Priest Card Revealed - Activate the Obelisk
Playhearthstone just revealed a new Saviors of Uldum priest card via an email: Activate the Obelisk
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Honestly, from what I've seen so far, it feels like priest and paladin should switch quests.
Like, think about it; Priest can pretty much always heal. Like, it's almost a question of whether you'll even take the damage in time for this to be worth it, or whether it's worth the slot in your deck.
This isn't a buildaround; it's just a matter of time, and answering the question of whether it's worth having one potential survival tool less in your opening hand. And the payoff is a better heal and a minion buff, which harks back to the classic set or GvG, but nothing too recent.
Meanwhile, Paladin has a whole healadin archetype that this would fit in, but not enough healing in the average deck to pull it off. There would finally be a payoff to doing all this self-damage and healing besides getting the armor off of High Priest Thekal, or the extra stats on Zandalari Templar. This synergizes with things like the 3 mana 2/5 that gains lifesteal and taunt when buffed, Immortal Prelate (Possibly too much), and all manner of divine shield minions. There's a reason they've tried to make buffadin a thing once or twice.
Meanwhile, Making Mummies (Which, sidenote, would literally be a thing that actual priests would do), is all about reborn minions. Priest and paladin (at this point) have the same number of them, but even so, priest actually has Embalming Ritual, which, while not usable to active the quest, is still reborn-based.
Reborn is all about 1. summoning low HP minions back (perfect for healing up, which is more priest than paladin, since paladin usually is about hitting with weapons and healing yourself) and 2. dealing in death, which is entirely on brand for a class with Resurrect, Eternal Servitude, and all kinds of deathrattles.
(Side-note: I recognize that paladins have a thing about fighting to the bitter end, even beyond your normal limits, priests are much more into the whole resurrection thing, which is to say, rebirth)
And the reward, meanwhile, is to summon a low-statted copy of a minion, which priest has been nudged towards. Mirage Caller, and Herald Volazj spring to mind, as do Zerek, test subject, and all those deathrattles I mentioned earlier. Priest hasn't had much in the way of minion based decks (except big priest) but as far as Priests have a minion identity, both parts of this quest feed into it.
In short, while I don't think the quests we got are unthinkable for their selected classes, I feel that something was lost by not switching them.
I feel the same way. Its sad cause i was very interested in Healadin.
It would have been wrong for any hero power from another class to heal better than Priest. However, the Paladin quest reward certainly does seem like something that would have been a better fit for Priest. And unless Reborn becomes a staple mechanic for many expansions to come the Paladin quest trigger will be the shakiest of them all.
I actually have a feeling that while the quests were the initially the same; the names of the cards were swapped.
Hear me out: The reward for the Paladin Quest is Emperor Wraps. These are, in theory, bandages embedded with power; bandages that would heal something, and then make it stronger. (Obelisk's Eye)
Meanwhile, Obelisks like the one shown are usually found in front of temples. Temples which would hold the dead and, by extension, have a lot of mummies around that could possibly imbue something with power if you awaken enough. (Making Mummies)
Why they would change the names at the end of development? My best guess is to fit the art. Meaning that Lazul holding bandages was too creepy for them so they gave them to the posh Murloc instead.
I thought for a second they screwed up the card art, but when I looked carefully, it was actually Lazul activating the obelisk! Btw, have I mentioned that the quest is completely op? Yeah! It doesn't specify what you heal! So it can be anything! Minions and hero alike! And it can be done with cards, too, like Circle of Healing! It is broken, for sure!
Also, the quest doesnt specify any healing targets and Hench-Clan Shadequill heals for 5. Might make your opponent think twice about removing those units after you play them.
Your face gets damaged, any minions you have that survive to your next turn tend to get damaged, you can also focus on just trading and purposefully damaging your own minions to have heal targets. If you want self-damage you could even run something like Crystallizer or Injured Blademaster or Witchwood Grizzly.
If nobody is getting damaged, then nobody is attacking or casting damage-based spells. Which seems very hard to believe friend.
You are right.
Just and observation... Witchwood Grizzly health is reduced, it's not damaged.
Not really. It's actually a pretty common scenario that comes up in Lucentbark Druid, where the opponent chooses not to deal or take any damage until fatigue so you can't revive your Lucentbarks. Stuff like Crystallizer and Ornery Tortoise will be mandatory for the Priest quest deck, but will they be enough?
I main Paladin, and over the years, Paladin has received loads of cards that synergize with healing: Lesser Pearl Spellstone, arguably the weakest spellstone in the game, and Zandalari Templar, which is a sweet card but suffers from the same problem. What I've come to learn is that heal synergy decks just don't work. Maybe Priest will have better luck than Paladin has but I wouldn't hold my breath.
I feel like he meant Damaged Stegotron
Can't wait to see every BIg Priest getting upgraded by this lol. Im sure it fits there. Sorry to ruin your fun :)
Big priest doesn't need to heal and our minions are big enough.
If u manage to play Barnes on turn 4 your opponent gonna concede anyway
It is healing you, setting your max hp and heals you after. You can kill yourself with it while you have "heal to damage" things on board
All classes will have a playable quest except paladin, which will be forced to play crappy minion reborn for a ridiculous reward, now it must be a blizzard tradition to give unplayable cards to the paladin, especially when it comes to the quests ... (as a result we will see the next 3 expansions to force an archetype that however will not see game)
Warrior quest will also see no play until boom rotates
its not too easy to restore 15 health
Actually pretty easy when you have stuff like wild pyro mancer and circle of healing. Never said it had to be to your hero
You could also run things like: Circle of Healing, Radiance, Regenerate, Holy Nova
Lightwell, or Regeneratin' Thug.
15 Health isn't excatly a lot when your class is centered around it. With just hero power it would take 8 turns to fulfill the condition. Say you threw in a Divine Hymn into that mix, the number of turns to fulfill the condition is now 5. Divine Hymn + Archmage Vargoth nets you 12 health restoration which means it only takes 3 turns (two uses of hero power included) to restore health.
Both the Lightwell [/card] and [card]Regeratin' Thug function similarly in that they can very well just restore health every turn. If your opponent allows these to continue to exist on the board, this is a +2 or +3 passive tick each time it rolls over to your turn.
Also you don't necessarily have to restore friendly health, like your own health or your minion's health, you can also restore health to an opponent's minion as its all the same in the end.