![the priests graveyard the priests graveyard](https://i.ytimg.com/vi/1dpDWGtGxMw/mqdefault.jpg)
The fact that the graveyard exists opens up many possibilities of card effects that Hearthstone doesn’t have: You’re able to look into your graveyard, searching for something.
![the priests graveyard the priests graveyard](https://i.pinimg.com/474x/62/ee/2d/62ee2dba701d6414c641eed8c02b0596--creeped-out-murder-stories.jpg)
And even though players can’t directly do anything with their graveyards, there are plenty of cards that allow them to interact with it, in a limited fashion. How could a graveyard mechanic “fix” Priest?Īs can be seen in the three Magic: The Gathering cards above, that game has a mechanic called the “graveyard.” Basically, it’s card game afterlife: Whenever a minion is destroyed, a spell is cast, a card is discarded, etc., it goes in there.
![the priests graveyard the priests graveyard](https://cdn.slidesharecdn.com/ss_thumbnails/thepriestsgraveyardaudiobookdownloadfreethepriestsgraveyardaudiobookfortablet-191208190250-thumbnail-4.jpg)
What, then, could be done to make Priest a less frustrating class to play against?Įnter the graveyard. If a player decides to do things, they just do things, and you have to wait until your turn to deal with them - making it super hard to prevent an opponent from, say, casting a spell that brings back from the dead all of their strongest minions at once. There is no back and forth, like in other popular card games such as Magic: The Gathering or Legends of Runeterra. Each opponent has their own turn, and during their turn, the opponent is completely unable to perform any actions. But Hearthstone is not really a game that allows for a lot of counterplay. Having a class that is fully reactive, by itself, wouldn’t be a problem - as long as the opponent was given tools to counteract that. Which… had the unfortunate result of doubling-down on its reactive nature. Instead, they made it focus more on what their fantasy for a Priest is: healing, and buffing things. With that in mind, they recently revamped the base set for Priest, and toned down those “Shadow” effects that is, effects that dealt direct damage to the opposing player. It was an extremely fun deck, but Blizzard didn’t like how it played more like a Mage than a Priest, in the way it repeatedly had you blasting Shadow magic at the opponent’s face. Perhaps the most memorable example was Razakus Priest, from the Mean Streets of Gadgetzan era. Rarely have there been Priest decks that take the initiative, that are proactive. The Priest class has always been an extremely reactive class: You play almost all of your turns looking at what your opponent is doing, and then using your tools to undo it. Listen to Nexus Gaming News! May 20, 2020 I understand the sentiment, but maybe we don’t need to be that extreme. Rinse, repeat, until your current 30-40 minute game ends - assuming no one conceded yet, out of boredom and/or frustration. When the opponent invariably kills them, resurrect them. Yet, the current design for the class revolves almost exclusively around it: Put up some big, beefy taunts, then summon copies of them. What’s bad about playing against a Priest in Hearthstone currently? If you ask players, the answer should be almost unanimous: Resurrection mechanics are super frustrating for the person on the receiving end of them.