And as per someone asking, and and a Blue answered, if you double/play the battlecry twice, yes you can hit for 30
This gives a reason for priest to upgrade their healing effects, but then you die to warriors and DKs who can armor/health beyond 30
weird i was able to link to the youtube reveal video on another thread but when i tried to edit it to write a comment to ….i got an error mesage
and i now i cant link to youtube anymore!
about the card with the upgrade your hero power you can turn it itno a heal 8 for 1 mana no idea if worth using that legendary but i tmay help
too bad brewmaster is rotating out its confirmed if you play it more than once itll deal 15 damage for each time
at least well be able to set it up in wildw with brann and other copy cards without having to rely on imbue to do it
Just imbue into more copies of Alexstrasza to stack up OTK levels of damage then imbue into Story of Amara to get full health and explode your opponent.
Wow! Imbue Priest or Aviana Priest might actually be a thing!
Even the new upgrade hero power might be good now with this support!
Now this is some Priest doing Priest stuff!
Getting the dark gift double battlecry on this will be fun, but it’s a shame that outside of aviana, you won’t see this with deios. Priest is getting a few options for big, bursty finishers and I love it! Shame that Control Warriors and DKs can still shrug most of them off.
Isnt everyone overrating this a tad.. setting oneself to 15 heath is rather risky.. meaning you have to combo it with flash heals or such to not get destroyed which makes it a rather cumbersome late game combo to deal 15 damage.
The bandage guy is rotating out so the 0 mana heal 3 is gone. Seems like an interesting card and something which can be fun as discover fodder but as far as a build around card in a deck seems rather blah compared to all the other classes who have much fewer hoops to jump through to deal 15 damage
The new Genn/Baku guy will make your Hero Power 1 and heal 4. Then you can play the minion that makes your healing +2 for the game, giving you a 1 mana heal 8.
Now take into account that you could be at 15 health already, or even lower, and it would set your health UP to 15 then you heal for 8 for 1 more. 7 more healing from lifesteal or other effects wouldn’t be that hard to do.
But this would be pretty crazy later in the game via Imbue discover or even Aviana for 1 mana. There is some potential here.
I think the biggest thing to takeaway from this though is that it’s finally a Priest minion that focuses on what Priests SHOULD be doing best - healing. And it’s combining healing with damage.
This is what Priest should have been doing since the start of this game. It’s at the very least a nod in the right direction of Priest design.
Also if the +2 healing boosts life steal healing, you can heal for 20 off of a devouring plague to just get back to full the turn you play it.
Yes, very true. The more individual ticks, the better. That’s why early lifesteal minions will be important. It fends off aggro and also doubles as extra healing later in the game. The Priest Imbue package looks really nice.
But they will need a way to fend of the bigger control decks in the meta to be viable, otherwise Priest will just be an aggro killer.
You can also use this minion to “bank” the damage.
So you can heal up to 29 and just wait to heal full when you need the kill.
Here’s a question for ya: What would happen if my max health was 15 or less (Leeches, Azerite Snake, OG Jarraxus) when I played this card? Fifteen damage to the enemy hero immediately?
you can do that with majordomo executus’s deathrattle turning you into ragnaros… not that you should lol. but yeah 15 immediately.
Yes, it should be 15 damage immediately. However, I wouldn’t doubt if coding needs you to take at least 1 damage then heal back to full.
I wouldn’t doubt if their coding is a bit wonky on this and needs adjusting. I can see a bug happening. Like they have it coded where you have to physically heal to full, not be at full health because it says “when you reach full health”. But that would definitely get fixed because it should trigger immediately.
I could also see some BS coding where the enemy heals you to full, this doesn’t trigger, and then waits until your turn to trigger when it should trigger immediately on opponent’s turn. So if you are at 27/30 and they attack into a lifesteal minion and heals you for 3, it should go off (which would then be funny when it kills a mage with iceblock)