Jump to content
FORUMS
Sign in to follow this  
Zadina

Holy Water Reveal: The Witchwood

Recommended Posts

CauHzRG.jpg

Another stealing tool for the master thief. And no, I am not talking about Valeera, but about Anduin of course!

Today's reveal schedule has been a mess, but I don't think anyone minds seeing more cards than originally intended. This interesting spell was revealed by Kripparrian on YouTube:

06a4ca2205f61b9857751869afbea2df.png

Screencap from the video

So, yeah it's a 5 mana Shadow Bolt and Convert. Dealing 4 damage with 5 mana isn't exactly amazing and the latest expansions have brought some minions with a lot of health, like Grand Archivist. On the other hand, there are a lot of minions with nice effects, like Lord Godfrey, who have a small amount of health. You can also use Holy Water on your own minions, like Spiteful Summoner or a damaged Obsidian Statue, and replay them. Nevertheless, the card feels slow against Aggro in particular and in general to be honest, while the stealing part is gimmicky at best. It's not a terrible card, but it's not exceptional either.

What are your thoughts about this Priest spell? Be sure to check out our Witchwood expansion hub, where you can find all of the revealed cards gathered in the same page!

  • Thanks 1

Share this post


Link to post
Share on other sites

This is straight up amazing. Use a few minions at worst to soften up a target, and then steal it? There are so many nice battlecries that can be used this way, not to speak of end of turn minions like The Lich King. It can be a great boon if you know how to work with it. Definitely a strong card against anything but aggro.

Share this post


Link to post
Share on other sites

Shadow Bolt is ok. Convert I don’t remember seeing any play, though I joined after it was first introduced. Combining two cards into one for the same mana is generally stronger than the two cards separately, but not sure that’s enough to make this good.

My guess is it’ll be too slow. Even in a control heavy meta, the removal is pretty weak and you have other more efficient ways of stealing enemy stuff.

  • Like 1

Share this post


Link to post
Share on other sites

The problem with this card is resource exhaustion really isn't a good way to try to win control v control match ups.  Control decks have changed over the years from a plan of who can manage their resources better, to who has the fastest combo or the most insane value generation.  We no longer live in a meta were grinding your opponent out of resources is really a viable strategy.  This is one reason elemental decks were so bad.  This card is just far to fair to see any play.  Entomb, which was 10x better didn't even always see play in Reno decks in mean streets.  No way this makes the cut.

Share this post


Link to post
Share on other sites

I don't think it lines up well with what the game looks like right now, but I would bet money that if something like Azure Drake was still a staple this card would go to staple status as well. It's possible that the meta shakes out in its favour but I'm not holding my breath. Doesn't seem like a week one craft at least. 

Share this post


Link to post
Share on other sites

I suspect many players will find this card underwhelming when the fact they have to pay to play the copy sinks in. This can very much be likened to a "big" Death Coil, which, I'd probably rather not pay 4 mana for 3 damage.  Yes, you get to draw a specific card on top of not milling yourself slightly (is that even a reasonable concern to have?), but I assume you craft your deck with cards you want in your deck, not cards your opponent wants in their deck. Of course, you can always self tempo and kill your own minion, but... you're self tempo'ing for a copy of something you've played. It better be great.

3/10.

Share this post


Link to post
Share on other sites

Frankly I think this is being underestimated a bit.

In the current pool for example, this could be used to steal an opponent's Tar Creeper or SpellBreaker, two cards in a huge variety of decks that are almost never bad to have in hand.   In the witchwood, you add probable staples like Rotten Applebaum and clockwork automaton

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Damien
      This thread is for comments about our Trump's Top 300 Legend Highlander Hunter Deck.
    • By Damien
      This thread is for comments about our Habugabu's Rank 4 Legend Highlander Warrior Deck.
    • By Damien
      This thread is for comments about our Zetalot's Highlander Quest Priest Deck.
    • By Zadina
      Right before the news for the upcoming PvE Adventure hits, Blizzard announced some much needed balance changes.
      Two card buffs from the May update will be reverted, while three more cards will be nerfed in an update coming next week.
      In May, we had the first card buffs in Hearthstone's history. In an occasion like that, it was certain that some of these buffs would be hit or miss. While there were definitely some misses, some of these biffs hit harder than expected and thus they will now will be reverted. These cards are Extra Arms, which will go back to costing 3 mana, and Luna's Pocket Galaxy going back to 7 mana.


      Two more cards from Standard are also getting nerfed in the August 26 update. Mage will suffer another big loss, as Conjurer's Calling will now cost 4 mana (up from 3).

      Another much needed nerf is that of Dr. Boom, Mad Genius. The 7-mana 7/7 (infinite 7s) meme started from the original card will be no more, as the cost of this heavily used Hero card will be upped to 9.

      Finally, a lot of Wild players can breathe out in relief as Barnes' cost will be increased to 5 mana, up from 4. I am not sure if this will be enough to alleviate the frustrations of the Wild community with the Legendary minion, but at least it's a step to the right direction.

      You can read about Blizzard's thinking behind these nerfs in the official blog post.
    • By Zadina
      In this new Brawl, all minions work like Nightmare Amalgam.
      This means that all minions count as Elementals, Mechs, Demons, Murlocs, Dragons, Beasts, Pirates and Totems!
      Since this a Constructed Tavern Brawl, you want to build your deck carefully. It's  clever to focus on synergies of a specific Tribe (Murloc, Pirate and Mech/Magnetic decks being the most successful ones so far) but you can also create some busted combos if you mix and match.
      Key cards for each type of Tribe include:
      Elementals: Lesser Ruby Spellstone, Frost Lich Jaina Mechs: Galvanizer, Mechwarper, Magnetic cards Demons: Ectomancy, Sacrificial Pact, Sense Demons Murlocs: Murloc Warleader, Underbelly Angler, Old Murk-Eye - basically anything that has Murloc written on it Dragons: Duskbreaker, Wyrmrest Agent, Drakonid Operative, Twilight Guardian Beasts: Crackling Razormaw, Master's Call, Scavenging Hyena, Revenge of the Wild Pirates: Ship's Cannon, Patches the Pirate Totems: Thing from Below, Totemic Surge, Splitting Axe Some Tribe combinations favour specific classes (like Elemental for Mages and Beasts for Hunters and Druids) or are strictly restricted to them (Totems and Demons), while classes like Shaman enjoy the freedom of being decent for various deck styles.
      Don't forget to grab your Hungry Crab, Golakka Crawler and a board clear - you are going to need them! Menagerie cards will also buff nicely your entire board.
×
×
  • Create New...