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Comments
the power level of this card is insane.. :>
Hadn't considered that you can heal your opponent to complete it, that changes everything.
I'm thinking about making a slot for this quest in Big Priest.
Let the meta of Silence Priest begin.
Another nice quest after warlock's one
Great. I don't usually like to play Priest but I would play a deck build around this Quest.
This will be really powerful, I think. Imagine running Blackwald Pixies, plus Garrison Commander in wild. SO many buffs.
the quest reward obviously looks good, I'm interested to see how the card plays out in priest. One thing I haven't seen mentioned yet is you might want to think carefully when running Auchenai Soulpriest and/or Auchenai Phantasm along side the hero power, I believe if I am not mistaken It will deal 3 damage first and then give the +3/+3 but if the initial damage didn't kill the minion It can still buff the attack. Just something to consider for people who are thinking of building a heal priest.
It's a really strong payoff if you can damage yourself enough to complete it. I can foresee it potentially being weak if it's too slow to turn the tide against aggro decks and too hard to finish against control decks (if they're smart enough to not damage you)
Keep in mind that restored health doesn't have to be to your hero. It could be to minions, or even the enemy hero (Hench-Clan Shadequill?). I'm imagining a deck that runs high health Reborn minions plus AoE heals like Divine Hymn, Neferset Ritualist, and Circle of Healing to complete the quest, since the hero power also has really good Reborn synergy.
Anyone saying that this quest is weak must be absoloutely joking.
There are a few minions that damage themselves as a Battlecry. Excellent synergy with this quest.
Said minions will also work well with Psychopomp
I totally expect some kind of tempo aggressive priest to born in wild. This quest could find his place - remember that this is one kind of quest you do not have to play at turn 1, and that you can easily mulligan away in some match-up - if the meta is right.
For those saying 15 health is harder to achieve than it seems, I'd like to mark the fact that the card just says "Restore 15 health", without specifying a target.
You can heal your own face (Divine Hymn, Radiance LUL) with activators like Crystallizer or Ornery Tortoise, heal minions in general with Circle of Healing (Damaged Stegotron but especially Injured Blademaster can help a lot) and even your opponent's face with Hench-Clan Shadequill (didn't see this coming, huh?).
And I'm not even counting the hero power which, now, becomes a really powerful tool.
This quest is strong guys
I'm someone who is arguing that 15 is harder than it looks, and I don't think your points really refute that. You've highlighted a lot of tools that Priest has to get the job done, but the question isn't "can it be done?" it's "how quickly can it be done?" Let's play out an idealized situation:
That's the fastest you could possibly get this quest online, but it's totally unrealistic. We're assuming here that you go first, get the perfect draw, and that your opponent is an aggro deck. Your opponent in this case is a) playing 1 health minions into your 1/3s and b) not cleaning up your damaged 1 drops. You might see a 2/1 come down on turn 1, if you're playing against Shaman or Druid or the new aggro archetype for Paladin, but most of those classes have cheap weapons (or Druid's hero power), so those 1 drops probably aren't going to stick to the board.
So, let's assume you only get the Injured Blademaster and mass-heal combos. Now you've managed 9+ healing by turn 4, which is respectable, but you've got 5 armor, so your best bet for getting the remaining 6 healing you need is to heal your minions, which may take as long as two or three more turns.
You will complete this quest, probably around turn 6 or 7 if you get a decent hand. The big question is, will that be fast enough for the meta? If you're playing against aggro decks, the fact that you're not dead by 6 or 7 probably means you've won, and against today's control decks this hero power probably isn't enough. The speed at which you can complete this quest is going to depend a lot on the metagame because you're going to need your opponent to be playing for tempo because you're going to need to make trades on board to get to 15 damage. It has a very powerful quest reward, but it doesn't exist in a vacuum, and that context is going to dictate its relevance a big way.
Your points are fair, especially the last one: since you seem to be a person you can reason with, I'd like to reply with my opinion.
"You will complete this quest, probably around turn 6 or 7 if you get a decent hand": Uldum's quests aren't Un'Goro quests. If you take a look at the revealed ones, each one of them can be achieved in the mid game with a decent hand. Which is exactly what the devs have pushed Priest in: Anduin has received really little to no midrange support in the years, and now in 4 months we get the silence package (its strength is questionable, but it is midrange nonetheless) and minions like Grandmummy. I imagine Priest developing a midrange archetype with its power spike around turns 7-11.
I probably made some mistakes while creating it (some minions may not fit well, some combos are not really reliable, the Divine Spirit Inner Fire combo could be included, etc.), but I just assembled this deck in 15 minutes while replying to you, and it explains what I think Priest will (try to) be.
Yeah, you can't go into a value game with Bomb Warrior, I agree with you, but you should dunk on most aggro archetypes and may have a chance with the other Quest decks.
"The speed at which you can complete this quest is going to depend a lot on the metagame": well yes, but since we don't know what the meta will be I'm just trying to be as realistic as possible and theorycraft something worthy of this name.
"Uldum's quests aren't Un'Goro quests."
Yeah, I definitely don't mean to suggest that I'm looking at this quest with the same eyes as I might have back in Un'Goro. This quest isn't intended to be the win condition of the deck. But the flip side of that is that because it's not the win condition, it's something that might not need to be in the deck at all.
"I imagine Priest developing a midrange archetype"
I agree that this belongs in a midrange Priest deck. I think the big question is, should this be the 30th card in that deck? It doesn't need a ton of work to build around it because it asks Priest to do what it naturally does, so that's a major plus, but it does cost you a card in your opening hand and it will drive some deck building choices that might weaken the deck overall.
"We don't know what the meta will be"
It's true that we don't know what the metagame will be, but we can be pretty sure that when a new expansion is released, the strongest decks in the early metagame will be either a) aggro decks, or b) decks that were already strong in the old metagame, because people will just swap a couple of cards and run them. This midrange Priest deck will be able to beat aggro decks, but I'm not convinced any midrange Priest deck needs Activate the Obelisk to achieve that. On the other hand, we can say with some certainty that this quest cannot overpower control decks without a major investment in self harm (because the control decks will just hold their minions back and make it harder for you to complete the quest in a timely manner.
Some thoughts regarding the deck:
It particularly fits Reborn Priest, considering Circle of Healing and Divine Hymn.
I wouldn't mind dropping this one as my Quest.
it will be interesting seeing a deck than can both run a lot of healing, and a lot of strong minions. priest is looking better this expansion than in others.