The questline is pretty awesome, but the ultimate reward is kinda... eh. Granted Priest is a serious control class, this is a REALLY LONG TERM solution when there are a number of better kill options. The questline rewards are pretty solid draws.
with the re-introduction of Shadowform, I would like to see the revert of "If already in Shadowform, increase the damage by 1". With Mage getting the bonus to be able to deal up to 3 damage per use of their Hero Power, it only seems right to allow the aggressive form of Priest to do the same thing.
1 mana 2 damage is kinda ok. But add on the 4 heal and it is suddenly amazing. Mortal Coil is heavily used and it only does 1 damage for the draw. The only reason I make the reference is that with Warlock, Health = Cards
Apotheosis is amazing, and universally good. The one combo makes it essential. If they kept it at 3 mana, but killed the attack bonus it would align more with Priest's focus of fat butts. It would still be useful for bigger minions, but essentially kicks the Blademaster Samuro combo in the groin.
Renew is just too tough. A decent enough heal along with being able to discover itself or any number of other valuable cards needed to be addressed a long time ago. I would say that something along the lines of only able to target minions OR heroes instead of generic heal would be enough to curb it personally.
Gibberling going to 2 makes sense and slows it down substantially. Making Druid wait one turn to start building up is enough to slow it down to a manageable status. When they nerfed Innervate it dead stopped the ability for Vicious Fledgling to hit the board turn 1 and go nuts. Just last night I played a game and got 4 Gibberling turn 1 and still had 2 cards in my hand. That kind of power needs to be curb checked.
I've been playing something similar to this in standard with C'Thun, the Shattered. Since with Demon Hunter, you are able to cycle through cards so quickly, taking advantage of the Deathrattle abilities from the last few expansions helps to get through your deck quickly as well
I have already used this guy in a few decks and I love it. In control games, you get a long range heal. For damage games, you get 12 damage to your opponent's side of the board, for aggro, you get a 3/3 + a 2/2 with an ability. It's just good all around
I have already used this guy in a few decks and I love it. In control games, you get a long range heal. For damage games, you get 12 damage to your opponent's side of the board, for aggro, you get a 3/3 + a 2/2 with an ability. It's just good all around
This makes my delicate sensibilities hurt
This makes my delicate sensibilities hurt
This is helping Hunter to have a more long term game. Having a few 5/5 in your hand for 1 mana is kinda scary
This is helping Hunter to have a more long term game. Having a few 5/5 in your hand for 1 mana is kinda scary
This is helping Hunter to have a more long term game. Having a few 5/5 in your hand for 1 mana is kinda scary
This has a lot of potential with the class. Hunter can easily produce a number of minions to rush at something and die in a turn
This has a lot of potential with the class. Hunter can easily produce a number of minions to rush at something and die in a turn
NOt a bad buff, but for Druid I don't imagine this being used a lot
NOt a bad buff, but for Druid I don't imagine this being used a lot
The questline is pretty awesome, but the ultimate reward is kinda... eh. Granted Priest is a serious control class, this is a REALLY LONG TERM solution when there are a number of better kill options. The questline rewards are pretty solid draws.
with the re-introduction of Shadowform, I would like to see the revert of "If already in Shadowform, increase the damage by 1". With Mage getting the bonus to be able to deal up to 3 damage per use of their Hero Power, it only seems right to allow the aggressive form of Priest to do the same thing.
1 mana 2 damage is kinda ok. But add on the 4 heal and it is suddenly amazing.
Mortal Coil is heavily used and it only does 1 damage for the draw. The only reason I make the reference is that with Warlock, Health = Cards
1 mana 2 damage is kinda ok. But add on the 4 heal and it is suddenly amazing
Apotheosis is amazing, and universally good. The one combo makes it essential. If they kept it at 3 mana, but killed the attack bonus it would align more with Priest's focus of fat butts. It would still be useful for bigger minions, but essentially kicks the Blademaster Samuro combo in the groin.
Renew is just too tough. A decent enough heal along with being able to discover itself or any number of other valuable cards needed to be addressed a long time ago. I would say that something along the lines of only able to target minions OR heroes instead of generic heal would be enough to curb it personally.
Gibberling going to 2 makes sense and slows it down substantially. Making Druid wait one turn to start building up is enough to slow it down to a manageable status. When they nerfed Innervate it dead stopped the ability for Vicious Fledgling to hit the board turn 1 and go nuts. Just last night I played a game and got 4 Gibberling turn 1 and still had 2 cards in my hand. That kind of power needs to be curb checked.
I've been playing something similar to this in standard with C'Thun, the Shattered. Since with Demon Hunter, you are able to cycle through cards so quickly, taking advantage of the Deathrattle abilities from the last few expansions helps to get through your deck quickly as well
This will be seen in Reno Priest for sure... I know I am going to put one in my Even Warlock as well
This will be seen in Reno Priest for sure... I know I am going to put one in my Even Warlock as well
I have already used this guy in a few decks and I love it. In control games, you get a long range heal. For damage games, you get 12 damage to your opponent's side of the board, for aggro, you get a 3/3 + a 2/2 with an ability. It's just good all around
I have already used this guy in a few decks and I love it. In control games, you get a long range heal. For damage games, you get 12 damage to your opponent's side of the board, for aggro, you get a 3/3 + a 2/2 with an ability. It's just good all around
firing off 3 arcane, frost, and fire spells to get this to trigger may be harder than it seems