A new Epic Paladin Spell, Sanctuary, has been revealed!
Discuss this card below or head on over to the card page to give it a rating!
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This means the Hero takes no damage right, or minions too? Seems pretty easy to complete, so it's basically a 2 mana 3/6 Taunts, which is good value.
seems pretty strong
not difficult to complete
So this sidequest is just auto-completed with Time Out!? Not sure how valuable a 3/6 taunt is off that, but I suppose for only 2 mana that's a good value if you're going for it. I'm sure it will see some play.
Very easy to complete if the requirement is that the hero doesn't take damage. Pretty nice reward too. My guess is that it will see a lot of play.
Very cool card! Can be played very early, rewarding you with a buffed taunt whenever you don't take damage or help stabilize with early time out when in a pinch.
it's interesting to say the least.
Obviously there's the Time OUt synergy (although I doubt spending 5 total mana on a 3/6 taunt is worth it)
I'd probably run this in Nozdormu Paladin since that deck needs non-minion early plays.
At the end of the day this works similar to Rat trap. Your opponent will be forced to damage you each turn or else you get a huge tempo/defense boost, meaning you might be able to stop them from value trading.
Downside is that you spend 2-mana and your opponent will always know what awaits him.
The wording seems off though. "for a turn" could imply your own turn, which means you'd be guaranteed completion the turn you play it as long as you don't slam your face into something. Guess it should be "your opponent's turn"
I tried having fun once.
It was awful.
I assume this card only cares about taking damage on your turn. The question then becomes whether it only cares about face damage or if taking damage with minions also cancels the trigger.
From the way it's worded I'm inclined to assume this is basically a 2 mana 3/6 taunt that comes down with a one turn delay unless you swing weapons at minions.
Good value for mana, but a terrible lategame topdeck, and probably not enough of a payoff to include in many decks.
It's hard to evaluate cards when you can't tell what they do exactly from the printed text. Do better blizzard. Come on.
Easy to complete in aggro deck. In control, if you play vs aggro it'll be hard to not take damage
obviously time out finishes this guaranteed. then it's basically 2 mana 3/6 taunt?
Easy to complete, but the 3/6 taunt is not that great. Maybe there are some situations where your opponent has to hit your face instead one of your minions just to delay the coming of a big taunt. I mean can this card force your opponent to make some bad tempo plays?
Never netdeck, craft Whizbang instead!
Seems a bit redundant to me, if you’re in a situation where you can avoid taking damage, a lot of the time that means you’ve already stabilized against aggressive decks
Who needs consistency when you could have fun?
This card's worded very badly what does the card mean.. for a turn? a turn is when you press "end turn button" so the condition is weird since you don't take face damage in your turn most of the time, I assume it also includes your minions though.. so then you play it on turn 2 and get a 3/6? that doesn't make sense either since it's too strong..
the probable option is that this card needs to be on the board for a full turn so you need to survive the opponent's turn without taking damage (Again.. only face damage, or ANY damage?)
and then does it then counts your own turn? then it's easy to complete
power level ?/5
wording of the card -10000/5
basically its a 2 mana paladin secret, 3/6 taunt is damn big in early game
On one hand its a 5 mana card with time out! on the other, it might be a dead draw most of the time. Combos nicely with that mirage card as well though and yeah the wording doesn't seem quite right.
Only a fool thinks they know everything. I admit that I know nothing
Quote From DoubleSummonThis card's worded very badly what does the card mean.. for a turn? a turn is when you press "end turn button" so the condition is weird since you don't take face damage in your turn most of the time, I assume it also includes your minions though.. so then you play it on turn 2 and get a 3/6? that doesn't make sense either since it's too strong..the probable option is that this card needs to be on the board for a full turn so you need to survive the opponent's turn without taking damage (Again.. only face damage, or ANY damage?)and then does it then counts your own turn? then it's easy to completepower level ?/5wording of the card -10000/5
From what I understand only the hero can't take damage. As for what it considers a turn, it seems the turn it is played doesn't count.
So if you play this on turn 2 it won't activate then. Should your opponent not damage you, it activates, else you will only get it at the end of your turn 3.
Seems the kind of card that you either get it soon or it becomes kinda "meh" and weak.
I think this is really good.
Even if your opponent can damage your hero, it's like damocles' sword.
And it can force your opponent to make unfavorable trades, to put at least a little damage to your hero.
Maybe it's also a good way to keep your board presence?
Imagine this: You and the Opponent are fighting for the board and your SQ is active. Since you have to take damage, your Opponent has to attack you or use burn, which could lead to them taking unfavorable trades. And if they don't go Face and trade off your board, you will get a free 3-6 Taunt that'll pick up your Opponents damaged Minions.
Long, drawn-out Control Match-ups with Boardclears en masse and an unbelievable amount of greedy cards?
Sign me up!
The first good sidequest that doesn't detract from a deck as a whole just to appease it.
Very good turn 2, even better vs control.
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
This quest seems pretty powerful, playing this on turn 2, or 1 with coin will make your opponent have to hero power on their turn 2 to avoid letting you have a big minion too early. Later in the game it might feel a bit awkward on both players part, but I don't have a doubt that there will be some paladin deck that wants to play this (there are already a couple of existing paladin decks you would want to put this in).
I don't think it is a very good design though, it just feels so bad to your opponent, imagine playing a warrior and then you miss your 1 drop so now you have to deal with a 3/6 taunt on turn 2. This card just seems to unfair to classes that don't have a way to deal damage with their hero power.
First rule of the English language: Their our know rules.
To me, the most interesting thing about Sanctuary is that it's a 2 mana quest (whereas all the previous quests and side quests have been 1 mana). The most obvious synergy here is with Time Out! in a Shirvallah Paladin deck as a way to decrease the cost of Shirvallah, the Tiger while stalling your opponent for more than the one turn Time Out! gets you.
It may also be relevant in a more aggressive Paladin deck that's hoping to get this down on turn 2 in order to get a big, early taunt wall between the enemy and smaller minions, but I'm not totally convinced by that. Playing this on turn 2 means you're not immediately developing the board - in that scenario, your turn one minion can attack, but any subsequent minions (including this taunt) won't be able to attack until turn 4 due to summoning sickness. That's a lot of turns to spend not attacking in a style of deck that typically wants to get early value trades to snowball to a victory on turns 5 and 6.
Without more clarification on how this works, this is impossible to judge.
I suppose this card consider only your opponent's turns and not yours.
A big difference is when the sidequest is completed, basically if the minion can attack right away. For example i started first and at turn 2 play this, my opponent on his second turn heropowers and emotes "the light shall burn you!" so the sidequest activates, and i get the minion, does the minion spawn at the end of my opponent turn (it can attack) or at the start of mine (it can't attack)?
I think the card is good if played and activated very early, but later it doesn't seem that good at all, because it will be harder to activate and the 3/6 with taunt will not be so strong anymore
As the requirement seems simple enough, a 3/6 for 2 mana should be worth a while
“One day, you will be old enough to start reading fairytales again.”
This card is really cool and does things that I think most people are overlooking. Sometimes this is a 2 mana, your opponent must target your with their hero power every turn. And while its true hero powers are good value, they are bad tempo, and having to target your opponent to prevent them from getting a super efficient Taunt is pretty good as well. Sometimes your opponent is just going to have to let you have this, and while this might not seem like the best minion in the world, its just a 3/6 taunt, its not super aggressive, it is an insane 2 drop, and its is great for holding buffs. I think people are going to be surprised about how annoying this is to deal with. Yes, in games you're already losing board and behind its likely this never does anything, but generally if you're in that situation as Paladin you probably lost anyway.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
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