Solid card nice stats but I feel like this is going to get worse as the revels go. Still, anti big priest is always nice but fuel for token and aggro isn't as much so.
The more I think about it, the more situations I see in which this is good.
If your opponent has a wide board of small minions (Quest Shaman, Lackey Rogue), this doesn't give them the full three minions, while you do get a cheap big taunt with enough attack to take out small minions when traded into.
If you don't play this on curve, you could immediately kill off the summoned minions with one-sided AoE; even on turn 6 or 7, a 3/9 taunt is useful.
In Quest Hunter, this progresses your quest by 4 ticks early game and has synergy with Unleash the Hounds late game.
And of course other advantages that were already mentioned, like messing up resurrect pools and discounting Sea Giant.
This card's worded very badly what does the card mean.. for a turn? a turn is when you press "end turn button" so the condition is weird since you don't take face damage in your turn most of the time, I assume it also includes your minions though.. so then you play it on turn 2 and get a 3/6? that doesn't make sense either since it's too strong..
the probable option is that this card needs to be on the board for a full turn so you need to survive the opponent's turn without taking damage (Again.. only face damage, or ANY damage?)
and then does it then counts your own turn? then it's easy to complete
power level ?/5
wording of the card -10000/5
From what I understand only the hero can't take damage. As for what it considers a turn, it seems the turn it is played doesn't count.
So if you play this on turn 2 it won't activate then. Should your opponent not damage you, it activates, else you will only get it at the end of your turn 3.
Seems the kind of card that you either get it soon or it becomes kinda "meh" and weak.
I think this is one of the worse cards printed until now(this expansion). Maybe a tech card vs ressurect as pointed, but still, not worth it. In standard at least, doesn't seem any good.
It's not broken, because it's occasional card. Looks balanced.
In the best situation coin on turn one after your opponent played nothing and he's not Druid/Mage/Rogue or similar play on turn two, it's very strong.
But on the other side, there are plenty situations when it's useless card, because against very aggressive decks, you will not be able to accomplish the quest starting turn 2. In mid/late game it's not a game changes at all.
On one hand its a 5 mana card with time out! on the other, it might be a dead draw most of the time. Combos nicely with that mirage card as well though and yeah the wording doesn't seem quite right.
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.
Discovering a card it's always good. Maybe the stats are lacking but with the +2 spell damage it acts like a taunt. You don't want Mage with +2 plus damage.
How does "turn" actually measure? Does it mean "your opponent's turn" or "yours + your opponent's"? I am wondering how does trading minion with a weapon work with this.
Nice big priest counter. Too bad it's born 2 years late. I hate how the devs always print counters to the most infuriating decks after the said deck dies "naturally". This card pisses me off.
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.
This card's worded very badly what does the card mean.. for a turn? a turn is when you press "end turn button" so the condition is weird since you don't take face damage in your turn most of the time, I assume it also includes your minions though.. so then you play it on turn 2 and get a 3/6? that doesn't make sense either since it's too strong..
the probable option is that this card needs to be on the board for a full turn so you need to survive the opponent's turn without taking damage (Again.. only face damage, or ANY damage?)
and then does it then counts your own turn? then it's easy to complete
Seems a bit redundant to me, if you’re in a situation where you can avoid taking damage, a lot of the time that means you’ve already stabilized against aggressive decks
New Neutral Minion - Zul'Drak Ritualist
Solid card nice stats but I feel like this is going to get worse as the revels go. Still, anti big priest is always nice but fuel for token and aggro isn't as much so.
Paladin Card Reveal - Sanctuary
I'd have preferred a harder condition but (1) cost.
I can't stand Sidequests having various costs.
Zul'Drak Ritualist
The more I think about it, the more situations I see in which this is good.
If your opponent has a wide board of small minions (Quest Shaman, Lackey Rogue), this doesn't give them the full three minions, while you do get a cheap big taunt with enough attack to take out small minions when traded into.
If you don't play this on curve, you could immediately kill off the summoned minions with one-sided AoE; even on turn 6 or 7, a 3/9 taunt is useful.
In Quest Hunter, this progresses your quest by 4 ticks early game and has synergy with Unleash the Hounds late game.
And of course other advantages that were already mentioned, like messing up resurrect pools and discounting Sea Giant.
New Paladin Spell - Sanctuary
From what I understand only the hero can't take damage. As for what it considers a turn, it seems the turn it is played doesn't count.
So if you play this on turn 2 it won't activate then. Should your opponent not damage you, it activates, else you will only get it at the end of your turn 3.
Seems the kind of card that you either get it soon or it becomes kinda "meh" and weak.
New Neutral Minion - Zul'Drak Ritualist
I think this is one of the worse cards printed until now(this expansion). Maybe a tech card vs ressurect as pointed, but still, not worth it. In standard at least, doesn't seem any good.
Paladin Card Reveal - Sanctuary
It's not broken, because it's occasional card. Looks balanced.
In the best situation coin on turn one after your opponent played nothing and he's not Druid/Mage/Rogue or similar play on turn two, it's very strong.
But on the other side, there are plenty situations when it's useless card, because against very aggressive decks, you will not be able to accomplish the quest starting turn 2. In mid/late game it's not a game changes at all.
New Paladin Spell - Sanctuary
On one hand its a 5 mana card with time out! on the other, it might be a dead draw most of the time. Combos nicely with that mirage card as well though and yeah the wording doesn't seem quite right.
New Paladin Spell - Sanctuary
basically its a 2 mana paladin secret, 3/6 taunt is damn big in early game
Four New Cards Revealed - Kronx Dragonhoof, Veranus, Camouflaged Dirigible, Hot Air Balloon
I won't be surprised, if Hot Air Balloon will be in Battlegrounds.
New Card Reveal - Zul'Drak Ritualist
Big Priest killer for Control decks.
Not that it was so needed at this point of the meta...
Paladin Card Reveal - Sanctuary
This is really strong early game.
Sanctuary
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.
Azure Explorer
Discovering a card it's always good. Maybe the stats are lacking but with the +2 spell damage it acts like a taunt. You don't want Mage with +2 plus damage.
New Neutral Minion - Zul'Drak Ritualist
This will be a disappointing pack rare :
Paladin Card Reveal - Sanctuary
How does "turn" actually measure? Does it mean "your opponent's turn" or "yours + your opponent's"? I am wondering how does trading minion with a weapon work with this.
Crazed Netherwing
Minions, not characters.
Kronx Dragonhoof
here it is, the most op card of the expansion
Sanctuary
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.
Zul'Drak Ritualist
Nice big priest counter. Too bad it's born 2 years late. I hate how the devs always print counters to the most infuriating decks after the said deck dies "naturally". This card pisses me off.
Sanctuary
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.
New Paladin Spell - Sanctuary
This card's worded very badly what does the card mean.. for a turn? a turn is when you press "end turn button" so the condition is weird since you don't take face damage in your turn most of the time, I assume it also includes your minions though.. so then you play it on turn 2 and get a 3/6? that doesn't make sense either since it's too strong..
the probable option is that this card needs to be on the board for a full turn so you need to survive the opponent's turn without taking damage (Again.. only face damage, or ANY damage?)
and then does it then counts your own turn? then it's easy to complete
power level ?/5
wording of the card -10000/5
Sanctuary
Worse then it looks-card that depends on your opponent
Zul'Drak Ritualist
Great card against wild priests!! Will include it in my every deck.
New Paladin Spell - Sanctuary
Seems a bit redundant to me, if you’re in a situation where you can avoid taking damage, a lot of the time that means you’ve already stabilized against aggressive decks
Zul'Drak Ritualist
I like this card, can mess with res pools, can maybe be used in a more controll-y battlecry shaman style deck. Very nice.