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Sanctuary

Sanctuary Card Image

Card Stats


Card Text

Sidequest: Take no damage for a turn. Reward: Summon a 3/6 minion with Taunt.


Flavor Text

Few quests are completed by cowering under a table.


Keywords

Sidequest - Complete for a reward.

Taunt - Enemies must attack this minion.


Related Cards

Indomitable Champion

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Comments

  • Decent card for control paladin if it's viable. Can be a bad top-deck though when the opponent has stuffs on the board

    0
  • It's such a flexible way to protect your board. You can play it to get them to swing at you instead of a minion and you can play it right before your opponent plays a big removal to either get them to delay playing the removal or give you a minion on board after they play the removal. 

    0
  • Good auto-taunt if you have an on-board threat, or great with time out

    2
  • Seems really good. Just the threat of a 2-cost Fen Creeper can force some suboptimal plays. Feels playable in any deck that would normally run Time Out!, or even aggro Pally as has been pointed out. And it seems like solid Arena value as well.

    0
  • Strong for the mana and how comparatively easy it is to complete.

    0
  • it kinda gives your hero semi-taunt

    1
  • This looms good if you manage to like coin it out... but that requires being second which isn't that reliable.

    Also better hope your opponent isn't playing  Hunter, Mage or Druid.

    Now that i think about this, this might be really good disrubtion tool against mage, hunter & Druid! they will most likely Hero power to keep you from completing the sidequest for a while, which might leave them with less mana per turn, allowing you to control the game better & allowing you to get more stuff on board without fear of it being pinged by something like a mage hero power.

    Altho Hunter does have a lot of hero power synergy this expansion, so it might not deal with that well....

    0
  • The undisputed best part of this card is the ABSOLUTE shit-eating grin of the tauran warrior. I saw it on the reveal page and I was waiting to see what the effect of the card would be and I'm not disappointed. Good job artist!

    1
  • I don't see it. If it was 1 mana it would be busted. At 2 you might force your opponent to use some bad hero powers or some burn but other than it would probably be better to just run an op 2 drop. In the late game a delayed 3/6 means little and burning a card that makes your hero immune just to proc this effect is most likely not worth the effort.

    0
  • Hell yes, more Control Paladin! I think this card will be very meta dependent.  If there's a lot of aggro or midrange running around it could be hard to pull off aside from Time Out turns.  Hunter, Mage, Rogue, and maybe Galakrond Aggro Warrior specifically can make this rather difficult to complete.

    0
  • Aside the control/taunt/time out,this may see play in aggro palladin, of all places. Coin this is a valid T1 play and a very nice way of assuring you don´t take damage is to have board control and force your opponent to trade. If a mage is pinging an aggro pally every turn to deny a 3/6, it won´t have mana to fight back the other treaths aggro pally trows at Jaina.

    1
  • I think you really get the value in Arena...unless you're facing hunter.

    0
    • Quote From Solertis

      I think you really get the value in Arena...unless you're facing hunter.

      mage would suck too or druid/rogue with no taunts....though you are forcing the hero power.

      0
  • Solid card, and the first Sidequest we've seen that costs more than 1. Wonder what else they've got coming?

    0
  • Surprised by how easy this will be to pull off.  Probably will be the most played side quest from reveals so far.

    1
  • It feels good seeing control paladin is getting some love after the equality nerf. I hope we'll see more tools for this archetype as it is one of my favs.

    0
    • If I was to build an aggro deck I would put this card in too, a potential 3/6 on turn 3 is kind of crazy.

      0
    • It could be used as an aggro tool as well, since it protects other minions in two ways: after completion as a taunt and before completion by inviting the opponent to deal face damage instead of dealing with the minions on the board.

      0
  • This card is really good, it combos with a taunt or Time Out! and a 3/6 with taunt for 2 mana is really good.

    0
  • If control paladin is a thing this is amazing. Low mana cost makes it easy to flex in and it can go off whenever. Only weak matchups will be face decks but even those can have a turn where pushing though a taunt or reestablishing a board is all they can do in a turn.

    0

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