You lose out on a draw. Against any fast aggro deck that can really limit your options. The quest is fine, and 15 healing is a lot, renew doesn't change that and is a lot worse than Divine Hymn was. The quest is only especially good against really greedy or slow decks.
...and uh... what problems with priest? Thematically it's about healing, playing for board and removal. They have no face damage outside of some neutral cards so of course they have lots of removal options, And priest is not OP.
This post is 3 months old. I haven't seen the Priest quest since AoO launched. (Maybe one time) Healing 15 is a ton of healing. Playing the quest turn 1 is a big downside (loss of card from your mulligan, loss of tempo on turn 1).
The latter preferably as we are long overdue for a shadowform deck. It's a classic card, and has literally not a single support card.
Ever since they've introduced hero cards and quests that upgrade your hero power... shadow form is just... strange. It' provides no tempo and doesn't generate card value; all it gives you is a slightly more powerful hero power. It'd make more sense as a legendary spell that provides you with some tempo in addition to altering your hero power.
But I agree, a rework to a lot of the classic/basic priest cards would be very much appreciated. I'd honestly just cut the 'steal' effect from priests, and probably focus on more pro-active healing and board-based strategies. Generating cool minions also seems very priest-y since their hero power is so focused on trading.
In terms of the priest quest... I think it's fine. The environment surrounding it's a bit frustrating, but the quest itself is fine. I think it's more that it gets put in that super irritating res priest deck that's basically just using it as a late game win con if your res strategy fails.
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You lose out on a draw. Against any fast aggro deck that can really limit your options. The quest is fine, and 15 healing is a lot, renew doesn't change that and is a lot worse than Divine Hymn was. The quest is only especially good against really greedy or slow decks.
...and uh... what problems with priest? Thematically it's about healing, playing for board and removal. They have no face damage outside of some neutral cards so of course they have lots of removal options, And priest is not OP.
This post is 3 months old. I haven't seen the Priest quest since AoO launched. (Maybe one time) Healing 15 is a ton of healing. Playing the quest turn 1 is a big downside (loss of card from your mulligan, loss of tempo on turn 1).
Ever since they've introduced hero cards and quests that upgrade your hero power... shadow form is just... strange. It' provides no tempo and doesn't generate card value; all it gives you is a slightly more powerful hero power. It'd make more sense as a legendary spell that provides you with some tempo in addition to altering your hero power.
But I agree, a rework to a lot of the classic/basic priest cards would be very much appreciated. I'd honestly just cut the 'steal' effect from priests, and probably focus on more pro-active healing and board-based strategies. Generating cool minions also seems very priest-y since their hero power is so focused on trading.
In terms of the priest quest... I think it's fine. The environment surrounding it's a bit frustrating, but the quest itself is fine. I think it's more that it gets put in that super irritating res priest deck that's basically just using it as a late game win con if your res strategy fails.