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Comments
This card seems like it could be one of the best Hero Power transformations. I expect this to be a really great card. The question remains whether restoring 15HP is easy enough to do and whether it's worth running the 'quest' side of the card to have a weaker opening hand. I'm also not sure there are any Priest decks that could benefit from this enough.
Restoring 15 health with priest is extremely easy with spells like Circle of Healing. I think this is going to work very well in a deck like Silence Priest because minions that "can't attack" have high health and after you silence then you can buff then with this hero power. I expect this card it going to get nerfed to lower the buff.
While it won't be the fastest Quest to complete, the payoff is pretty significant since it looks like Priest will be able to build relatively sticky boards of high Health minions. Those minions can be healed if your opponent doesn't have enough Attack on the board to clear them cleanly, and their high Health makes them ever-present Inner Fire threats. I don't think Priest will rule the meta, but it's going to be more dangerous than I thought. Plagues could be a pretty hard counter to what Priest is trying to do.
This looks like it should be fairly easy to complete. Pretty powerful stuff once you do. I can see Midrange Reborn Quest priest starting to form.
But I would like to know is it give the minion 3/3 everytime you target it or just if the minion is damaged and it restores the minion health and give it 3/3
"Restore 3 health. If you target a minion, also give it +3/+3."
It's all written there.
Wording is pretty clear. The hero power has a bonus effect if you target a minion, so it will give +3/+3 to a minion always.
Day 1 craft it golden I say! OK i'm kidding, I never craft golden cards. But I would if I would be crazy! This is amazing card.
Low value in golden, not even minion, not gives other golden cards etc. Bad golden craft even for golden crafters:D
It gives you golden hero power though and will be animated everytime you take a look on your quest progression I think.
yep, golden hero power and better than just spell, but still not so cool for my opinion. For me, golden minions always better (heroes ofc top 1, but no new heroes) than any spell, except spells who summon you golden minions and other things like that.
Blizz regrets incoming.
From a flavor standpoint, Activate the Obelisk and Making Mummies seem to have ended up in the wrong classes. Heal Paladin got lots of support recently, and this would fit very well into a deck like that from a payoff perspective, whereas mummies and reborn are much more consistent with the Priest deathrattle/resurrection identity.
The payoff for Activate the Obelisk is obviously incredibly powerful, but the requirement of healing 15 health is not as easy as it looks. You probably can't start making progress against this any earlier than turn 3 (turn 1 quest, turn 2 develop the board, turn 3 onward hope that you have damage to heal...or turn 1 and 2 develop the board, turn 3 quest and heal). There are a lot of neat things Priest already does (e.g. Northshire Cleric + Wild Pyromancer + Circle of Healing) that can do a lot of work to develop this quest, and having access to reborn minions will help too, but this probably won't be as fast as some people think, particularly since your opponent will know what you're up to and make clearing your minions and avoiding face damage a priority to slow you down while they develop tempo.
That's not to say that Priest will struggle to complete this quest, but the timing of when you get this online is going to be important. A single +3/+3 each turn is good, but it won't do a lot against Warrior AoE like Brawl or Plague of Wrath, or against Warlock AoE like Plague of Flames and Twisting Nether, or the various polymorph effects available to Shaman and Mage. Because Priest has limited card draw and board swarm tools, those kinds of AoEs are a real threat to the Obelisk Priest game plan.
You're probably going to need to be some kind of midrange/tempo deck that can make early game trades, heal, and then capitalize on the cheap buffs before control decks wipe you out. Tempo-y quests of the past (e.g. The Marsh Queen and Unite the Murlocs) had a hard time winning games because having the quest in your opening hand and playing it meant you weren't developing the board you needed, but maybe this will be different, as playing the quest on turn one is probably often the wrong play because you have nothing to heal yet.
I think, priest can start using again injured blademasters and aucenai and 4-7 who heals your opponent, also has synergy with new 3 mana 3-3 who kills your minion and rivives it. And Blizz gave 2 mana mini aucenai for combo with 4-7 again and 3-3, that can be used in both completing quest and burst damage in late game, bad thing in this deck - draw. If you drawn your 1-3 cleric and pyro and circle - you re cool, if not - gg, it's lost.
Well my midrange mech priest deck just becomes a whole lot stronger with this quest + the new other legendary
Finally, thats super great. This can push priest, only bad thing - 15 hp heal it's not so easy, i know, if you playing vs aggro it's auto complete, you just surviving and quest doing itself. But vs some decks, you all game in full hp and can't heal even minions. Without it, you just waste 1 card in your starting hand. Another important thing - what type of deck wants, no, can use this quest, i think, it's something midrange, coz, if we talking about super late game where war has 3-5 omega devastators, rush and clear you anyways. But if it's something like conjurer mage we can constantly treating him with stupidly broken minions like 8-12 taunt mech for 5+2 for hero power and killing him.
Now, i know what leg i will insta craft after 1st packs opens. Maybe, it will not enough and priest will suck again, but it has potential. Also it has synergy with inner fire that's mean possible to combine.
Perhaps the most interesting thing is that the opponent can choose to not damage you if they have a slow enough deck, and make it much harder to complete. And since priest doesn't have ways to attack with its hero, it might have to include cards specifically to damage itself against control (where I imagine the reward is most useful).
Crystallizer will probably be an auto-include in this deck so you can have more of a chance in control matchups. Ornery Tortoise might even see play as well, but that might make the aggro matchup a bit too hard
Crystallizer!
That's probably the right turn 1 play most of the time with this deck, but that only gets you 33% of the way there, and the armor makes it harder to take damage.