Been working away at a bunch of Priest cards, to the point where I have a whole set's worth!
As a heads up, these cards are designed with the intention of slotting into an expansion from the next rotation cycle, 2017+.
Commons:
The 2-drop Priest deserves! Well one take on it at least. The idea is to keep it flexible, so you can play it to debuff your opponent's 2-drop, protecting your Northshire from getting eaten by a 3/2 for example. You can play this to set a target into Shadow Word: Pain range. And finally you can play this proactively on an empty board and get a 3/3 for 2.
Flexible removal, as well as cycle that can also work with healing synergy. You can get the cycle more reliably than with Slam, since you can target yourself or your opponent, but since it also heals you don't deal real damage, unless you have reversed healing.
Super gimmicky, but this is a unique effect with a variety of uses. It can ensure an Enrage minion maintains its buff through board heals, it can set up bad trades for your opponent, and finally it synergizes with other cards in this set. Keep this one in mind.
Rares:
A weird card effect, but I like it. I feel "trick heals" and playing with dealing or healing damage is a very Priest thing to do, and could help give them identity over classes that currently are considered the superior healers (Druid, Paladin, etc.). This can be spot removal on a weakened target, or it could be used to spam healing bonuses, and finally reversed healing can let it just deal 4 damage.
A new mechanic, though not a new Keyword as it's only on two cards, so clarification text is necessary. Basically any healing means any instance of restored health, whether from spells, your Hero Power, other minions, etc. Reversed healing means the minion suffers damage equal to its full health, instantly killing it. So watch out for that.
And in case it comes up, if a target with Atonement is then targeted with Schism, Schism's effect takes precedent; it will "fully" heal, but be left at 1 short of its max health. This occurs even if Atonement is applied after Schism, because since Schism only lasts a turn it takes precedent.
The "spell on a stat stick" of the set. The key here is the enchantment can be given to an enemy minion, turning reversed healing into removal.
Epics:
A minion-based Holy Nova, sorta. Originally I grossly overcosted this minion as I felt it was too powerful (it used to be 7 Mana), but as it turns out 1 damage is not equal to 2 damage AoE most of the time. Meaning 2 damage AoE like Holy Nova clears a lot more things than 1 damage, so it's not quite as potent as Baron Geddon. I'm not happy with the amount of text on the card, most official cards aren't quite as wordy, but there are no examples of this exact effect to work off of yet.
This card can potentially be a board clear, the most obvious being if you have an Auchenai Soulpriest in play. This is where cards like Schism can become sneaky forms of removal in a pinch. Otherwise getting a reliable board clear out of this is an exercise for the reader.
Legendary:
Spirits be with ya mon! His Deathrattle is Sylvanas Windrunner but different. Playing around Sylvanas usually involves flooding the board or trading a weak one into her before playing your big threats. Here the target is much more focused, but in a way easier for the opponent to play around by trading in the intended target to manipulate its health. This suits Priest well however, as you can target a specific minion by adjusting their (or other minions') health to within the range needed to get this Deathrattle to work.
I got my golden shaman portrait exclusively with Control Shaman builds. I hate how it is worthless now that all these cancerous shaman players have it too.
Shadow Touch: 0 mana, Deal 1 Damage, Both Players draw a card. Can be used to miil your opponent or just to draw card.
Fallen One, 5 mana 3/7. whenever this minion takes damage, both players draw a card. A bigger acolyte of pain, now you can really miil or opponent.
Clawzilla: 20 mana, 8/8, Costs (1) less for each card your opponent has draw this game. Good synergy with Shadow Touch, Fallen One and Coldlight Oracle.
Shadow Staff: 6 mana, 3/3, Battlecry: Cast Shadowform. Deathrattle:Return to your original Hero Power. Can be used if you need to go back healing, would also work if you use, i.e., Sir Finley Mrrgglton.
Mana Drake: 6 mana, 2/6, Can't Attack Heroes. Effects targeted on this minion trigger twice. You could Purify him and draw 2 cards :v Power Word: Tentacles would be an +4/+12 on him. Divine Spirit would make him go 24 Health, cast another one and use Inner Fire and you have an 9 mana 96/96. Downside: negative effects also trigger twice, like, Fireball, but only target effects, AOE effects won't trigger twice.
Mind Exploration, 3 mana, Discover a copy of a card from your opponet's Hand. Is a stronger Mind Vision but you can have both on your deck. Not only you are seeing 3 cards from your opponent's hand, but also getting a copy of one.
Mind Explorer, 4 mana, 1/4, Battlecry: Discover a copy of a card from your opponet's deck and add an extra copy of it to your deck. Not only you are seeing 3 card from his deck, you are getting one in your hand and adding 1 card to your deck.
And finally, a legendary:
Titan Corpse. 4 mana 0/12, Taunt, Can't Attack, Can't be targeted by spells or hero powers. But, if you use Ironbeak Owl or Spellbreaker and then Inner Fire or Divine Spirit and then I.F. you can have a 10 mana 48/48 (but uses 5 cards from your deck).
I believe this is a better drawback than taking Shaman's ability from them XD.
If there weren't enought dead minions, these would appear instead:
And, on the Shadow theme, I created this spell:
Edit: my friend pointed out about not enough spells, so, here it is:
If you can cheat it out, it is broken.
First of all, sorry for the semi-spam.
Secondly, here is my final priest card:
If you can cheat it out, it is broken.
The joke is you.
(If not enought minions, would just discover copies of the same, if none left, the effect wouldn't trigger).
and a 5 drop:
(would use the same mummies as rafaam but 1 mana 1/1)
If you can cheat it out, it is broken.
1 mana drop:
a 2 drop:
another 2 drop:
(good for Deathrattle synergy and to restore minions/remove buffs).
If you can cheat it out, it is broken.
Too OP? I mean the drawback is that you could only get one draw and possibly that draw just being 0 with Circle of Healing
Do you ever feel like Shadowfiend is useless? How about we drop it behind a taunt on T1.
Been working away at a bunch of Priest cards, to the point where I have a whole set's worth!
As a heads up, these cards are designed with the intention of slotting into an expansion from the next rotation cycle, 2017+.
Commons:
The 2-drop Priest deserves! Well one take on it at least. The idea is to keep it flexible, so you can play it to debuff your opponent's 2-drop, protecting your Northshire from getting eaten by a 3/2 for example. You can play this to set a target into Shadow Word: Pain range. And finally you can play this proactively on an empty board and get a 3/3 for 2.
Flexible removal, as well as cycle that can also work with healing synergy. You can get the cycle more reliably than with Slam, since you can target yourself or your opponent, but since it also heals you don't deal real damage, unless you have reversed healing.
Super gimmicky, but this is a unique effect with a variety of uses. It can ensure an Enrage minion maintains its buff through board heals, it can set up bad trades for your opponent, and finally it synergizes with other cards in this set. Keep this one in mind.
Rares:
A weird card effect, but I like it. I feel "trick heals" and playing with dealing or healing damage is a very Priest thing to do, and could help give them identity over classes that currently are considered the superior healers (Druid, Paladin, etc.). This can be spot removal on a weakened target, or it could be used to spam healing bonuses, and finally reversed healing can let it just deal 4 damage.
A new mechanic, though not a new Keyword as it's only on two cards, so clarification text is necessary. Basically any healing means any instance of restored health, whether from spells, your Hero Power, other minions, etc. Reversed healing means the minion suffers damage equal to its full health, instantly killing it. So watch out for that.
And in case it comes up, if a target with Atonement is then targeted with Schism, Schism's effect takes precedent; it will "fully" heal, but be left at 1 short of its max health. This occurs even if Atonement is applied after Schism, because since Schism only lasts a turn it takes precedent.
The "spell on a stat stick" of the set. The key here is the enchantment can be given to an enemy minion, turning reversed healing into removal.
Epics:
A minion-based Holy Nova, sorta. Originally I grossly overcosted this minion as I felt it was too powerful (it used to be 7 Mana), but as it turns out 1 damage is not equal to 2 damage AoE most of the time. Meaning 2 damage AoE like Holy Nova clears a lot more things than 1 damage, so it's not quite as potent as Baron Geddon. I'm not happy with the amount of text on the card, most official cards aren't quite as wordy, but there are no examples of this exact effect to work off of yet.
This card can potentially be a board clear, the most obvious being if you have an Auchenai Soulpriest in play. This is where cards like Schism can become sneaky forms of removal in a pinch. Otherwise getting a reliable board clear out of this is an exercise for the reader.
Legendary:
Spirits be with ya mon! His Deathrattle is Sylvanas Windrunner but different. Playing around Sylvanas usually involves flooding the board or trading a weak one into her before playing your big threats. Here the target is much more focused, but in a way easier for the opponent to play around by trading in the intended target to manipulate its health. This suits Priest well however, as you can target a specific minion by adjusting their (or other minions') health to within the range needed to get this Deathrattle to work.
Oh man, nice job. This is a really good one.
I got my golden shaman portrait exclusively with Control Shaman builds. I hate how it is worthless now that all these cancerous shaman players have it too.
Thanks for the amazing post, altough I think some of them are a bit overtuned, still liked the idea. Thanks !
Shadow Touch: 0 mana, Deal 1 Damage, Both Players draw a card.
Can be used to miil your opponent or just to draw card.
Fallen One, 5 mana 3/7. whenever this minion takes damage, both players draw a card.
A bigger acolyte of pain, now you can really miil or opponent.
Clawzilla: 20 mana, 8/8, Costs (1) less for each card your opponent has draw this game.
Good synergy with Shadow Touch, Fallen One and Coldlight Oracle.
Shadow Staff: 6 mana, 3/3, Battlecry: Cast Shadowform. Deathrattle:Return to your original Hero Power.
Can be used if you need to go back healing, would also work if you use, i.e., Sir Finley Mrrgglton.
Mana Drake: 6 mana, 2/6, Can't Attack Heroes. Effects targeted on this minion trigger twice.
You could Purify him and draw 2 cards :v
Power Word: Tentacles would be an +4/+12 on him. Divine Spirit would make him go 24 Health, cast another one and use Inner Fire and you have an 9 mana 96/96. Downside: negative effects also trigger twice, like, Fireball, but only target effects, AOE effects won't trigger twice.
Mind Exploration, 3 mana, Discover a copy of a card from your opponet's Hand.
Is a stronger Mind Vision but you can have both on your deck.
Not only you are seeing 3 cards from your opponent's hand, but also getting a copy of one.
Mind Explorer, 4 mana, 1/4, Battlecry: Discover a copy of a card from your opponet's deck and add an extra copy of it to your deck.
Not only you are seeing 3 card from his deck, you are getting one in your hand and adding 1 card to your deck.
And finally, a legendary:
Titan Corpse. 4 mana 0/12, Taunt, Can't Attack, Can't be targeted by spells or hero powers.
But, if you use Ironbeak Owl or Spellbreaker and then Inner Fire or Divine Spirit and then I.F. you can have a 10 mana 48/48 (but uses 5 cards from your deck).
If you can cheat it out, it is broken.
Made an update to the one card I wasn't completely happy with:
Here it now has a much more concise effect, and can still be worked into a board clear with Auchenai Soulpriest or Wild Pyromancer + Embrace the Shadow combos.