Well, like I mentioned, Touch of Darkness is just for comboing out Son of the Void and Psychic Horror. It's a cheap way to make those cards more reliable incase you didn't draw Shadowform/can't spend the 3 mana. Using the Hero Power would be a last resort.
Priests desperately need better early game. A solid 2 drop minion would help the class out immensely. At first this card started as a joke but now, I honestly think not only would it be good, it would be played. I give you, the priest 2 drop of our dreams!
Saturate your opponent's deck with garbage. Let them know how it feels! Face it, this is how Purify becomes good....by giving it to your opponent. There isn't a deck out there that isn't made worse by Purify. By forcing them into your opponent's deck, it can provide a solid tactical advantage! Play two of these bad boys and that's up to 10 copies of Purify added to your opponent's deck they have to deal with! That's just...wow!
Very funny, but also pretty risky. The card basically gives your opponent a limited Warlock hero power without the health cost. Four Purifies might actually help some Mage and Rogue decks more than it hurts them. All they need is a token minion to silence multiple times to get easy draws.
Priests desperately need better early game. A solid 2 drop minion would help the class out immensely. At first this card started as a joke but now, I honestly think not only would it be good, it would be played. I give you, the priest 2 drop of our dreams!
Saturate your opponent's deck with garbage. Let them know how it feels! Face it, this is how Purify becomes good....by giving it to your opponent. There isn't a deck out there that isn't made worse by Purify. By forcing them into your opponent's deck, it can provide a solid tactical advantage! Play two of these bad boys and that's up to 10 copies of Purify added to your opponent's deck they have to deal with! That's just...wow!
Very funny, but also pretty risky. The card basically gives your opponent a limited Warlock hero power without the health cost. Four Purifies might actually help some Mage and Rogue decks more than it hurts them. All they need is a token minion to silence multiple times to get easy draws.
You say that it gives your opponent a limited warlock hero power and that's not true. Let's imagine two scenarios.
In the first scenario, it's turn 6 and your opponent draws an Azure drake and plays it. Pretty standard.
In the second scenario, everything plays out the exact same way except the Priest played Ivory Purifier. Come turn 6, your opponent would have drawn an Azure Drake but now draws an Purify instead. So the Purify has already disrupted your opponent by being drawn instead of the Azure Drake. Now to even cycle the Purify, he has to have a minion on board to silence and has to spend 2 mana to do so. Now lets assume he has a minion on board and does so. Voila, he draws his Azure Drake. However, he now only has 4 mana and cannot play it. The Purify completely disrupted his turn. This becomes even more detrimental if they have no minion on the board to allow the cycle, or they simply have no minion they wish to self silence.
The only way it's even remotely dangerous to flood your opponent's deck with Purify is if they can take advantage of the friendly silence. Since we as priests aren't likely to debuff the enemy minions, there's very little risk of that. There's also some spell synergy risk, such as Gadgetzan Auctioneer or Violet Teacher. Otherwise, they're basically just a, 'You don't draw a card this turn unless you spend (2) mana and silence a friendly minion' card.
You say that it gives your opponent a limited warlock hero power and that's not true. Let's imagine two scenarios.
In the first scenario, it's turn 6 and your opponent draws an Azure drake and plays it. Pretty standard.
In the second scenario, everything plays out the exact same way except the Priest played Ivory Purifier. Come turn 6, your opponent would have drawn an Azure Drake but now draws an Purify instead. So the Purify has already disrupted your opponent by being drawn instead of the Azure Drake. Now to even cycle the Purify, he has to have a minion on board to silence and has to spend 2 mana to do so. Now lets assume he has a minion on board and does so. Voila, he draws his Azure Drake. However, he now only has 4 mana and cannot play it. The Purify completely disrupted his turn. This becomes even more detrimental if they have no minion on the board to allow the cycle, or they simply have no minion they wish to self silence.
The only way it's even remotely dangerous to flood your opponent's deck with Purify is if they can take advantage of the friendly silence. Since we as priests aren't likely to debuff the enemy minions, there's very little risk of that. There's also some spell synergy risk, such as Gadgetzan Auctioneer or Violet Teacher. Otherwise, they're basically just a, 'You don't draw a card this turn unless you spend (2) mana and silence a friendly minion' card.
Warlocks are often forced to use two mana to draw one of the cards they need. It can also mess up their curve, yet many people consider their hero power one of the strongest in the game. I'm sure there are cases where it would mess someone's deck up. But considering how strong miracle rogue and spell damage rogue is right now, I wouldn't want to run the risk of giving them more cheap spells. Purify targets probably wouldn't be that hard to find. Many battle cry and combo minions could be silenced without doing any harm and they could purify the same target multiple times.
It's not a bad card, I'm just saying it has risks. I would still rather have it than Purify by itself.
You say that it gives your opponent a limited warlock hero power and that's not true. Let's imagine two scenarios.
In the first scenario, it's turn 6 and your opponent draws an Azure drake and plays it. Pretty standard.
In the second scenario, everything plays out the exact same way except the Priest played Ivory Purifier. Come turn 6, your opponent would have drawn an Azure Drake but now draws an Purify instead. So the Purify has already disrupted your opponent by being drawn instead of the Azure Drake. Now to even cycle the Purify, he has to have a minion on board to silence and has to spend 2 mana to do so. Now lets assume he has a minion on board and does so. Voila, he draws his Azure Drake. However, he now only has 4 mana and cannot play it. The Purify completely disrupted his turn. This becomes even more detrimental if they have no minion on the board to allow the cycle, or they simply have no minion they wish to self silence.
The only way it's even remotely dangerous to flood your opponent's deck with Purify is if they can take advantage of the friendly silence. Since we as priests aren't likely to debuff the enemy minions, there's very little risk of that. There's also some spell synergy risk, such as Gadgetzan Auctioneer or Violet Teacher. Otherwise, they're basically just a, 'You don't draw a card this turn unless you spend (2) mana and silence a friendly minion' card.
Warlocks are often forced to use two mana to draw one of the cards they need. It can also mess up their curve, yet many people consider their hero power one of the strongest in the game. I'm sure there are cases where it would mess someone's deck up. But considering how strong miracle rogue and spell damage rogue is right now, I wouldn't want to run the risk of giving them more cheap spells. Purify targets probably wouldn't be that hard to find. Many battle cry and combo minions could be silenced without doing any harm and they could purify the same target multiple times.
It's not a bad card, I'm just saying it has risks. I would still rather have it than Purify by itself.
Like I said before, unless your opponent can find synergy with the effect, Purify becomes a 'You don't draw a card this turn unless you spend 2 mana and silence a friendly minion' card. The warlock hero power is always just bonus, extra card for 2 mana. This isn't. Honestly, I really can't make it any clearer.
I designed these cards shortly before the final Karazhan reveal event. I thought it was funny that I basically made an imo better Onyx Bishop just days before it was revealed.
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"I wouldn't anticipate seeing much of doctor boom" - Trump 2014
"I myself am not too hopeful about the Grim Patron deck" - Trump 2015
"(Secret Paladin) didn't work out and I don't think Mysterious Challenger will change that." - Trump 2015
"(Darkshire Councilman) takes a bit too long to get set up...bad" - Trump 2016
If you somehow get a Coldarra Drake and any damaging hero power whatsoever (Sir Finley, Auchenai, Embrace the Shadow, Shadowform, etc.) or a way to turn it into damage (Shadowboxer, Lightwarden, Holy Champion)... Set its cost to (1), and I think it's fine.
If your opponent has 7 minions, and none of them have taunt, it seems like that's more or less GG. I mean, eventually your opponent can burn removal on one of their own minions and start playing them again, but this alone can easily win you the game- a similar reason to why Paladin only ever reduces attack to 1, rather than 0. I'd suggest something similar for this card. Though it would then feel like more of a Paladin card...
If priest is the healing master, then let them heal above the 30 health limit and maybe get outside the otk range
Uh... I don't mind the extra health, but 2 mana for a 2/4? You can't strap an already powerful effect to an OP body (and no, it doesn't matter if it's legendary). Bump it down to a 2/3 or a 1/4, and I'd say it's a very solid card.
Today in my free brawl pack I got Barongeddon, then I had a cup of fresh green tea. As a result of that, I think Priest is OP because my keyboard is not a mechanical one. I hope Blizzard will address this issue.
A card that allows Priest to have a giant swing turn. Combo well with their board clear against Zoolock.
Solid 2 drop that allows Priest to keep their minions. Compare with Dark Cultist and Loot Hoarder
Shadow Rod:
A little on the OP side. I wonder if this would be more balance with Shadow Rod as a 1/3.
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Class Creation Finalist: The Astromancer
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Son of the Void is amazing and balance. Touch of Darkness is pretty bad though. It's basically a 3 mana deal 2 damage.
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Class Creation Finalist: The Astromancer
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Well, like I mentioned, Touch of Darkness is just for comboing out Son of the Void and Psychic Horror. It's a cheap way to make those cards more reliable incase you didn't draw Shadowform/can't spend the 3 mana. Using the Hero Power would be a last resort.
2 mana; 3/5 worth of stats between 2 turns....It can work.
DIE INSECT! LIVE INSECT! DIE INSECT! LIVE INSECT! ...
I designed these cards shortly before the final Karazhan reveal event. I thought it was funny that I basically made an imo better Onyx Bishop just days before it was revealed.
A super Power Word: Shield that helps Priest to protect their minions.
A decent 2 drop that can easily snowball. Compare with Lightwell.
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Class Creation Finalist: The Astromancer
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New way to AOE
Priest needs broken early game. Here it is.
If priest is the healing master, then let them heal above the 30 health limit and maybe get outside the otk range
Book of Miracles "Discover a legendary page." - 10 mana.
Page of Life "You and your minions are fully healed." - 10 mana.
Page of Death "Destroy ALL minions." - 10 mana.
Page of Mercy "Set your and your opponent's Health to 1. Opponent's hero is immune until your next turn." - 10 mana.
#gNOmeferatu
I have my shadow priest ideas:
A good 2-drop is very important, the card Cursed Undead creates is the same as the one created by Curse of Rafaam.
Possibly one of the most oppresive 2-drops. he will keep dealing 2 damage both when alive and dead
Priest doesn't have any atack buffs so a card like this is possible:
An enabler, but you can't use it for the second Shadowform: