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  • New Neutral Minion - Zul'Drak Ritualist

    Evolve will rotate out early December

  • New Neutral Minion - Zul'Drak Ritualist

    The only way this sees constructed play is if decks that rely on certain rez effects become dominant. Apart from the obvious priest, this has (albeit) limited potential to disrupt/limit N'Zoth, Gul'dan, Witching Hour, Kangor's Endless Army etc.

    I can't imagine this happening, and there's more reliable techs against most single cards, but it's worth noting.

  • [Game] Card Treasure Hunt (The Resurrection Attempt)

    I was meant to be eternal,

    a knight with will undying,

    a force with strength infernal,

    after a thousand blows surviving

     

    Alas, I am weak and frail,

    my legacy is to fall and fail,

    but mark my words, I will prevail,

    this is my vow, this is my tale

     

  • Paladin Card Reveal - Sanctuary

    It's like bear trap but kinda worse. I made a rogue secret like this once upon a time ago with the same idea, weird how it's in paladin flavor, it's a good find for a slow paladin deck that's focused on board control but you wouldn't put in in your deck it's purely vulpera fodder imo

  • New Neutral Minion - Zul'Drak Ritualist

    This being some sort of anti-rez tech or MC Tech combo card is a joke. Cards like this are rarely good unless its very fringe, and this one isn't winning any awards. Random 1 drops might generally be bad, but there will also be cases where this feels your opponent some awesome stuff. Yes, there are the 1 cost Spirits that have 0 attack and likely won't be good for your opponent at all, there are a bunch of middling things, but there are some pretty highroll things and you can easily blow yourself out against a lot of decks. Its true this makes Evolve better, but I don't think that card will still be around once this set comes out.

  • New Card Reveal - Zul'Drak Ritualist

    Nice little raptors

  • Sanctuary

    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.

  • Paladin Card Reveal - Sanctuary

    The 3/6 can't attack the turn its summoned. It's strong, but not game-breaking when played on curve. In the late game it potentially never triggers. It's a good card, but I'm not sure why you include it in your deck. I'm not sure which strategy it serves. Probably more a zoo Paladin with lots of trading than a control card.

  • New Paladin Spell - Sanctuary

    This card is really cool and does things that I think most people are overlooking. Sometimes this is a 2 mana, your opponent must target your with their hero power every turn. And while its true hero powers are good value, they are bad tempo, and having to target your opponent to prevent them from getting a super efficient Taunt is pretty good as well. Sometimes your opponent is just going to have to let you have this, and while this might not seem like the best minion in the world, its just a 3/6 taunt, its not super aggressive, it is an insane 2 drop, and its is great for holding buffs. I think people are going to be surprised about how annoying this is to deal with. Yes, in games you're already losing board and behind its likely this never does anything, but generally if you're in that situation as Paladin you probably lost anyway.

  • Zul'Drak Ritualist

    Might find some use in Priest or against Big Priest to mess up their revives but probably not. Seems like a mediocre 4 drop taunt at best.

  • Battlegrounds In-Game Matchup Selection

    It seems truly random to me, aside from not being able to face the same player twice until there's only 2 left. I often notice players being paired up repeatedly (with 1 round intervals), but that's probably me noticing a pattern in a random distribution. 

     

    I do agree that this is one area where randomness might not be the ideal solution compared to other options like facing everyone sequentially or a semi-random system with built-in measures against early repeat matchups. It's lame when you have to face someone who got an early spike while other players get a free ride, and it's more fun if you get to see what everyone else is playing.

  • New Paladin Spell - Sanctuary

    As the requirement seems simple enough, a 3/6 for 2 mana should be worth a while

  • New Warlock Minion - Crazed Netherwing

    It hurts your hero, it just doesn't hurt itself.

  • New Neutral Minion - Zul'Drak Ritualist

    I'm not a big fan of summoning stuff for my opponent, but 3 1-Drops have the potential to clog up a board and mess with the rez pool as well, so it isn't completely terrible, or at least not all everything about this card is bad.

  • New Neutral Minion - Zul'Drak Ritualist

    Can we change this to summon 1drop and 2drop, so it can summon Doomsayer?:)

    Only worth running as a big priest obliterator, or via Oaken Summons

  • Battlegrounds In-Game Matchup Selection

    Does anyone know how your opponents are selected inside the match (not MMR)? It seems totally random (except no playing the same player twice in a row), but don't know if it's ever been stated. Recently I had match where all 8 players were alive and I played the same player 3 times in 6 matches.  I feel like I sometime go an entire match without ever playing one of the players. The worst is facing AFK on turns 3 and 5. Seems crazy that there is not some sort of round-robin format

  • Descent of Dragons: Arena Impact

    Staff

    - NEW CARDS -

    1=Terrible, 2=Poor, 3=Average, 4=Good, 5=Excellent


    Sanctuary (2/5): This is a hard card to evaluate. Obviously there are turns in Arena, where you dont take damage. Probably more so than in Constructed and certainly, it can happen early, so playing this on curve or on T3/T4 while having board advantage can help you tons. But it will pretty much never triggers while you're behind, which is abysmal. I dont know, maybe it will become the next Tar Creeper, but until i see it in play, i have my doubts.

    Zul'Drak Ritualist (3/5): I want to like this card, it is a pretty huge taunt for the cost, but giving your opponent 3 minions, even if they are 1-drops, can come back to bite you. For the next rotation, there dont seem to be many bad outcomes, worst is probably Injured Kvaldir and Flame Imp, but stuff like Spirit of the Dead, Spirit of the Raptor or Spirit of the Rhino could potentially lose you the game, not even joking. Again, i will have to see this card in play to pass my final judgment, maybe it will win you more games than it loses in the end.

  • Paladin Card Reveal - Sanctuary

    Cool, reminds me of Shadowverse amulets. Also seems playable.

  • Warrior Legendary Galakrond Reveal - The Unbreakable

    At 7 mana this is the new Dr Boom. Tempo lives!

  • Paladin Card Reveal - Sanctuary

    But it is not a secret

  • Rogue Card Reveal - Necrium Apothecary

    Priest says thanks for the deathrattle 

  • Paladin Card Reveal - Amber Watcher

    Dragon Paladin will see a come back until the start of the new year

  • Paladin Card Reveal - Sanctuary

    The art clearly represents the reward but the card name does not. 

    I believe they mean your opponents even though Paladins have that weapon that damages themselves. 

     

  • Sanctuary

    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.

  • Hearthstone Global Games 2019 - Week 2 Results & Decklists

    Staff

    Poor Warlocks nowhere to be seen.