You will heal for 7, because you did 7 damage, same goes for already existing lifesteal cards. If you hit a divine shield minion with the spell you won't get the heal tho...
Everyone's like "Seems good" or "Not bad" but do you even get the point of this card? The first one obviously sucks ass, the second one is a Shadow Bolt which costs 1 more and deals 1 more damage which is irrelevant and finally the third one is good but it's way too hard to get to the third one in the first place because you have to use 2 cards that deal damage to yourself WHILE this is in your hand. Overall a pretty bad card in my opinion.
Edit: I didn't notice the lifesteal. It may actually not be that bad. Now it's kinda hard to evaluate to be honest. We've gotta see.
Edit 2: Holy shit I just saw the other 2 new warlock cards and they make this so much better. This is actually very good lol.
Not all, but quite a few of these cards are good or very good cards that already see play, and some that are not bad, but does not see play due to warlock's lack of healing - that might change now!
as much as I love warlock and every bit of support regarding the heals, there is still one thing about this card, that bugs me.
Not an expert, but let's analyze the card's effect for a bit:
You have a 4 mana deal 3 damage to a minion + Lifesteal (more damage and respectfully health with every spell damage you have).
Kinda slow, especially against fast decks. In this case Tidal Surge acts better,
-> upgrading this with 4 mana deal 5 damage and gain 5 health, BUT you also have to take some damage from your cards, this is the requirement. Let's say you use the cards which were shown in Disguised Toast's channel. You take 2 damage to upgrade this card.
So initially this card becomes 4 mana, deal 5 damage, heal for 3, because after calculating the damage, the heal remains the same.
-> let;s upgrade it further. Now it reads 4 mana, deal 7 damage, heal for 7. But like the statement above, if we calculate the damage taken from wanting to buff this card, then we have the following:
4 mana deal 7 damage to a minion, heal for 3
So what I wanted to say is - we mustn't blindly take this card as a super heal. It has a catch. If we want more heals, then we have to upgrade more spellstones at the same time, we must use spell damage, we must heal to full with Gul'dan and after then could we have an unconditional 4 mana 3/5/7 heal.
Just my thought,
You are disrespecting one thing. Cards with the downside 'deal x dmg to your hero' are in some way overpowered for theyr manacost. You are not just paying mana but also your health to summon a powerful minion.
The thing is you cant calculate the Card like this: 7 heal - 4dmg = 3heal. As if you payed those 4hp just to upgrade the spellstone because you didnt. Your hellfire probably just cleard a whole Board of 2 drops ADDITIONAL it upgraded your spellstone.
as much as I love warlock and every bit of support regarding the heals, there is still one thing about this card, that bugs me.
Not an expert, but let's analyze the card's effect for a bit:
You have a 4 mana deal 3 damage to a minion + Lifesteal (more damage and respectfully health with every spell damage you have).
Kinda slow, especially against fast decks. In this case Tidal Surge acts better,
-> upgrading this with 4 mana deal 5 damage and gain 5 health, BUT you also have to take some damage from your cards, this is the requirement. Let's say you use the cards which were shown in Disguised Toast's channel. You take 2 damage to upgrade this card.
So initially this card becomes 4 mana, deal 5 damage, heal for 3, because after calculating the damage, the heal remains the same.
-> let;s upgrade it further. Now it reads 4 mana, deal 7 damage, heal for 7. But like the statement above, if we calculate the damage taken from wanting to buff this card, then we have the following:
4 mana deal 7 damage to a minion, heal for 3
So what I wanted to say is - we mustn't blindly take this card as a super heal. It has a catch. If we want more heals, then we have to upgrade more spellstones at the same time, we must use spell damage, we must heal to full with Gul'dan and after then could we have an unconditional 4 mana 3/5/7 heal.
Just my thought,
You are disrespecting one thing. Cards with the downside 'deal x dmg to your hero' are in some way overpowered for theyr manacost. You are not just paying mana but also your health to summon a powerful minion.
The thing is you cant calculate the Card like this: 7 heal - 4dmg = 3heal. As if you payed those 4hp just to upgrade the spellstone because you didnt. Your hellfire probably just cleard a whole Board of 2 drops ADDITIONAL it upgraded your spellstone.
This. I don't know why this is so hard for some people to grasp. Mostly because people are idiots. The ridiculous part is you aren't even changing your deck much at all to accommodate this because you're already running Hellfire and Abyssal Enforcer (since 1 upgrade turns it into a completely acceptable card - compare to Holy Fire).
This card is barely playable when its fully upgraded, garbage in every other situation.
Huh? deal 7 damage and restore 7 health is garbage?
I hope english isn't your first language because my sentence couldn't be much simpler to read.
Could you elaborate on why you think it's barely playable, though?
Imo, 7 damage is a decent removal tool late game, since Warlock doesn't have a great deal of single-card removal.
Also, with the Warlock DK, I often tend to find myself in a fatigue battle with mirror-matches or vs DK Jaina or DK Anduin, where we're just trying to win on hero-power. A 7 damage to face + 7 heal for 4 mana is a cheap 14 health swing and could win the game for you.
Besides, it's not all about having it fully upgraded. Sure, you get the best value that way, but even when it's only been upgraded once, it's essentially +1 spell damage'd Shadow Bolt with lifesteal, for only 1 mana more.
However, like yesterday I have the following vision in my head - just imagine for a sec, that you are facing a burn deck (let's say Raza Priest) or you are low on health and want to heal desperately. Then this spell won't act like a Refreshment Vendor - like an unconditional heal option. The "unconditional" part will always be those 3 health points.
What I'm saying is, is the following - You are right, I shouldn't have looked at the card, as a one, which requires for me to take some damage, in order to upgrade it. Instead I should have looked at it in the context of nullifying the previous damage, taken from using the reactive tools, for which I didn't only pay mana but also health. So this "erases" the self-damage drawback from those powerful cards. But in my post I was also talking about the net heal, which warlock really needs. Either because of too many taps or because the opponent inflicted that damage to us via their board or burn spells. But we need to recover from that as well. For now we only have Mistress of Mixtures, Siphon Soul, Drain Soul and Bloodreaver Gul'dan, who heals us slowly over time (with the insta 5 heal from the armor + every potential blocked damage from the resurrected taunts). Now we have also Amethyst Spellstone in our disposal, which works as you described it, but the unconditional heal, I was talking about, with this remains the 3 health points you recover. I didn't say the card is bad, correct me if I mentioned it somewhere, I just said: we mustn't blindly take this card as a super heal. It has a catch.
Quick note:
Now, some may argue, that the "heal" in warlock is actually the damage we inflict to ourselves. As paradoxical it may sound, someone could insist, that it's better to take some little damage, e.g. from Hellfire or even from Felfire Potion, but doing this you preserve yourself from the bigger damage, you could have taken (from the opponent's board).
But for me an unconditional, net heal won't be useless in this class at all.
This card is barely playable when its fully upgraded, garbage in every other situation.
Huh? deal 7 damage and restore 7 health is garbage?
I hope english isn't your first language because my sentence couldn't be much simpler to read.
Could you elaborate on why you think it's barely playable, though?
Imo, 7 damage is a decent removal tool late game, since Warlock doesn't have a great deal of single-card removal.
Also, with the Warlock DK, I often tend to find myself in a fatigue battle with mirror-matches or vs DK Jaina or DK Anduin, where we're just trying to win on hero-power. A 7 damage to face + 7 heal for 4 mana is a cheap 14 health swing and could win the game for you.
Besides, it's not all about having it fully upgraded. Sure, you get the best value that way, but even when it's only been upgraded once, it's essentially +1 spell damage'd Shadow Bolt with lifesteal, for only 1 mana more.
He can't elaborate.
If Blizzard printed a 4 mana spell that dealt 7 dmg and had lifesteal, it would be included in every deck ever. So his statement that fully upgraded its barely playable is just bait. I took it, but it was just bait.
Could you elaborate on why you think it's barely playable, though?
Assuming you've upgraded this by turn 7, it still too slow to really matter against fast decks and too specific to be better than Siphon Soul against control.
The problem of course is that this card requires activating, which means that most likely this card won't be upgraded in the moments its capable to really shine, which are already limited due to is fixed damage, costing and target limitation. Even the comparison to Shadow Bolt suffers the same, Shadow Bolt itself is barely playable, often the first card to be cut from decks and that requires no activation.
More over the cards released to "support" this spell do more to support a fast list than a slow one and those list will never play a card with such limited use.
The fact is this card is overrated for the exact reason Blood-Queen was, the card has the word Lifesteal, which seems to make people blind to the massive downsides these cards have, such as this card being able to only target minions for example.
Could you elaborate on why you think it's barely playable, though?
Assuming you've upgraded this by turn 7, it still too slow to really matter against fast decks and too specific to be better than Siphon Soul against control.
Uh, it can be upgraded by turn 2, especially with the two new zoo cards. Having a card stronger than fireball available on turn 4 or 5 is hardly "barely playable"
Uh, it can be upgraded by turn 2, especially with the two new zoo cards. Having a card stronger than fireball available on turn 4 or 5 is hardly "barely playable"
Fireball can go face, this only kills minions.
Also Tempo Mages do not keep Fireball in their mulligans, this card not only requires you do so but you have to have the activators for it to not be effectively dead. Even then fast lists would always prefer a higher Tempo play than just removing a minion.
And that's best case for this card . . .
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Even at lifesteal 3 its gonna be playable.I love it!
Best quotes:
"Casual is perfectly fine"
"warlock is not overpowered"
"Playing odd paladin just to test it"
all spellstones must be in your hand to upgrade. Everything else would be a bit too strong.. ;D
I don't think Bloodbloom will trigger, but the tunneler will :D
You will heal for 7, because you did 7 damage, same goes for already existing lifesteal cards. If you hit a divine shield minion with the spell you won't get the heal tho...
Just for reference - complete list of cards that warlock can play to upgrade this card in standard:
Flame Imp
Kobold Librarian
Bloodbloom + any spell
Vulgar Homunculus
Chittering Tunneler
Unlicensed Apothecary
Hellfire
Pit Lord
Dread Infernal
Felfire Potion
Abyssal Enforcer
Cho'gall + any spell
Emerald Reaver
Abomination
Bittertide Hydra
Bomb Squad
Baron Geddon
Cards that may damage the hero:
Spreading Madness
Mad Bomber
Not all, but quite a few of these cards are good or very good cards that already see play, and some that are not bad, but does not see play due to warlock's lack of healing - that might change now!
Will be included in pretty much all Warlock decks...more dmg then fireball for 4 mana and healing...jesus....
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Nice post. A lot of these cards I didn't consider.
I already have quite a fun highlander deck with a Flame Imp, Hellfire, [card]Abyssal Enforcer[/card] Felfire Potion and Dread Infernal in it. So this spellstone will slot right in.
Control Warlock need this. This card role: Heal while you control a board. Stronger than Siphon Soul, but you will bring both into your deck.
Uh, it can be upgraded by turn 2, especially with the two new zoo cards. Having a card stronger than fireball available on turn 4 or 5 is hardly "barely playable"