New Paladin Card - Call to Adventure
A new paladin card has been revealed.
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We can't tell for sure what's the meta gonna be like but by the look of it this card is really good for Immortal Prelate.
The two of strongest buff spells Spikeridged Steed - Adaptation are rotating out.
we have to rely on minion buffs to make them work like Defender of Argus to give Immortal Prelate Taunt.
The new spell Lightforged Blessing and the secret No Surrender both seems to work pretty well with Immortal Prelate. once u get it buffed or u are ready to buff it even more u can add it to your hand by using Call to Adventure and [card]Witchwood Piper[/card] for constant board present. adding Faceless Manipulator to the mix for more unlimited annoyance.
but so far you are only Stalling. paladin doesn't have OTK anymore other than Mecha'thun which Immortal Prelate makes it impossible to pull of. perhaps dragons might be a thing that would swing the game for you to win.
Good for a prelate deck, but probably not much out. Kinda hoping for some sort of big sexy buff card for paladin, preferably with taunt. The loss of Spikeridge hurts the deck greatly, but this could help with drawing and playing a buffed prelate to keep a wall up. The addition of the lifesteal twinspell card could make the prelate something worth keeping around.
Won't see play. We have already seen that experiment with handbuff paladin didn't work and this is in some ways same. It won't even make Immortal Prelate deck viable because again we've already had experiment with it. Will be very surprised if this sees a play in constructed. 2/10
Alternative Card name: Bea found a Sword.
You can always tutor Kekeseth work Witchwood Piper, and no one does it. This curves a little better, but I still think it's not gonna happen
Between this and Witchwood Piper, I wonder if there's any strats we can make more consistent
i just know there is going to be a deck in wild with no 1 drop minions, keleseth, and this card
That deck would be terrible!! Your tempo starts on turn 3! Lose to aggro every game!
meh
I feel like this should cost 2 Mana...
Because, like so many others, you don't evaluate "draw a card" correctly.
it's not a draw a card... its draw a minion. it's specific pull. beside that. it's more of a cycle card than actual draw.
it seems it costs 3 mana just because it's a paladin spell as it's recurring theme
this could see play if there will be some otk paladin to look for your combo piece minion there is no other reason to play this
bOarTK
(3/3 +3 +3 +2 +2) x2 = 26 damage. Almost there.
Edit: this combo requiers abusive sergeant which could mess with the tutor mechanic.
If this was "3 mana: Give a minion +2/+2. Draw a card", it could have been a really strong card;
though hard to play at times if no minions stick.
As a handbuff version (with guaranteed cheap targets) this at least guarantees a target but looses out hard on tempo.
If you draw a Wisp with this, you'd still only play a 3/3 for 3 mana... and use 2 cards to do so. That ain't it chief.
Drawing Crystalsmith Kangor, Immortal Prelate, Commander Rhyssa, Secret Keeper and other Impactful cards you want to fetch might makes this worth it.
...also synergy with Archmage Vargoth, those 2/6 stats might make it stick; and we are all getting a copy to try out.
if you only had this in hand and played it and drew wisp and played it, you only went neg Onne in hand advantage, not two. but you'd deck thin by one. so three mana for a three three that thins one card from deck. not the best but not as bad as you put it
This is also a very likely scenario since I always run 2 wisps in all of my constructed decks
Crafting an Angry Chicken deck day one with this
Raphtalia is you ?