring dragon synergy.
I do like the idea of cards improving on priests heropower. I would love to see a Justicar/Finley esque minion to transition Priest to shadow form without the huge tempo loss.
i see what you mean, it's a shame.
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My soul is painted like the wings on butterflies, the fairytales of yesterday will grow but never die. I can fly, my friends.
Body is weak, but the effect can be quite insane. And as Shaman cheat their overload mechanic, we should be allowed to cheat the level restrictions of our removals. Might be too good with Cabal Shadow Priest, but on 8 mana, Call of the Skill seems stronger.
This card idea is stupid, but your justification is stupider. Never justify cards against other op cards, that's how power creep works.
Body is weak, but the effect can be quite insane. And as Shaman cheat their overload mechanic, we should be allowed to cheat the level restrictions of our removals. Might be too good with Cabal Shadow Priest, but on 8 mana, Call of the Skill seems stronger.
Are you calling the conditions on cards like Shadow Word: Pain and Stampeding Kodo "level restrictions"? What an odd name for it.
Sadly, a 2 mana 2/3 that synergizes with healing cards sounds good in theory but just doesn't cut it. I remember how excited I was for Shadowboxer in gvg. The problem is that because of the synergy, you want to hold it til you can also heal to take advantage of its added value. This sort of tension is what always plagues priest's early minions.
Northshire Cleric looks like a great 1 drop (decent stats, great effect), but play it on T1 and maybe it gets killed and you don't get the value. Same with your theory craft and Shadowboxer at 2, Shadowfiend at 3 has the same problem of needing to survive a turn. This is why Dark Cultist was great, it had the 3/4 stat line that at the time was the best at that mana cost, the effect was just bonus if you got it.
This is sort of the appeal of dragon priest, the early game minions all just rely on stats for good value. Though at the inconsistency of requiring dragon synergy.
I do like the idea of cards improving on priests heropower. I would love to see a Justicar/Finley esque minion to transition Priest to shadow form without the huge tempo loss.
i see what you mean, it's a shame.
It is a shame, because 2 drops with interesting effects that play into combo or heal synergy decks would be awesome like the one you suggest. But given the lack of a solid early game option, it's just not the answer to priest's current problems.
Body is weak, but the effect can be quite insane. And as Shaman cheat their overload mechanic, we should be allowed to cheat the level restrictions of our removals. Might be too good with Cabal Shadow Priest, but on 8 mana, Call of the Skill seems stronger.
way too op. That card would also never be played on T2, and would just be saved for the T8 mind control plus a 6/7 in total stats with cabal.
You mean as OP as a 4 mana 7/7? Or a 8 mana summon a 5/2, 2/4 and a 5/4 with taunt? Priest needs an very OP card to come out of the gutter it is.
So the big problem is that when the Priest do pull off one of their conditional removals, they can usually never take advantage of that. Shadow Word: Pain on a 3/6 on turn 4 should be super punishing, but it's not really that when the biggest thing the Priest can play is a 2/3 that boosts a C'Thun. The only exceptions to this are: 1. Shadow Word: Death + Big Minion (only possible very late in the game) 2. Mind Control (only possible in a slow meta) 3. Auchenai Soulpriest + Flash Heal 4. Cabal Shadow Priest So basically only 3. and 4. If you compare that to the other big control class, Warrior, they have many more ways to gain tempo or some other advantage while at the same time removing a minion.
With so few tempo plays, the only way a Priest can win is by waiting until their opponent runs out of minions, or outvaluing them in a fatigue game. That's not really possible either because it leaves Priest vulnerable to oneshot combo decks (unlike Warrior, no armor), nor does it have any good taunts to protect against decks that choose to just go face.
This card unfortunately does not solve any of these issues.
I think the problem with Priest lies in the core design of the game.
Blessing of Kings and Mark of the Wild should be a Priest cards. They allow you to make one very scary minion and heal it.
Seal of Champions is a good Paladin card. That should be the line: Paladin spells buff Attack and/or grant Divine Shield, but never Health; Priest spells buff Health (and sometimes Attack).
Mark of Nature is modeled after what Druid buffs should look like: Choose One effects.
With access to good minion buffs, Priest decks become viable by using a class of exceptional buff recipients. For example, Priest decks were okay, but not spectacular, with access to Deathlord and Velen's Chosen. That was just two cards; they'd need four or so to be truly competitive.
2 mana, 2/3, your healing effects heal for 1 more.
For example, Flash Heal would heal for 6 when this is out.
It makes priest's face and minions a bit more durable, gives it a 2 drop with consistently good stats and effect, and helps the embrace the shadow combo deck.
Thoughts?
My soul is painted like the wings on butterflies, the fairytales of yesterday will grow but never die. I can fly, my friends.
My soul is painted like the wings on butterflies, the fairytales of yesterday will grow but never die. I can fly, my friends.
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.
My soul is painted like the wings on butterflies, the fairytales of yesterday will grow but never die. I can fly, my friends.
1/2 Minion. Battlecry: your Hero Power can overheal your Hero.
My soul is painted like the wings on butterflies, the fairytales of yesterday will grow but never die. I can fly, my friends.
I have a better one:
2 mana 2/2
Ignore all level restrictions from class cards.
Body is weak, but the effect can be quite insane. And as Shaman cheat their overload mechanic, we should be allowed to cheat the level restrictions of our removals. Might be too good with Cabal Shadow Priest, but on 8 mana, Call of the Skill seems stronger.
Sadly, a 2 mana 2/3 that synergizes with healing cards sounds good in theory but just doesn't cut it. I remember how excited I was for Shadowboxer in gvg. The problem is that because of the synergy, you want to hold it til you can also heal to take advantage of its added value. This sort of tension is what always plagues priest's early minions.
Northshire Cleric looks like a great 1 drop (decent stats, great effect), but play it on T1 and maybe it gets killed and you don't get the value. Same with your theory craft and Shadowboxer at 2, Shadowfiend at 3 has the same problem of needing to survive a turn. This is why Dark Cultist was great, it had the 3/4 stat line that at the time was the best at that mana cost, the effect was just bonus if you got it.
This is sort of the appeal of dragon priest, the early game minions all just rely on stats for good value. Though at the inconsistency of requiring dragon synergy.
I do like the idea of cards improving on priests heropower. I would love to see a Justicar/Finley esque minion to transition Priest to shadow form without the huge tempo loss.
My soul is painted like the wings on butterflies, the fairytales of yesterday will grow but never die. I can fly, my friends.
My soul is painted like the wings on butterflies, the fairytales of yesterday will grow but never die. I can fly, my friends.
That battlecry is so strong, that it never would have a 2/3 body. I tried to be realistic...:)
So the big problem is that when the Priest do pull off one of their conditional removals, they can usually never take advantage of that. Shadow Word: Pain on a 3/6 on turn 4 should be super punishing, but it's not really that when the biggest thing the Priest can play is a 2/3 that boosts a C'Thun. The only exceptions to this are:
1. Shadow Word: Death + Big Minion (only possible very late in the game)
2. Mind Control (only possible in a slow meta)
3. Auchenai Soulpriest + Flash Heal
4. Cabal Shadow Priest
So basically only 3. and 4.
If you compare that to the other big control class, Warrior, they have many more ways to gain tempo or some other advantage while at the same time removing a minion.
With so few tempo plays, the only way a Priest can win is by waiting until their opponent runs out of minions, or outvaluing them in a fatigue game. That's not really possible either because it leaves Priest vulnerable to oneshot combo decks (unlike Warrior, no armor), nor does it have any good taunts to protect against decks that choose to just go face.
This card unfortunately does not solve any of these issues.
I think the problem with Priest lies in the core design of the game.
Blessing of Kings and Mark of the Wild should be a Priest cards. They allow you to make one very scary minion and heal it.
Seal of Champions is a good Paladin card. That should be the line: Paladin spells buff Attack and/or grant Divine Shield, but never Health; Priest spells buff Health (and sometimes Attack).
Mark of Nature is modeled after what Druid buffs should look like: Choose One effects.
With access to good minion buffs, Priest decks become viable by using a class of exceptional buff recipients. For example, Priest decks were okay, but not spectacular, with access to Deathlord and Velen's Chosen. That was just two cards; they'd need four or so to be truly competitive.
How about a 2 mana 2/2 that adds a random 0 cost card to your hand. Could be pretty OP but it Could also wiff completely with Totemic Might.
Includes: wisp, tinyfin, druid 1 damage spell, forbidden flame, forbidden shaping, silence, CoH, ancestral healing, Totemic might, backstab, prep, inner rage, warlock forbidden card.