the Card has to go through each upgrade Phase. You can "save" healing (e.g. heal two times for 2 and it will upgrade) but any "overheal" is lost (healing for 8 will upgrade it and you need to heal for 3 again). And it has to be in the Hand, in case you are wondering that as well.
For understanding of how the card upgrades, say if you restore 6 health in one turn - does this automatically upgrade the card to it's maximum? Or does each upgrade act as a tier (you restore minimum 3 health, you can restore more but the card has to go through each upgrade phase)?
No. Each step of the upgrade must be a separate action, although one step can be split across multiple actions. Say you've already healed for 2 -- then an action that causes any amount of healing will complete one upgrade. You would need something else to heal you for 3 more to get the next upgrade.
What if you are at 30 HP and the effect of the Benevolent Djinn (for example) activates? Will the spellstone upgrade?
becauses it says "restore" and not "heal", my guess would be that it still counts even at 30hp
No, healing, restoring health, and damage never count if the amount is zero. That's why poison doesn't work if you deal zero damage thanks to divine shield, for example.
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"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
For understanding of how the card upgrades, say if you restore 6 health in one turn - does this automatically upgrade the card to it's maximum? Or does each upgrade act as a tier (you restore minimum 3 health, you can restore more but the card has to go through each upgrade phase)?
From what I've gathered about the spell stones, you need to go though each tier. So you need two separate instances of 3 heal for it count. (Or 1+2 and then a 3 or whatever) one big old heal won't work.
What if you are at 30 HP and the effect of the Benevolent Djinn (for example) activates? Will the spellstone upgrade?
becauses it says "restore" and not "heal", my guess would be that it still counts even at 30hp
I find that logic a little bit suspect. Like, yeah, the wording is a bit different then normal, but that'd be the first time that healing something on full health has counted as healing. And I don't see the logic behind the word "restore" changing that. Restore means to bring back something to what it once was. If there's not damage that has been done, there's no way to restore it.
Well, after seeing the real tokens my opinion is completely different.
As a late game card can allow some intersting swing by playing a 4/4 or a 6/6 with taunt for 2 and play something else in the same turn. It really depends on the rest of the deck, but the card is not bad IMO
I love it how the upvotes changed from playable to very good after the change. I think this will become a staple card in control paladin. With Wickerflame and Truesilver you can play this card at T5
The thing is , to make this work we have to obviously play it in a Control deck, and this is more of a tempo card ... strange. But its powerfull ,the best card revealed for paladin so far..
Anyway, as long as Priest can otk healing doesnt seem very appealing .
Not all equally viable, but there are possibilities. The healing will be remembered by the spellstone, two times healing for 2 will upgrade it.
Why has no one mentioned Chillblade Champion? This card has charge and lets you attack key aggro minions before they get the inevitable next turn buff. It heals your hero and if you can survive against a 1 attack minion then this card basically gets taunt. I voted the spellstone as bad. I would rather have chillblade solo or in a buffadin deck than the first 2 iterations of the pearl. Maybe the 3rd version is playable in control, but I am very skeptical.
the Card has to go through each upgrade Phase. You can "save" healing (e.g. heal two times for 2 and it will upgrade) but any "overheal" is lost (healing for 8 will upgrade it and you need to heal for 3 again). And it has to be in the Hand, in case you are wondering that as well.
So in theory Misstress of Mixtures could get you to play a 4/4 taunt on turn 2... if you take damage before your second turn comes
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
a) you restore 8 health with 1 card -> 1 upgrade
b) you restore 1 + 2 health -> 1 upgrade
c) you restore 3 health -> 1 upgrade
that was my last state of information
Its actually pretty solid when you consider you just need to heal for 6 to get 3 2/2's with taunt decint control paladin card.
2x 49646 [/card] and [card=gold]293 would help
Too bad it isn't a silverhand recruit so you can't level it up.
NOW this card looks more attractive. Getting a 6/6 with taunt for 2 mana is a great deal.
Well, after seeing the real tokens my opinion is completely different.
As a late game card can allow some intersting swing by playing a 4/4 or a 6/6 with taunt for 2 and play something else in the same turn. It really depends on the rest of the deck, but the card is not bad IMO
Pretty good I suppose . .
Still worse than Thing from Below though.
I love it how the upvotes changed from playable to very good after the change. I think this will become a staple card in control paladin. With Wickerflame and Truesilver you can play this card at T5
FOR THE HORDE!
Why does everything keep saying fluffy on it when it's first revealed??? Did I miss something??
Card looks ok-ish though, good synergy with the new 3-drop. Probably too slow to see much play though.
Is that it? A single minion with taunt? And a deck full of heals to make it work. Wow that suck.
The thing is , to make this work we have to obviously play it in a Control deck, and this is more of a tempo card ... strange. But its powerfull ,the best card revealed for paladin so far..
Anyway, as long as Priest can otk healing doesnt seem very appealing .
FOR THE HORDE!
A 6/6 taunt is far better that 3x 2/2 taunt but still this looks lakeluster for a lot of reasons, i doubt this will see play.