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Not entirely convinced that it's actually that good, but it's basically draw 2 for no cost (and a huge enabler for any self-damage strategies like Vulture)
0 Mana draw 2 is insane in priest, especially since the downside is usually irrelevant given how much healing priest has. In Warlock it's a nice self-damage and value generation tool.
BloodMefistOld God Fanatic 825728 PostsJoined 05/28/2019
Posted 2 years, 8 months ago
Oh ho, this makes the other Warlock/Priest cards look so much better. Not only could this act as a nice refill, but it can trigger their abilities for 0 mana. Also insane synergy in self-damage Warlock since it generates 2 mana when comboed with Darkglare. Immediately triggers Diseased Vulture too, the applications of this card are too many for it to not see play in at least a T2 deck.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 2 years, 8 months ago
I love it. It is cheap, it adds 2 cards to your hand, and it also adjusts your life total if you care about that. Plus, the cards that it generates are cards you already put in your deck, they aren't random. To me this is akin to saying "draw 2 cards" for 0 mana. I love it.
BrandonOld God Fanatic 13102094 PostsJoined 05/29/2019
Posted 2 years, 8 months ago
First of all: NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!
Priest: Okay so big synergy with [Hearthstone Card (Activate the Obilisk) Not Found] and *ugh RESS priest. I hate this card already.
Prepare for even more... Convincing Infiltrator "Greeting fellow humons huehue" And Khartut Defender "Our homes, our tombs". Our *favorite* totally not annoying and repetative cards!
Warlock: Good synergy for control warlock. Gives them more resource generation, and it actually can generate more health for you if you hit a Soul Fragment generating minion. In wild this can give you more Voidlords and i'm not looking forward to it already.
RNG is only fun as long as there is a 50/50 chance of getting something really good or trash level of bad. If RNG always results in something good, then it's not fun.
The "deal 3 damage to your hero" part seems really random and doesn't really have anything to do with the card, although it's obviously quite useful with Flesh Giant and Brittlebone Destroyer.
This card is definitely great though. 3 damage is absolutely nothing for Priest, just heal that shit back up. And you've also got 2 minions.
I find it really funny that out of every Priest/Warlock dual-class card, the Common one is the one that's the most complicated.
Its not really that good. Sharing the same weakness as rez priest, and you deal 3 damage to yourself.
Its a rez priest card, but as was mentioned, it shares the same weakness as the deck, so its either win-more, or you get 2 sheeps or 2 frogs you will never play. Assuming you don't just die to aggro, that is.
Wow! Very strong card - never underestimate 0 Mana Cards but this right here is very strong. It has lots of Synergys like Quest Priest, Rezz Priest, Decks that need you to hurt yourself so some card (Flesh Giant for example) can benefit from.
If you read this card as "0 mana draw 2 cards" it's pretty clearly awesome. Obviously you have to do a bit more work than just draw here, and the constraint that they had to have died means you might not put this in every deck, but it's probably one of the best cards in a deck built to use it.
People here not mentioning about this card in zoolock? The synergy with Darkglare and Diseased Vulture is insane and it's also just a really good reload for that deck. Maybe this can replace the Hand of Gul'dan combo.
I eat your fast food spare changes when you sleep.
The 0-cost is also a nice, cheap enabler for any spellburst effects that you might be interested in playing and activating immediately.
“If you have an apple and I have an apple and we exchange these apples then you and I will still each have one apple. But if you have an idea and I have an idea and we exchange these ideas, then each of us will have two ideas.” ― George Bernard Shaw
EU Legend: S52 (ZooHeal Lock); S76 (Highlander Hunter);
In a set where minion's abilities are triggered by spells, a zero mana spell should be reviewed very carefully.
it's very difficult to compare this spell to others because it's somehwhat...unique.
On the surface dealing 3 damage to your hero sounds pretty stupid, unless you're playing the Flame Imp, which is the most aggressively statted 1 drop in Hearthstone without any hand buffs. Receiving 2 random minions that have perished doesn't sound terrible but you'll also need to consider that they might be the minions played on turn 1 and could be weak late in the game.
However Priest and Warlock both received cards that benefit from this card with Flesh Giant, Brittlebone Destroyer and Disciplinarian Gandling.
Flesh giant requires you to damage or heal yourself on your turn to discount it's cost. Brittlebone Destroyer is a single target removal that has the same requirements, and the minions this minion generates can become fuel for Galding to turn into more mana efficient 4 drops.
The 3 damage to the classes isn't a problem, either.
Priest has most of their spells that restore health (including their hero power) and Warlock received the Soul Stone package with Demon Hunter this set that can also be used to mitigate any damage received.
While Warlock received no Spellburst minion in this set, the priest did receive the Cabal Acolyte whose spellburst allows them to control a random minion on your opponents side with 2 attack or less. it should be noted that if you kill that minion this spell may return it to your hand.
It fits in just about any deck, like what deck doesn't want more minions they already played? Value for priest that isn't your opponent's (that's good), resources for zoolock and amazing synergy with self-damaging. Plus, useful with Brittlebone Destroyer and Flesh Giant. Yup, I could see this nerfed to deal 5 damage or even cost 1.
A new Common Warlock/Priest Spell, Raise Dead, has been revealed!
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Not entirely convinced that it's actually that good, but it's basically draw 2 for no cost (and a huge enabler for any self-damage strategies like Vulture)
I tried having fun once.
It was awful.
5/5 this card is busted, draw 2 minions for 0? also enable self damage synergies.. QUEST PRIEST? Flesh Giant?
ress priest loves this card zoolock as well.. wow..
0 Mana draw 2 is insane in priest, especially since the downside is usually irrelevant given how much healing priest has. In Warlock it's a nice self-damage and value generation tool.
Oh ho, this makes the other Warlock/Priest cards look so much better. Not only could this act as a nice refill, but it can trigger their abilities for 0 mana. Also insane synergy in self-damage Warlock since it generates 2 mana when comboed with Darkglare. Immediately triggers Diseased Vulture too, the applications of this card are too many for it to not see play in at least a T2 deck.
I love it. It is cheap, it adds 2 cards to your hand, and it also adjusts your life total if you care about that. Plus, the cards that it generates are cards you already put in your deck, they aren't random. To me this is akin to saying "draw 2 cards" for 0 mana. I love it.
Carrion, my wayward grub.
Nerf is coming! :D
Pretty nice in raza priest. Not sure where else this slots, but it can definitely outclass most 0 or 1 mana priest spells.
Not sure if this really helps any warlock decks, but the 0 mana cost is helpful. Might have potential in discardlock.
This post is discussing the wild format.
First of all: NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!
Priest: Okay so big synergy with [Hearthstone Card (Activate the Obilisk) Not Found] and *ugh RESS priest. I hate this card already.
Prepare for even more... Convincing Infiltrator "Greeting fellow humons huehue" And Khartut Defender "Our homes, our tombs". Our *favorite* totally not annoying and repetative cards!
Warlock: Good synergy for control warlock. Gives them more resource generation, and it actually can generate more health for you if you hit a Soul Fragment generating minion. In wild this can give you more Voidlords and i'm not looking forward to it already.
RNG is only fun as long as there is a 50/50 chance of getting something really good or trash level of bad. If RNG always results in something good, then it's not fun.
The "deal 3 damage to your hero" part seems really random and doesn't really have anything to do with the card, although it's obviously quite useful with Flesh Giant and Brittlebone Destroyer.
This card is definitely great though. 3 damage is absolutely nothing for Priest, just heal that shit back up. And you've also got 2 minions.
I find it really funny that out of every Priest/Warlock dual-class card, the Common one is the one that's the most complicated.
Pretty good, the 0 cost is insane since you can just AoE and then play this.
Mostly better in priest since healing is a joke.
Its not really that good. Sharing the same weakness as rez priest, and you deal 3 damage to yourself.
Its a rez priest card, but as was mentioned, it shares the same weakness as the deck, so its either win-more, or you get 2 sheeps or 2 frogs you will never play. Assuming you don't just die to aggro, that is.
Wow! Very strong card - never underestimate 0 Mana Cards but this right here is very strong. It has lots of Synergys like Quest Priest, Rezz Priest, Decks that need you to hurt yourself so some card (Flesh Giant for example) can benefit from.
Very strong.
Challenge me ... when you're ready to duel a god!
0-cost activator for change-your-health effect and some random value (not if you play a specific minions to die), imo this is a great card.
If you read this card as "0 mana draw 2 cards" it's pretty clearly awesome. Obviously you have to do a bit more work than just draw here, and the constraint that they had to have died means you might not put this in every deck, but it's probably one of the best cards in a deck built to use it.
People here not mentioning about this card in zoolock? The synergy with Darkglare and Diseased Vulture is insane and it's also just a really good reload for that deck. Maybe this can replace the Hand of Gul'dan combo.
I eat your fast food spare changes when you sleep.
The 0-cost is also a nice, cheap enabler for any spellburst effects that you might be interested in playing and activating immediately.
“If you have an apple and I have an apple and we exchange these apples then you and I will still each have one apple. But if you have an idea and I have an idea and we exchange these ideas, then each of us will have two ideas.” ― George Bernard Shaw
EU Legend: S52 (ZooHeal Lock); S76 (Highlander Hunter);
Hmm, I feel like Priest likes this way more than Warlock. But I'm eager to find out!
"Be excellent to each other." -Bill and Ted
In a set where minion's abilities are triggered by spells, a zero mana spell should be reviewed very carefully.
it's very difficult to compare this spell to others because it's somehwhat...unique.
On the surface dealing 3 damage to your hero sounds pretty stupid, unless you're playing the Flame Imp, which is the most aggressively statted 1 drop in Hearthstone without any hand buffs. Receiving 2 random minions that have perished doesn't sound terrible but you'll also need to consider that they might be the minions played on turn 1 and could be weak late in the game.
However Priest and Warlock both received cards that benefit from this card with Flesh Giant, Brittlebone Destroyer and Disciplinarian Gandling.
Flesh giant requires you to damage or heal yourself on your turn to discount it's cost. Brittlebone Destroyer is a single target removal that has the same requirements, and the minions this minion generates can become fuel for Galding to turn into more mana efficient 4 drops.
The 3 damage to the classes isn't a problem, either.
Priest has most of their spells that restore health (including their hero power) and Warlock received the Soul Stone package with Demon Hunter this set that can also be used to mitigate any damage received.
While Warlock received no Spellburst minion in this set, the priest did receive the Cabal Acolyte whose spellburst allows them to control a random minion on your opponents side with 2 attack or less. it should be noted that if you kill that minion this spell may return it to your hand.
It fits in just about any deck, like what deck doesn't want more minions they already played? Value for priest that isn't your opponent's (that's good), resources for zoolock and amazing synergy with self-damaging. Plus, useful with Brittlebone Destroyer and Flesh Giant. Yup, I could see this nerfed to deal 5 damage or even cost 1.