This card is playable at best. Really it's just 1 mana too costly for it to really see play IMO. The effect is good but the cost is just too high.
You can't compare this to Convert because Convert isn't removal nor can it target your own minions. That's a bad comparison. You can't compare this to Entomb because Entomb removed Deathrattle minions without consequence, another bad comparison. That pretty much leaves us with cross-class comparisons like Hammer of Wrath.
Now actually, I'd argue that Holy Water is better than Hammer of Wrath. You have more direct control over what card is added to your hand. Hammer is a simple Draw a Card that any number of other cards can accomplish. Holy Water is add a specific card to your hand, so you can heavily manipulate the value you gain from it. It also deals 1 extra damage but then again it costs 1 more mana as well.
I just don't think being able to murder your own minions in order to add another copy of said minion to your hand warrants the praise this card is receiving throughout this thread. I also don't see this being included in anyone's list of 30 cards for their deck. As others have said, as a Lyra pull, it's not bad. I'd even argue that result is pretty good. And, there may be a few fringe cases where this card makes the cut. Overall though, I think this card is about average and generally speaking, average isn't good enough for constructed.
I think turn 4 Duskbreaker, turn 5 kill the Duskbreaker with this, turn 6 Play Duskbreaker might see some fringe play. So, not totally an anti-control card.
good arena card. Where Holy Fire sees play as a way for 5 damage/removal. This will likely be a good pick with the addition of getting a minion out of it.
In constructed this might see play in deathrattle. Being able to get the deathrattle off in addition to getting it back in your hand to play again.
I don't know what people see in this card. I don't see how it could ever be "meta-defining". At 4 mana this card would be been really good, but at 5 mana it's kinda weak. Hammer of wrath does 3 damage and draws a card from your deck every single time, and it's not really played. This card does 4 damage for 5 mana and can get you a targeted "draw" of a minion on the board that may or may not be good with your deck ONLY if that minion dies from the effect. I can see some priests running it as a one-of for control matchups and that's about it.
Great way to deal with rush cards. Normally rush is good value because you trade a minion and your opponent still wasted a second resource to kill the rest of it. But this kills the rush minion and puts a resource back into your hand.
I think there are plenty of useful minions with only 4 health. Vilespine Slayer comes to mind.
Current Control Priest decks run 10 to 15 spells, and with a lot of those rotating to Wild, I don't see why you couldn't run 2x Pain, 2x Death, 2x Visions, 2x Scream, and 2x Holy Water at a minimum. I mean with Visions, you don't even need to run two copies of these a lot of the time, so you definitely can be running at least one copy of your non Shadow Visions spells.
What? R srs or r joke?
Control Priest runs purely anti aggro spells and spells to target Warlock. This card is awful in both those situations.
This card is batshit useless against aggro. Spend 5 mana, remove what? Warleader? Megasaur? That you can never play against aggro because it does Nothing?
Don't just randomly say "well this priest deck plays spells so they'll play this because it's a spell!"
Sigh.
This card is only good against Mid range or Control and specifically if they're running a minion this can kill. The fact that it's useless against Aggro, and doesn't fit combo or summoner priest, makes it a likely dead card. Period.
Current Control Priest decks run 10 to 15 spells, and with a lot of those rotating to Wild, I don't see why you couldn't run 2x Pain, 2x Death, 2x Visions, 2x Scream, and 2x Holy Water at a minimum. I mean with Visions, you don't even need to run two copies of these a lot of the time, so you definitely can be running at least one copy of your non Shadow Visions spells.
What? R srs or r joke?
Control Priest runs purely anti aggro spells and spells to target Warlock. This card is awful in both those situations.
This card is batshit useless against aggro. Spend 5 mana, remove what? Warleader? Megasaur? That you can never play against aggro because it does Nothing?
Don't just randomly say "well this priest deck plays spells so they'll play this because it's a spell!"
Sigh.
This card is only good against Mid range or Control and specifically if they're running a minion this can kill. The fact that it's useless against Aggro, and doesn't fit combo or summoner priest, makes it a likely dead card. Period.
Do I troll here? Not really.
Control Priest runs cards that counter Warlock and Paladin. Holy Water could work against both. I don't know if you've played against aggro lately but they don't have high health minions around turn 5. Maybe you only run 1x Holy Water in that case? I'm so incredibly sorry it's not immediately obvious if this card is super strong or not. That definitely means I'm trolling if I don't call it absolute trash.
The claim was that Priest doesn't have room to run this card if they're also running Pain, Death, and Visions. I was merely pointing out that current Control Priest has plenty of room for more spells with the ones that are leaving standard. That's it. I'm not claiming this card will be an auto-include in every Priest deck forever, or that this card wins games on its own, or that this card singlehandedly beats Cubelock. I think this card - much like most cards we've seen in the new expansion so far - are not crazy powerful, yet they're decent. Consider that we're at the start of a Hearthstone year and WW will be in the meta the longest - do you want a repeat of last year and Gadgetzan with completely OP cards breaking Hearthstone for the next rotation? I think this time around they're printing cards with an okay power level but have interesting effects that you can build around, instead of BAM SLAM THIS MOTHERFUCKER DOWN AND WIN THE GAME UNLESS YOUR OPPONENT HAS AN ANSWER, THAT'S RIGHT THEY DONT' YOU WIN THE GAME ON THE SPOT, BOOM! Cards that aren't crazy strong, but are interesting nonetheless.
inb4 "tl;dr.......doesn't beat cubelock so it's unplayable trash"
If you don't read any of the above, at least leave with this. It's okay to disagree with someone's evaluation of a card, but let's not resort to insulting each other over it.
i think it's particularly hard to appraise this without any clear picture of what priest decks will be viable and what the shape of the meta will be. it's a decent value card in a vacuum but useless without the right support. it does SEEM to me that the meta might be very value/board oriented, given what's been printed and what's rotating, in which case this card's probably pretty decent.
i think it's particularly hard to appraise this without any clear picture of what priest decks will be viable and what the shape of the meta will be. it's a decent value card in a vacuum but useless without the right support. it does SEEM to me that the meta might be very value/board oriented, given what's been printed and what's rotating, in which case this card's probably pretty decent.
If it ends up being that we get some good deathrattle minions in the shared cards, DR priest could be solid.
Here is a half size version of Mind Control, but is it worth including when I don't know if my opponent will have minions worth copying? Maybe I'm meant to use it on my own minions, especially Deathrattle minions, so I can summon even more of them. Except Priests have cheaper cards to copy their own minions: Mirage Caller, Vivid Nightmare, and Prince Taldaram.
Nice card, removal + "draw" in the same spot.
This will make you think before dropping anything good... sigh
This card is playable at best. Really it's just 1 mana too costly for it to really see play IMO. The effect is good but the cost is just too high.
You can't compare this to Convert because Convert isn't removal nor can it target your own minions. That's a bad comparison. You can't compare this to Entomb because Entomb removed Deathrattle minions without consequence, another bad comparison. That pretty much leaves us with cross-class comparisons like Hammer of Wrath.
Now actually, I'd argue that Holy Water is better than Hammer of Wrath. You have more direct control over what card is added to your hand. Hammer is a simple Draw a Card that any number of other cards can accomplish. Holy Water is add a specific card to your hand, so you can heavily manipulate the value you gain from it. It also deals 1 extra damage but then again it costs 1 more mana as well.
I just don't think being able to murder your own minions in order to add another copy of said minion to your hand warrants the praise this card is receiving throughout this thread. I also don't see this being included in anyone's list of 30 cards for their deck. As others have said, as a Lyra pull, it's not bad. I'd even argue that result is pretty good. And, there may be a few fringe cases where this card makes the cut. Overall though, I think this card is about average and generally speaking, average isn't good enough for constructed.
Or like Kripp pointed out in his reveal video, opponent plays Lord Godfrey, you just one shot it with Holy Water.
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I think turn 4 Duskbreaker, turn 5 kill the Duskbreaker with this, turn 6 Play Duskbreaker might see some fringe play. So, not totally an anti-control card.
Galavant Animation
good arena card. Where Holy Fire sees play as a way for 5 damage/removal. This will likely be a good pick with the addition of getting a minion out of it.
In constructed this might see play in deathrattle. Being able to get the deathrattle off in addition to getting it back in your hand to play again.
I don't know what people see in this card. I don't see how it could ever be "meta-defining". At 4 mana this card would be been really good, but at 5 mana it's kinda weak. Hammer of wrath does 3 damage and draws a card from your deck every single time, and it's not really played. This card does 4 damage for 5 mana and can get you a targeted "draw" of a minion on the board that may or may not be good with your deck ONLY if that minion dies from the effect. I can see some priests running it as a one-of for control matchups and that's about it.
Dirty card! Dirty dirty dirty!
*stares at Bane of Doom* Be better, dang it!
Great way to deal with rush cards. Normally rush is good value because you trade a minion and your opponent still wasted a second resource to kill the rest of it. But this kills the rush minion and puts a resource back into your hand.
I think there are plenty of useful minions with only 4 health. Vilespine Slayer comes to mind.
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i think it's particularly hard to appraise this without any clear picture of what priest decks will be viable and what the shape of the meta will be. it's a decent value card in a vacuum but useless without the right support. it does SEEM to me that the meta might be very value/board oriented, given what's been printed and what's rotating, in which case this card's probably pretty decent.
"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
Likely just slightly worse than Entomb, a card that was Meta Defining in a FAR stronger format (pre-standard) than this next rotation will likely be.
Here is a half size version of Mind Control, but is it worth including when I don't know if my opponent will have minions worth copying? Maybe I'm meant to use it on my own minions, especially Deathrattle minions, so I can summon even more of them. Except Priests have cheaper cards to copy their own minions: Mirage Caller, Vivid Nightmare, and Prince Taldaram.
Another strong card for Priest. The Witchwood has been good to the class so far.
Its like they are actively trying to stop people from wanting to play this game.