First of all I hope you are all well and healthy, given our current situation.
I'm a regular viewer and reader of Hearthpwn and I like fan made cards a lot, so I decided to give it a go.
Today I want to share 9 cards I made that could help bring Healadin archetype back. I believe this archetype was never very good, but I always thought it had the potential to be better.
I think the following cards would be a nice addiction to the game and would make this particular archetype more viable.
(Sadly I cannot give credit to the artists who designed the art, because I took the images from Pinterest and didn't take note of the authors.)
A little explanation on the cards:
- Young Adventurer - Paladin lacks good 1 mana minion. This one helps you cycle through the deck, since you don't want small minions to be there late game.
- Fiery Avenger - Good card to generate health early game. If you equip Truesilver Champion or play Lightforged Zealot next turn the weapon will heal for 6.
- Vanguard Captain - This card was created to make other cards playable or better, like Amber Watcher or Judicious Junior. If theses cards had Taunt, they would be much better.
- Fire Acolyte - Value card that would help you complete the quest earlier and have a win condition at the end thanks to both Ragnaros, Lightlord and Ragnaros the Firelord.
- Chromatic Drake - A slow card, for 6 mana do nothing at the time you play it, if played on curve. Its purpose is to make cards like Lay on Hands, Avenging Wrath and Pharaoh's Blessing playable.
- Veteran Professor - A good card to generate value late game. The +2/+2 is there to balance the low rolls. Could be amazing if it draws Lightforged Crusader or Lady Liadrin.
- Medical Studies - Low cost spell to help you gain health early game. Allows you to discover Bronze Explorer
- Quel'Delar - I looked at Paladin weapons and they are not very good, aside from Truesilver Champion. This one, for 5 mana deals a maximum of 9 damage if you attack every turn (less than Arcanite Reaper), and if only your hero is damaged, it heals for 6. So, 5 mana, deal 9 damage, restore 6 health seems balanced. Can help you complete the quest faster if you have damaged minions on board.
- Studying the Light - High Priest Thekal almost was the card that would make this archetype viable. Too bad it didn't start in your hand. For that reason, I picked the text of that card and made it a quest. Let's just pretend Platebreaker doesn't exist.
- Sunwell Light - The new hero power was my biggest struggle. I didn't want to copy other quests rewards. I believe it's a good hero power, don't know if it's excellent though.
So, what do you guys think? Please leave a comment if you feel like it. I appreciate any constructive criticism.
Most cards are a fun concept, but there are some extremely broken cards in here that would get a 0 star on balance if trump would review them.
Fire acolyte: There is a legendary mage minion that summons rag after 8 hero power damage, it's a legendary so you can only have one, healing 10 is SOOO much easier than pinging with your heropower 8 times (except with heropower damage amps), it's diverse since you can get both rags and the cost is lower that this legendary minion. This would even be overstatted at 8 mana for a non-legendary. plus....lightlord has rotated out, so this would be an exclusive wild card
Fiery avenger: Though paladin doesn't really have any high attack or broken weapons, nor weapons that do aoe and would benefit like crazy from it, there is 1 problem: Tyrion. Just casually equiping a weapon on the power level of a deathknight is kinda broken honestly, and since it's not 'this turn' you can just play this and when you get tyrion you basically gain 15 hp for free. And with for free I mean that the stats on this minion are actually normal/good for how broken the battlecry is. My suggestion would be to reduce the stats so that you have to sacrifice tempo or just change the battlecry to 'whenever you play a weapon' so that it would skip the tyrion interaction. But then this card when discovered by other classes could still be a bit of an issue.
Veteran professor: Discover is already really good for paladin, just +1/+1 is already enough. Saying it's to compensate for the low rolls doesn't justify it at all. The body is already pretty decent as well, making it be able to maybe survive a second turn. There aren't a lot of paladin minions that cost 5+ in standard, the only low rolls are Scalelord and maybe dragon speaker. The other 11 minions that are 5+ are good/legendaries. See the problem? 13 minions isn't really a big pool and makes it hard to low roll at all.
Studying the light: Fun concept, 1 problem: Armor breaker. You want the class to be stronger, not to be teched against so that it's so weak it gets 1-shotted. This would either need to happen after armor breaker rotates or be a different (new) keyword than armor.
Quel'dalar: Could be a really big issue with this card, but there would have to be playtesting to so if it's OP or underpowered. It's not really heal 6 if you have minions on board, then it could be a total of heal 100+ if you have a board and let it proc every time (because the weapon dmg isn't really worth it). Which is a case that makes it OP and that can happen as well (especially with all the big buffs pali has)
The rest honestly seems balanced/in line with the current cards, though if they'd be printed a couple of expansion ago they'd be OP as well (not all though). Overal good idea's, just need some tweaking. But the idea's are there, balancing is a hell of a job but design is always the most important step.
- Studying the Light - High Priest Thekal almost was the card that would make this archetype viable. Too bad it didn't start in your hand. For that reason, I picked the text of that card and made it a quest. Let's just pretend Platebreaker doesn't exist.
Let's also pretend Molten Giant doesn't exist. Two 0 mana 8/8s on turn 1? Yeah, sounds like a great idea.
Young Adventurer - only card acceptable as is here.
Fiery Avenger - That's easy 12 dmg swing from a 3/2 weapon, with truesilver it's 8 dmg + 12 health, a bit off, but I don't dismiss it as is - minion stats are a bit off, 4/4 is more than enough, especially with the quest card comboing here really well
Vanguard Captain - Eh, no, it's overcosted, and 6/5 doesn't fit here regardless, and there's a 2/3 for 2 that combos better and gives another body.
Fire Acolyte - Summoning any Ragnaros should be legendary, and firelord is Way out of flavor here and that's why Mage has it. Also, mage is downright to its hero power, which is Way more limiting than spells, while you have easy life gain and healing. This should be an equivalent 7, 4/4, if you restored health to your minions 5 times this game, summon pally rag.
Chromatic Drake - If you used 3 librams? So automatically it's reduced by 3, with cards cheated out too easily. The reduction flavor is misplaced and doesn't belong to pally, at all. 4, 4/4 dragon, discover 5+ spell, mwah.
Veteran Professor - again, out of flavor, fits maybe as for pure paladin in the sense the 7/7 is. But, why not join paladin into the RNG HOF where mage, rogue, and priest constantly rival over first place. +1/+1 would fit, +2/+2 is wild (pun intended :p )
Medical Studies - I wish they never printed that cycle, but that's me. Also, there are 3(?) lifesteal minions right now? Maybe could fit a format including wild cards.
Quel'Delar - 0/3 like good ol' legendary weapons, and it's still a priest weapon. At 3/5 it's a wtf...
Studying the Light - actually? Unlike the other two quests, I'd play this one. Reborn's time is over, and you got 2 mana - heal 6. The Quest therefore should go to face, other than that - and DS and taunt is enough flavorful to make this legit, you don't even need the +1/+1.
Your heart is in the right place, I'll give you that, and I never liked constructed paladin.
- Studying the Light - High Priest Thekal almost was the card that would make this archetype viable. Too bad it didn't start in your hand. For that reason, I picked the text of that card and made it a quest. Let's just pretend Platebreaker doesn't exist.
Let's also pretend Molten Giant doesn't exist. Two 0 mana 8/8s on turn 1? Yeah, sounds like a great idea.
I mean, High Priest Thekal did the same thing for 3 mana 3/4 in stats. And that wasn't really a problem with molten gaints either. Though a quest is always drawn at the start and costs 1 mana, which makes it more consistent and earlier if you do get it. But in Thekal's time, armor breaker didn't exist. But yeah, turn 1 high more likely Molten gaints sounds a lot more toxic than turn 3 really maybe molten gaints.
I read your criticism and did some modifications to troublesome cards. The ones I felt that were alright didn't receive any modifications.
- Fiery Avenger - It now has 1 less attack.
- Fire Acolyte - Remade the card. Increased the cost from 5 to 6 mana, and the healing required to enable the battlecry from 10 to 15. It now summons a Spawn of Ragnaros. The card is in a good spot now, I reckon. (I really like Ragnaros! It was my first legendary when I started playing Hearthstone).
- Veteran Professor - Reduced its health from 8 to 7 and it only gives +1/+1 to the minion.
- Studying the Light - Replaced "armor" by "barrier". It would have the same effect as armor, but now Platebreaker won't have any effect.
- Quel'Delar - Reduced durability from 5 to 4 and healing done from 3 to 2. It's a legendary weapon, it's suppose to be strong.
Quel'Delar - 0/3 like good ol' legendary weapons, and it's still a priest weapon. At 3/5 it's a wtf...
Studying the Light - actually? Unlike the other two quests, I'd play this one. Reborn's time is over, and you got 2 mana - heal 6. The Quest therefore should go to face, other than that - and DS and taunt is enough flavorful to make this legit, you don't even need the +1/+1.
I read online that Quel'Delar can be wielded by Paladins. Where did you see it's a Priest weapon?
Regarding the Hero Power, there are still cards in the current meta that use reborn. I guess the Hero Power being "Give a friendly minion Divine Shield and Taunt" wouldn't be bad either. Quest going face loses it's purpose of pushing the Healadin archetype.
- Studying the Light - High Priest Thekal almost was the card that would make this archetype viable. Too bad it didn't start in your hand. For that reason, I picked the text of that card and made it a quest. Let's just pretend Platebreaker doesn't exist.
Let's also pretend Molten Giant doesn't exist. Two 0 mana 8/8s on turn 1? Yeah, sounds like a great idea.
I mean, High Priest Thekal did the same thing for 3 mana 3/4 in stats. And that wasn't really a problem with molten gaints either. Though a quest is always drawn at the start and costs 1 mana, which makes it more consistent and earlier if you do get it. But in Thekal's time, armor breaker didn't exist. But yeah, turn 1 high more likely Molten gaints sounds a lot more toxic than turn 3 really maybe molten gaints.
Nothing I can do against Molten Giant though. These new cards are supposed to be standard, not wild.
I'm not looking to be negative, I just thought I'd point out that Studying the Light (while I personally like the concept) is fundamentally flawed because none of the quests themselves give you any benefit until you complete them and then the reward comes. You don't even need to complete Studying the Light, it is immediately good. I understand why you'd want a card like this to be in your opening hand, but it doesn't follow quest criteria.
The changes look good! Though some cards are overnerfed, I think you can keep the 6/8 stats on veteran professor, keep the one thing of the fire acolyte the same while keeping the other 2 (though I think the spawn is a nice one since lightlord rotated out) and Quel'dalar can do with either the heal or the durability reduction without needing it to be both. Since one of them essentially cuts it's power by either 1/5th or 1/3th, which is enough imo.
But I think the changes overal are great, I'm not a HS expert though, just played on mid level since alpha but never legend tier.
I actually forgot that molten gaint is wild when the other person wrote it down, seems okay yeah and wild has a lot crazier combo's than that.
The quest problem by Loomineyes might be an issue yeah, but it could still be solved by saying "It's a new kind of quest mechanic, which every class would have" or to divide it into 2 cards, a quest you draw at the start and a legendary basically like Tekal that has barrier instead of armor that you draw later into the game (can be a 2 cost so you draw it with young adventurer maybe? so you'd have it earlier but not garuanteed). Or just a 3-4 cost around what Tekal was. That way you can still complete a part of the quest like priest's quest.
I'm not looking to be negative, I just thought I'd point out that Studying the Light (while I personally like the concept) is fundamentally flawed because none of the quests themselves give you any benefit until you complete them and then the reward comes. You don't even need to complete Studying the Light, it is immediately good. I understand why you'd want a card like this to be in your opening hand, but it doesn't follow quest criteria.
Well, you're not wrong. This quest could be part of a new set of quests that all other characters would receive, like Jaden607 said. Or it could just be a spell that would be cast at the beginning of the game (I don't think one with that mechanic exists at the time).
The changes look good! Though some cards are overnerfed, I think you can keep the 6/8 stats on veteran professor, keep the one thing of the fire acolyte the same while keeping the other 2 (though I think the spawn is a nice one since lightlord rotated out) and Quel'dalar can do with either the heal or the durability reduction without needing it to be both. Since one of them essentially cuts it's power by either 1/5th or 1/3th, which is enough imo.
Can you please explain the Fire Acolyte part better? I didn't quite get what you meant.
The quest problem by Loomineyes might be an issue yeah, but it could still be solved by saying "It's a new kind of quest mechanic, which every class would have" or to divide it into 2 cards, a quest you draw at the start and a legendary basically like Tekal that has barrier instead of armor that you draw later into the game (can be a 2 cost so you draw it with young adventurer maybe? so you'd have it earlier but not garuanteed). Or just a 3-4 cost around what Tekal was. That way you can still complete a part of the quest like priest's quest.
The main problem about High Priest Thekal was that it didn't start in your hand, thus making Healadin unreliable. At least that's my thought on the matter. Although being a 2-drop with a chance of drawing it with Young Adventurer is not a bad alternative.
I'm not looking to be negative, I just thought I'd point out that Studying the Light (while I personally like the concept) is fundamentally flawed because none of the quests themselves give you any benefit until you complete them and then the reward comes. You don't even need to complete Studying the Light, it is immediately good. I understand why you'd want a card like this to be in your opening hand, but it doesn't follow quest criteria.
Well, you're not wrong. This quest could be part of a new set of quests that all other characters would receive, like Jaden607 said. Or it could just be a spell that would be cast at the beginning of the game (I don't think one with that mechanic exists at the time).
The changes look good! Though some cards are overnerfed, I think you can keep the 6/8 stats on veteran professor, keep the one thing of the fire acolyte the same while keeping the other 2 (though I think the spawn is a nice one since lightlord rotated out) and Quel'dalar can do with either the heal or the durability reduction without needing it to be both. Since one of them essentially cuts it's power by either 1/5th or 1/3th, which is enough imo.
Can you please explain the Fire Acolyte part better? I didn't quite get what you meant.
The quest problem by Loomineyes might be an issue yeah, but it could still be solved by saying "It's a new kind of quest mechanic, which every class would have" or to divide it into 2 cards, a quest you draw at the start and a legendary basically like Tekal that has barrier instead of armor that you draw later into the game (can be a 2 cost so you draw it with young adventurer maybe? so you'd have it earlier but not garuanteed). Or just a 3-4 cost around what Tekal was. That way you can still complete a part of the quest like priest's quest.
The main problem about High Priest Thekal was that it didn't start in your hand, thus making Healadin unreliable. At least that's my thought on the matter. Although being a 2-drop with a chance of drawing it with Young Adventurer is not a bad alternative.
That the fire acolyte could have worked with 1 less nerf, like the mana cost or the heal increase. Either 5 mana and 15 heal with a 5/5 spawn or a 6 mana after 10 heal with a 5/5 spawn. Since the 5/5 spawn is kinda needed to go around the lightlord ragnaros being wild problem, it solves the balance problem as well of it being a free 8/8 that heals for 8.
Thus requiring less nerfs than it would otherwise, I think 6 mana and 15 heal would be fine to still summon an 8/8 ragnaros instead. So an 5/5 would be okay at 5 mana and even at 10 heal, but maybe keep the mana at 6 or the heal requirement at 15 just to be safe
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Hi guys!
First of all I hope you are all well and healthy, given our current situation.
I'm a regular viewer and reader of Hearthpwn and I like fan made cards a lot, so I decided to give it a go.
Today I want to share 9 cards I made that could help bring Healadin archetype back. I believe this archetype was never very good, but I always thought it had the potential to be better.
So, without further ado, let's kick it off.
Healadin - What if it was actually a thing?
Paladin has had some cool cards that would fit the archetype, such as Ragnaros, Lightlord, Blackguard, Ivory Knight, Zandalari Templar and Benevolent Djinn. However, it was never a Tier 1 deck.
I think the following cards would be a nice addiction to the game and would make this particular archetype more viable.
(Sadly I cannot give credit to the artists who designed the art, because I took the images from Pinterest and didn't take note of the authors.)
A little explanation on the cards:
- Young Adventurer - Paladin lacks good 1 mana minion. This one helps you cycle through the deck, since you don't want small minions to be there late game.
- Fiery Avenger - Good card to generate health early game. If you equip Truesilver Champion or play Lightforged Zealot next turn the weapon will heal for 6.
- Vanguard Captain - This card was created to make other cards playable or better, like Amber Watcher or Judicious Junior. If theses cards had Taunt, they would be much better.
- Fire Acolyte - Value card that would help you complete the quest earlier and have a win condition at the end thanks to both Ragnaros, Lightlord and Ragnaros the Firelord.
- Chromatic Drake - A slow card, for 6 mana do nothing at the time you play it, if played on curve. Its purpose is to make cards like Lay on Hands, Avenging Wrath and Pharaoh's Blessing playable.
- Veteran Professor - A good card to generate value late game. The +2/+2 is there to balance the low rolls. Could be amazing if it draws Lightforged Crusader or Lady Liadrin.
- Medical Studies - Low cost spell to help you gain health early game. Allows you to discover Bronze Explorer
- Quel'Delar - I looked at Paladin weapons and they are not very good, aside from Truesilver Champion. This one, for 5 mana deals a maximum of 9 damage if you attack every turn (less than Arcanite Reaper), and if only your hero is damaged, it heals for 6. So, 5 mana, deal 9 damage, restore 6 health seems balanced. Can help you complete the quest faster if you have damaged minions on board.
- Studying the Light - High Priest Thekal almost was the card that would make this archetype viable. Too bad it didn't start in your hand. For that reason, I picked the text of that card and made it a quest. Let's just pretend Platebreaker doesn't exist.
- Sunwell Light - The new hero power was my biggest struggle. I didn't want to copy other quests rewards. I believe it's a good hero power, don't know if it's excellent though.
So, what do you guys think? Please leave a comment if you feel like it. I appreciate any constructive criticism.
Have a good day!
Most cards are a fun concept, but there are some extremely broken cards in here that would get a 0 star on balance if trump would review them.
Fire acolyte: There is a legendary mage minion that summons rag after 8 hero power damage, it's a legendary so you can only have one, healing 10 is SOOO much easier than pinging with your heropower 8 times (except with heropower damage amps), it's diverse since you can get both rags and the cost is lower that this legendary minion. This would even be overstatted at 8 mana for a non-legendary. plus....lightlord has rotated out, so this would be an exclusive wild card
Fiery avenger: Though paladin doesn't really have any high attack or broken weapons, nor weapons that do aoe and would benefit like crazy from it, there is 1 problem: Tyrion. Just casually equiping a weapon on the power level of a deathknight is kinda broken honestly, and since it's not 'this turn' you can just play this and when you get tyrion you basically gain 15 hp for free. And with for free I mean that the stats on this minion are actually normal/good for how broken the battlecry is. My suggestion would be to reduce the stats so that you have to sacrifice tempo or just change the battlecry to 'whenever you play a weapon' so that it would skip the tyrion interaction. But then this card when discovered by other classes could still be a bit of an issue.
Veteran professor: Discover is already really good for paladin, just +1/+1 is already enough. Saying it's to compensate for the low rolls doesn't justify it at all. The body is already pretty decent as well, making it be able to maybe survive a second turn. There aren't a lot of paladin minions that cost 5+ in standard, the only low rolls are Scalelord and maybe dragon speaker. The other 11 minions that are 5+ are good/legendaries. See the problem? 13 minions isn't really a big pool and makes it hard to low roll at all.
Studying the light: Fun concept, 1 problem: Armor breaker. You want the class to be stronger, not to be teched against so that it's so weak it gets 1-shotted. This would either need to happen after armor breaker rotates or be a different (new) keyword than armor.
Quel'dalar: Could be a really big issue with this card, but there would have to be playtesting to so if it's OP or underpowered. It's not really heal 6 if you have minions on board, then it could be a total of heal 100+ if you have a board and let it proc every time (because the weapon dmg isn't really worth it). Which is a case that makes it OP and that can happen as well (especially with all the big buffs pali has)
The rest honestly seems balanced/in line with the current cards, though if they'd be printed a couple of expansion ago they'd be OP as well (not all though). Overal good idea's, just need some tweaking. But the idea's are there, balancing is a hell of a job but design is always the most important step.
Let's also pretend Molten Giant doesn't exist.
Two 0 mana 8/8s on turn 1? Yeah, sounds like a great idea.
Young Adventurer - only card acceptable as is here.
Fiery Avenger - That's easy 12 dmg swing from a 3/2 weapon, with truesilver it's 8 dmg + 12 health, a bit off, but I don't dismiss it as is - minion stats are a bit off, 4/4 is more than enough, especially with the quest card comboing here really well
Vanguard Captain - Eh, no, it's overcosted, and 6/5 doesn't fit here regardless, and there's a 2/3 for 2 that combos better and gives another body.
Fire Acolyte - Summoning any Ragnaros should be legendary, and firelord is Way out of flavor here and that's why Mage has it. Also, mage is downright to its hero power, which is Way more limiting than spells, while you have easy life gain and healing. This should be an equivalent 7, 4/4, if you restored health to your minions 5 times this game, summon pally rag.
Chromatic Drake - If you used 3 librams? So automatically it's reduced by 3, with cards cheated out too easily. The reduction flavor is misplaced and doesn't belong to pally, at all. 4, 4/4 dragon, discover 5+ spell, mwah.
Veteran Professor - again, out of flavor, fits maybe as for pure paladin in the sense the 7/7 is. But, why not join paladin into the RNG HOF where mage, rogue, and priest constantly rival over first place. +1/+1 would fit, +2/+2 is wild (pun intended :p )
Medical Studies - I wish they never printed that cycle, but that's me. Also, there are 3(?) lifesteal minions right now? Maybe could fit a format including wild cards.
Quel'Delar - 0/3 like good ol' legendary weapons, and it's still a priest weapon. At 3/5 it's a wtf...
Studying the Light - actually? Unlike the other two quests, I'd play this one. Reborn's time is over, and you got 2 mana - heal 6. The Quest therefore should go to face, other than that - and DS and taunt is enough flavorful to make this legit, you don't even need the +1/+1.
Your heart is in the right place, I'll give you that, and I never liked constructed paladin.
I mean, High Priest Thekal did the same thing for 3 mana 3/4 in stats. And that wasn't really a problem with molten gaints either. Though a quest is always drawn at the start and costs 1 mana, which makes it more consistent and earlier if you do get it. But in Thekal's time, armor breaker didn't exist. But yeah, turn 1 high more likely Molten gaints sounds a lot more toxic than turn 3 really maybe molten gaints.
Thank you all for the feedback guys.
I read your criticism and did some modifications to troublesome cards. The ones I felt that were alright didn't receive any modifications.
- Fiery Avenger - It now has 1 less attack.
- Fire Acolyte - Remade the card. Increased the cost from 5 to 6 mana, and the healing required to enable the battlecry from 10 to 15. It now summons a Spawn of Ragnaros. The card is in a good spot now, I reckon. (I really like Ragnaros! It was my first legendary when I started playing Hearthstone).
- Veteran Professor - Reduced its health from 8 to 7 and it only gives +1/+1 to the minion.
- Studying the Light - Replaced "armor" by "barrier". It would have the same effect as armor, but now Platebreaker won't have any effect.
- Quel'Delar - Reduced durability from 5 to 4 and healing done from 3 to 2. It's a legendary weapon, it's suppose to be strong.
I read online that Quel'Delar can be wielded by Paladins. Where did you see it's a Priest weapon?
Regarding the Hero Power, there are still cards in the current meta that use reborn. I guess the Hero Power being "Give a friendly minion Divine Shield and Taunt" wouldn't be bad either. Quest going face loses it's purpose of pushing the Healadin archetype.
Nothing I can do against Molten Giant though. These new cards are supposed to be standard, not wild.
I love Trump reviews! Maybe I can try and submit some cards once they're balanced :)
Tell me what you think about the changes.
I'm not looking to be negative, I just thought I'd point out that Studying the Light (while I personally like the concept) is fundamentally flawed because none of the quests themselves give you any benefit until you complete them and then the reward comes. You don't even need to complete Studying the Light, it is immediately good. I understand why you'd want a card like this to be in your opening hand, but it doesn't follow quest criteria.
The changes look good! Though some cards are overnerfed, I think you can keep the 6/8 stats on veteran professor, keep the one thing of the fire acolyte the same while keeping the other 2 (though I think the spawn is a nice one since lightlord rotated out) and Quel'dalar can do with either the heal or the durability reduction without needing it to be both. Since one of them essentially cuts it's power by either 1/5th or 1/3th, which is enough imo.
But I think the changes overal are great, I'm not a HS expert though, just played on mid level since alpha but never legend tier.
I actually forgot that molten gaint is wild when the other person wrote it down, seems okay yeah and wild has a lot crazier combo's than that.
The quest problem by Loomineyes might be an issue yeah, but it could still be solved by saying "It's a new kind of quest mechanic, which every class would have" or to divide it into 2 cards, a quest you draw at the start and a legendary basically like Tekal that has barrier instead of armor that you draw later into the game (can be a 2 cost so you draw it with young adventurer maybe? so you'd have it earlier but not garuanteed). Or just a 3-4 cost around what Tekal was. That way you can still complete a part of the quest like priest's quest.
But these are just suggestions and my opinion! Maybe the changes you have are a lot better
Well, you're not wrong. This quest could be part of a new set of quests that all other characters would receive, like Jaden607 said. Or it could just be a spell that would be cast at the beginning of the game (I don't think one with that mechanic exists at the time).
Can you please explain the Fire Acolyte part better? I didn't quite get what you meant.
The main problem about High Priest Thekal was that it didn't start in your hand, thus making Healadin unreliable. At least that's my thought on the matter. Although being a 2-drop with a chance of drawing it with Young Adventurer is not a bad alternative.
That the fire acolyte could have worked with 1 less nerf, like the mana cost or the heal increase. Either 5 mana and 15 heal with a 5/5 spawn or a 6 mana after 10 heal with a 5/5 spawn. Since the 5/5 spawn is kinda needed to go around the lightlord ragnaros being wild problem, it solves the balance problem as well of it being a free 8/8 that heals for 8.
Thus requiring less nerfs than it would otherwise, I think 6 mana and 15 heal would be fine to still summon an 8/8 ragnaros instead.
So an 5/5 would be okay at 5 mana and even at 10 heal, but maybe keep the mana at 6 or the heal requirement at 15 just to be safe