New Priest Legendary Card Revealed - Seek Guidance
Wronchi Animations just revealed a new United in Stormwind card: Seek Guidance
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Good point, not reliable, but you could limit the impact of Mutanus the Devourer by waiting until next turn to play the health-cost card (and finish the quest). If the opponent can't play Mutanus the Devourer twice, you've likely increased your chances of being able to play Xyrella.
I'm okay with Tickatus being able to destroy it, as this quest honestly just feels like a control deck killer, and to have something that can possibly stop the game from turning an auto conceded because you can't possibly kill priest fast enough is fine by me.
That said, Mutanus might be a bit too much, since he can just shut this deck down and he's neutral, but the fact that it can miss quite easily(if you have enough minions) might make it okay?
So cool and interesting. I still rather to finish my control Reno priest games with Elise Trailblazer and Archbishop Benedictus shenanigans though, more fun for me.
if the aggro deck still dominates after that update this card won't hit the list to proc that shard, its nearly hard questline doh! :D or do I have wrong here?
wtf?
And just like that Priest card design will suffer for the next few expansions just for a card that probably see play.
Feel free to disagree but only the rest of the set (mostly other quests) will prove me wrong.
I mean it won't really affect priest like that I don't think. I don't even know why it would honestly.
If this deck is such a problem they can't print priest cards, they'd probably nerf this deck.
Priest gets rekt in standard by aggro and burst in general and in wild it has 3-4 better win conditions so idk if this will see any play
So when i asked for a win con for Priest this wasn't what i had in mind.
Very cool design, although I'm afraid it will lead to disgusting control decks.
I think this might go a long way towards making Priest feel less toxic to play against. Giving them an actual win condition is a win-win, because not only does it make Priest stronger, it also makes games against them not feel like trying to beat a boxer up with a wet sponge. I think in a lot of cases you just drop this card into a Control Priest - the one card disadvantage is pretty promptly made up with the Discover effects, an otherwise you just sit there doing Priest things until you happen to meet the conditions, and then you sit there doing Priest things until you happen to draw the Shard. It's bizarre that making a class stronger seems to make it more fun to play against, but here we are.
It’s slow. Extremely Slow. But so is priest. I think this is great for priest and is the massive-est step in the right direction for them. The one thing priest does not do is put their opponent on a clock, and this does just that.
Imagine for a moment that Team 5 nerfed Renew the way they did it to support this questline....
Turn 2 Renew.
Turn 3 Palm Reading
Turn 4 your hand is messed up, concede.
Remember that clockwork brawl where you drew a 1-mana card on turn 1 etc.?
This'll be fun if that brawl comes back
It's curvestone the quest! I think the real issue is there aren't exactly good cards to use at every cost threshold right now, even if you could survive long enough to get to the end of this.
Like...imagine you need to use the 4 cost but all you have is like... Hysteria, and there aren't good targets. You can't start playing your 5/6/7/8 cost cards yet or you might brick the quest. In many instances you are going to have to play suboptimally to keep the quest rolling, which will not work out in many games.
So it demands proactive 4, 5, 6, 7, and 8 drops from a class that...generally doesn't do that. No hysteria on 4? Better have a 4 drop taunt.
That's the biggest problem. If you aren't able to immediately play the 2-3-4 in order, you have serious problems the rest of the game because no one is going to be running 4 cards each in the 5/6/7/8 slot which is what you need to be able to consistently draw one of each per game, so if you have to play one of them early you're very unlikely to be able to get a replacement later when you need to finish that section of the quest. If you're locked out of completely the first part of the quest by turn 6 you're probably crippled.
This seems like a really fitting card for Priest, I like it. A win condition (which priest needs), based on surviving long and controlling the game through domination (which priest is supposed to be good at), but without encouraging annoying decks like big priest by forcing you to play a wide variety of card costs, all while giving you a fun little discover at each checkpoint. I can't wait to try it out.
This is... kind of a hard deck to build. This wants to go in a control build, but unless you're against aggro control decks don't play on curve like that really.
Also I think the order here is kinda tough. Having enough early game cards and playing them while also having enough 5 and 6s and 7 and 8s.
The mini-rewards actually help a lot, because you can pick what you need to finish the next step when discovering cards.