A new Paladin Sidequest card has been revealed by Tars.
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Comments
It breaks the numeric scheme.
All quests cost 1, so did all sidequests, so far.
It's like having a 2-cost Lackey.
*so did all sidequests, so far revealed :D They never said they would cost 1. Idk, imo it's nice not they didn't limit the design space of sidequests, it didn't hurt the flavor as in rpgs there should be quests of various required effort and rewards and mechanically you won't necessarily play it turn 1 so it makes sense not to always be 1 mana.
This is really strong early game.
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.
It obviously refers to your opponent's turn. There is little to no chance, that you would rather inflict damage to yourself (clearing let's say a 1-drop on turn 2), than having an almost free 3/6 with Taunt on board next turn.
Yeah, that's my thinking too. Blizzard's wording strikes again though.
They are really inconsistent sometimes! I get that sometimes they want flavour with the wording - like adapt, then adapt again sort of thing. But clarity is king!
Activating this on t2/3 against Aggro might be tough, but if that happens it should practically be game over, right?
Could also be great after clearing: Opponent spends their turn rebuilding their board → no Damage → spawns taunt to protect you from next wave
I think it's actually great, not all classes can easily deal at least one damage every turn , and if you have some taunts it is even easier to complete. Late game it's meh but otherwise I think it might be fine.
t1 + coin= 3/6 taunt... not broken at all...
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.
Just another omega highroll card, I can already feel the tilt
Mage. Rogue. Druid. Hunter. Literally any 1 cost minion.
Easy straightforward card that puts continuous pressure on the opponent as long as it's active, I like it!
I assume this means the hero takes no damage right? Or are minions not allowed to be damaged either?
2 mana? I though that sidequests costs 1 mana.
You can play that on t2, Time Out! on t3 and summon a 3/6 taunt on t4.
Kinda meh card.
probably balancce reasons because if you go first with this you're basically guaranteed a 3/6 taunt on turn 2.