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This card works amazingly well with
. In just one turn I got a 16/16 monster on the field and would have won.
Then my opponent, also a priest, used
and then his own Divine Spirit. The Lightspawn had a whopping
. It's insane.
Similar to Reignac's sentiments, this card is better than just buffing
The infamous example I always give is of my 44/44 Lightwell:
Take a normal
(0/5) played on the last turn.
Power Word: Shield
(-1 Mana) - 0/8 Lightwell
Power Word: Shield
(-1 Mana) - 0/11 Lightwell
Play Divine Spirit (-2 Mana) - 0/22 Lightwell
Play Divine Spirit (-2 Mana) - 0/44 Lightwell
(-1 Mana) - 44/44 Lightwell created with 5 Mana one-shots opponent.
You can do similar things with an
(an otherwise low priority target becomes 52/52) or ESPECIALLY a
(silence + combo, a zero-priority target becomes a 44/44 monster who loses you the game before you even realize).
It's also worth noting that this insane effect can be done, but less effectively, with a
. If you're one-shotting the Hero, it doesn't really matter. But I like 52/52 more than 52/2!
I'm here to chew Doublemint and kick ass. And I'm all out of gum.
This card doubles the minion's current health, not its maximum. In that if it was a 3/5 that had been damaged to a 3/3, it'll become 3/6 not 3/10.
increases the current health and maximum health
of a minion
by an amount equal to the
The spell's effect is not considered healing, and will not trigger on-healing effects (eg
When a minion with increased health is
, its Maximum Health stat is reverted back to the original health value of the base card. The Current Health stat changes based on one of the following:
If the minion was at full health prior to Silence (the health number display is in white), it will also be at full health after Silence (Current Health is set equal to the new Maximum Health).
If the minion was not at full health prior to Silence (the health number display is in red), if the Current Health is higher than the new Maximum Health, the Current Health will be lowered to the new Maximum Health, else Current Health is unchanged.
This can be a bit confusing because (1) is based on the philosophy that a minion has "damage tokens" (or the lack of it in this case), while (2) is based on the philosophy that a minion has "remaining health" and that a minion does not keep track of damage taken. Such a minion only needs to know if it is at full health or not (also for the purposes of
) by checking if Current Health equals Maximum Health. For further reading, read
Ben Brode's post
on this issue. The original thread it is quoted from has been deleted since the Closed Beta forums have been removed.
A minion may not have more than 2147483647 health (this is 231-1). This is due to how computers work, as the health values are stored using 32-bit signed integers in
representation. Attempting to add 1 to 2147483647 will result in overflow and wrap around to -2147483648 health (negative 231), causing the minion to die. Any Deathrattles on the minion will trigger as usual.
comes into play as a 4/3 minion with a maximum health of 7. If Divine Spirit is cast on this, it's current health and maximum health are both increased by 3 to become a 4/6 minion with a maximum health of 10 (your healing abilities cannot heal it past 10). This knowledge is quite crucial when trying to decide if you should use a healing spell or ability on an injured minion affected by Divine Spirit.
just like hot identical twins
Golden version unlocked at Priest level 28 and 30
if you have deathwing and somehow get your divine spirit after you discard you hand an use mind vision twice and get the divine spirit of your enemy/friend. you can make a 192 192 minion! but that amount of luck is insane. and if you do this you will probably break the game.
it looks like he's flippin you the bird.
As well as being used to make insane Lightspawn/Inner Fire combos, this is actually quite a useful card for improving minion survivability. It's very effective on a high-health minion, but even on a mid-health minion (which you'd like to protect) it can be great for ensuring their survival, if only in order to allow you to smash them into one more minion before they expire.
The Lightspawn-type super-play is potentially fun and may well be worth all the waiting for that one time when you can line up all those cards… but that's a lot of waiting, and potentially games lost due to half your hand being filled with cards you're holding for a combo that never quite comes. In the meantime, this is actually quite a handy card. You know, for winning in a slightly less insane way that doesn't make your opponent smash their head into the monitor when you defeat them.
It can be slightly higher, but at the level it is at, well, it dosent make much difference. With some careful planning a friend and I got Ysera, 4/12, to have 1797/1797 using multiple Divine Spirits and a Inner Fire. We were both priests and used Mind Vision and Thought Steal to copy eachothers Divine Spirits and stack them all on Ysera. We had 7 Divine Spirits, 1 Power Word: Shield and a Inner Fire. As a side note, there is no special animation for high damage at that level.
Having 2 of those in hand give you privilege to create god-like being that will give nightmares to opponents for many nights. If you have other health buffs do them before applying those to create even more monstrous creatures. Putting those on aspecially huge once like
Lord of the Arena
practically means game over, opponent can only wait for some card or waste minions on which you can destroy before they do anything with other cards behind taunt.
A handy note: if this card buffs a minion giving it over 2 billion health,
the minion dies
Now that you know how to destroy a 1 billioin health minion, reaching the 1 ladder rank shall be of no trouble.
Double a minion's Health.
This card is used in
31.5% of all Priest decks
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