After making some bold guesses regarding potential new cards (see the 1st page), I'll now try to guess which cards (without name and rarity) will exactly be released (and fail horribly ;)):
1st card: 1 mana, 2/1, Deathrattle: Randomly add one of the already played opponent's cards to your hand. (Recover: Reduce the cost of every card in your hand by (3).)
This is it. Call it borderline OP or something like that, but Blizzard could very well be doing a Shaman on the Priest class. The class is dead last in early game - this and some other cards change that totally. This card really helps you keeping up with faster decks and can give great value for its cost later on. The stats are good enough to trade into 2-drops. Keep the coin in mind though.
The Recover effect (see below for explanation) in the brackets is not actually part of this card. It is rather a ridiculous effect that's way too situational to ever get pulled off. And it is a Anti-Mage ability ;)
2nd card: 2 mana, 2/3, and this effect: "Every minion has -1 attack."
Very strong, slows down the game, gives you almost guaranteed the possibility to capitalize on Northshire. What do you want more?
3rd card: 3 mana, 2/4 and the effect: Battlecry: "Inflict 2 damage to a friendly character AND a random enemy minion."
Not the best stats, but makes up for it with an interesting ability.
4th card: Spell, 4 mana, effect: "Destroy every opposing minion which has modified stats. Recover: Destroy all your minions and draw 2 cards."
Recover is a new keyword. Recover abilities apply when the actual effect fizzles. So if there are no minions with modified stats (damage doesn't count), then the other ability applies. If Blizzard really feels the need to introduce a new board clear, then make it interesting.
5th card: Spell, 5 mana, effect: Restore 2 health to a friendly minion. If the minions health gets fully restored, discover a random card from your opponent's deck. It costs (0)."
Similar to Bane of Doom. I believe as we are getting Pirate-themed cards, stealing cards from your opponent is a possible theme for Priests and also Rogues. The other theme is in my guess is stat modifing (or attack-modifying), not necessarily buffs. This card is fun, rather gimmicky, but can be devastating.
6th card: 4 mana, 2/6, "Every time a character is healed, gain +1/+1. This minion cannot attack directly, if your opponent has a minion on the field."
Can get scary big with the right cards, but wouldn't be played too much, unless there comes more support for it. Your obligatory Priest 4-drop.
7th card: 1 mana, 0/2, "Stealth. Can't attack. Your hero power becomes "Vital Heal". Inflict one 1 damage to a friendly character at the end of your enemy's turn"
Vital Heal would grant you the ability to overheal your hero and to add +1 health to a friendly minion if it has fully restored health. The drawback needs to be there in my opinion. Actually it synergizes well with cards like Acolyte or Cleric. Won't get released though.
8th card: 9 mana, 3/16, "For every 10 health this minion loses, inflict 15 damage to your opponent."
Do you know the feeling as a Priest player when there is a new Legendary and you are all like "Sounds so fun to play, I will surefire play this card...in the right circumstances this card is OP!"? (*cough* Volazj, Paletress *cough*) Just to see that the card unfortunately isn't worth it most times? Here you have it. I and everybody else would so try the shat out off this card. And who knows, maybe this time it actually works out? It makes Velen OTK's easier at least...
9th card: 5 mana, 1/6, "Battlecry: Reduce the attack of all enemy minions by 2. Destroy each that reaches 0 attack. If an enemy minion gets destroyed by this effect, destroy this card. Deathrattle: Gain 3 Health."
Shaman's board clear clears their own board or does an unreliable 2-3 damage without spell damage. I only really like Velen and healing of the priest's abilities.
I would like to see more dragon synergy cards. I would like less STEAL this cards as that really isn't priest's role in WoW (aside from the rare mind control). They won't make a "change all heroes attack to 2" because of shadow word horror that destroys everything. I feel that auchenai gives them better board clear than druid and shaman, granted it is a 2 card deal (not very uncommon to see though). 5 mana deals 2 damage and heals 2 isn't bad. I'd be interested in more spell damage priest minions as well.
I would like to see a 3 mana spell: Change all enemy minions attack to 2 until the end of your turn.
This combos with shadow word pain, cabal and shadow word horror
Maybe not exactly this, but I do like the idea of a cheap Priest spell that can at least blunt your opponent's attack for a turn or two without actually clearing, and be a good combo enabler or soft Ice Block later in the game.
Everyone talks about how Priest needs cheap mass removal, but if they made a truly effective one (something like Maelstrom Portal on steroids), then in conjunction with its other tools I think Priest would just become too good.
I'd like a 3 mana 2/5, "whenever this minion is healed, give it +1 attack". Back to classic Priest style, stick a high health minion and heal it for great value.
I would like to see a 3 mana spell: Change all enemy minions attack to 2 until the end of your turn.
This combos with shadow word pain, cabal and shadow word horror
Maybe not exactly this, but I do like the idea of a cheap Priest spell that can at least blunt your opponent's attack for a turn or two without actually clearing, and be a good combo enabler or soft Ice Block later in the game.
Everyone talks about how Priest needs cheap mass removal, but if they made a truly effective one (something like Maelstrom Portal on steroids), then in conjunction with its other tools I think Priest would just become too good.
Priest needs to stop getting Combo AoE mass removal cards.... The class terribly sucks at card draw, and i still dont get why this class always relies on Combo cards to deal with the opponent's board.
Warrior has way more efficient card draws, and their AoE card tools (Brawl, Revenge, Ravaging Ghoul, Whirlwind, etc) don't even need to Combo in order to activate.....
I personally think Priest is strong right now as it is, People just got used to GvG Priest, where games against Control Priest turned into torture for the opponent. Blizzard certainly doesn't like that playstyle, so they nerfed the class. I guess, now they just need to give the class some early game to make Priest strong, but not as passive as it used to be.
I personally think Priest is strong right now as it is, People just got used to GvG Priest, where games against Control Priest turned into torture for the opponent. Blizzard certainly doesn't like that playstyle, so they nerfed the class. I guess, now they just need to give the class some early game to make Priest strong, but not as passive as it used to be.
WTF Priest is certainly not strong, it's the weakest class, by far there are also statics to stand against that statement in addition to general feel when playing the class, half of the community tries to make Priest decks work.. without much success since WOTOG..
I personally think Priest is strong right now as it is, People just got used to GvG Priest, where games against Control Priest turned into torture for the opponent. Blizzard certainly doesn't like that playstyle, so they nerfed the class. I guess, now they just need to give the class some early game to make Priest strong, but not as passive as it used to be.
Play to rank 20 and you know that priest is not strong, especially in standard.
Just wanted to make a card equivalent to a Fandral level and theme - one that highlights and prioritizes the class's specialization and for Priest's case which I think is Shadowform. Plus, its a legendary unlike TfB and 4 mana 7/7.
Wow, so many broken cards in such a small thread. If you ever wonder why Blizzard doesn't "listen to the commmunity" more often, it's because too many of such suggestions break the game.
So, while we may receive new powerful cards, we won't get anything as powerful as cards showcased here (and that's a good thing for the game). But if i had to bet on a new card, it'd bet on something like this (just to troll all those Purify haters) :
Why has he got his little man out!?
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After making some bold guesses regarding potential new cards (see the 1st page), I'll now try to guess which cards (without name and rarity) will exactly be released (and fail horribly ;)):
1st card: 1 mana, 2/1, Deathrattle: Randomly add one of the already played opponent's cards to your hand. (Recover: Reduce the cost of every card in your hand by (3).)
This is it. Call it borderline OP or something like that, but Blizzard could very well be doing a Shaman on the Priest class. The class is dead last in early game - this and some other cards change that totally. This card really helps you keeping up with faster decks and can give great value for its cost later on. The stats are good enough to trade into 2-drops. Keep the coin in mind though.
The Recover effect (see below for explanation) in the brackets is not actually part of this card. It is rather a ridiculous effect that's way too situational to ever get pulled off. And it is a Anti-Mage ability ;)
2nd card: 2 mana, 2/3, and this effect: "Every minion has -1 attack."
Very strong, slows down the game, gives you almost guaranteed the possibility to capitalize on Northshire. What do you want more?
3rd card: 3 mana, 2/4 and the effect: Battlecry: "Inflict 2 damage to a friendly character AND a random enemy minion."
Not the best stats, but makes up for it with an interesting ability.
4th card: Spell, 4 mana, effect: "Destroy every opposing minion which has modified stats. Recover: Destroy all your minions and draw 2 cards."
Recover is a new keyword. Recover abilities apply when the actual effect fizzles. So if there are no minions with modified stats (damage doesn't count), then the other ability applies. If Blizzard really feels the need to introduce a new board clear, then make it interesting.
5th card: Spell, 5 mana, effect: Restore 2 health to a friendly minion. If the minions health gets fully restored, discover a random card from your opponent's deck. It costs (0)."
Similar to Bane of Doom. I believe as we are getting Pirate-themed cards, stealing cards from your opponent is a possible theme for Priests and also Rogues. The other theme is in my guess is stat modifing (or attack-modifying), not necessarily buffs. This card is fun, rather gimmicky, but can be devastating.
6th card: 4 mana, 2/6, "Every time a character is healed, gain +1/+1. This minion cannot attack directly, if your opponent has a minion on the field."
Can get scary big with the right cards, but wouldn't be played too much, unless there comes more support for it. Your obligatory Priest 4-drop.
7th card: 1 mana, 0/2, "Stealth. Can't attack. Your hero power becomes "Vital Heal". Inflict one 1 damage to a friendly character at the end of your enemy's turn"
Vital Heal would grant you the ability to overheal your hero and to add +1 health to a friendly minion if it has fully restored health. The drawback needs to be there in my opinion. Actually it synergizes well with cards like Acolyte or Cleric. Won't get released though.
8th card: 9 mana, 3/16, "For every 10 health this minion loses, inflict 15 damage to your opponent."
Do you know the feeling as a Priest player when there is a new Legendary and you are all like "Sounds so fun to play, I will surefire play this card...in the right circumstances this card is OP!"? (*cough* Volazj, Paletress *cough*) Just to see that the card unfortunately isn't worth it most times? Here you have it. I and everybody else would so try the shat out off this card. And who knows, maybe this time it actually works out? It makes Velen OTK's easier at least...
9th card: 5 mana, 1/6, "Battlecry: Reduce the attack of all enemy minions by 2. Destroy each that reaches 0 attack. If an enemy minion gets destroyed by this effect, destroy this card. Deathrattle: Gain 3 Health."
Vital Heal is only your hero power for the duration of the minion living.
I love the idea of a minion that reduces attack while it's alive. This fits great with the Priest class, can make interesting combos, and isn't OP.
How about a Priest legendary: 2/3 for 2 mana, effect: Taunt. At the end of each turn gain 1 health.
seems pretty powerful to me. hard to remove protection and synergy with inner fire. note that it gains health at the end of each turn, not just yours.
Shaman's board clear clears their own board or does an unreliable 2-3 damage without spell damage. I only really like Velen and healing of the priest's abilities.
I would like to see more dragon synergy cards. I would like less STEAL this cards as that really isn't priest's role in WoW (aside from the rare mind control). They won't make a "change all heroes attack to 2" because of shadow word horror that destroys everything. I feel that auchenai gives them better board clear than druid and shaman, granted it is a 2 card deal (not very uncommon to see though). 5 mana deals 2 damage and heals 2 isn't bad. I'd be interested in more spell damage priest minions as well.
I personally think Priest is strong right now as it is, People just got used to GvG Priest, where games against Control Priest turned into torture for the opponent. Blizzard certainly doesn't like that playstyle, so they nerfed the class. I guess, now they just need to give the class some early game to make Priest strong, but not as passive as it used to be.
6 mana Priest legendary: Battlecry: trade health with your opponent
https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/240800-hearthstone-board-improvement-idea#c6
Just wanted to make a card equivalent to a Fandral level and theme - one that highlights and prioritizes the class's specialization and for Priest's case which I think is Shadowform. Plus, its a legendary unlike TfB and 4 mana 7/7.
https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/240800-hearthstone-board-improvement-idea#c6