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Whenever a minion is healed, draw a card.
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This card is used in
79.2% of all Priest decks
If protected properly with
, this card can generate a ton of extra card draws from heals like the hero power
A good card to use
Acolyte of Pain
--you want it to take damage so it can draw a card, and then to heal it up so
Abuse this card while you can (I certainly am). It is grossly efficient and will be nerfed.
Golden version unlocked at Priest level 40 and 42
you need to heal a minion other than the northshire cleric herself (?)
vs shaman's healing totem, this card is op
Quite possibly one of the most intimidating cards in the game. I've had so many opponents concede when I play this turn 1 it's hilarious.
Note that you only get a card if a minion actually has missing health restored. Casting Lesser Heal on a full-health minion does nothing. This card relies entirely on your minions actually getting damaged. If the enemy doesn't attack you and has no minions (or a
), you're not going to be getting any free cards.
This card can do wondrous things when combined with something like a
, but you need your minions to actually be damaged first. You can use a cleric of your own to discourage the enemy from playing a Darkscale Healer, though, as them doing so will give you a lot of cards.
With my priest i play this card asap and often none cares about it....10 turns later i win :)
is a powerful card, easily getting you ahead of your opponent. It is good to note though, that against other Priests, having two
can be dangerous. If you or your opponent have few other minions, he can easily make you draw your entire deck, ending the game by fatigue. One of the easiest combos to do that as a Priest is
Circle of Healing
. Having two Clerics will make you draw 2 cards for each damaged minion, together with themselves if damaged. Example - 2 Clerics and 3 enemy minions can make you draw up to 10 cards in one round. (In a hand, player can have no more than 10 cards, thus draws like these will destroy most of the cards you draw.)
The argument of early play yes/no is a valid one, with pros and cons on each side of the argument. Its success seems to differ a bit depending on the class, style of deck and early game ability. Generally a late game play is safer, but getting ahead early maintaining board control, and staying ahead is often a better choice. BUT There is a lot of risk in it, as each class can often remove your minion is a myriad of ways.
If you insist on playing NC early, be ready with a good backup plan for turns 2, 3 and four (buffing with Power Word:Shield, Divine Spirit, or consider coin combo-ing with Young Priestess)
However, if you end up playing early, watch out for the following:
Paladin - A pally's early game response to a Northshire Cleric is going to be to address the minion with secrets and buffs. Watch out for an early game secret, which is likely to be
, after which your NC will be easily mopped up by any early game minion. Beware reinforcement's or one drop minions as well, a
Blessing of Might
, can take out your Cleric as early as turn two. The dangerous time to play is after turn three (vs coin) when
Hammer of Wrath
becomes available. Out of all the classes Pally has seen the most successful early game Cleric play for me.
Druid - Don't try and early play vs Druid.
, in addition to less dangerous early removal cards make playing early against Druid too risky in my experience.
Rogue: Similar to above, most of my attempts to play early vs Rogue have resulted in a
turn two wipe.
are two more dangers that just make the move far too risky.
Shaman: If you are confident, you can try and force an early
to deprive of later silences. The more likely scenario is that your Cleric is going to eat a
to the face.
Hunter: another class that has a lot of tricks that make early play risky. I've run into
, died to a one drop Bestial Wrath buff, or just been straight
is a popular opener, and prevents you from even being able to have any minions to heal for a few turns. Combined with the direct damage spells of a Mage, and you have a poor choice for early game play.
Warlock: No...just no. If you don't get rushed down by the swarm of early game minions, you will get your Cleric sniped off by a simple Drain Life. Concentration of surviving to mid-game is by far the better option. You won't out early game a lock, so don't try.
Priest: Mirror match is an odd one, as a NC on the field makes the other side unable to heal without giving you free cards. Shadow Word: Pain, Holy Smite, and Shadow Madness are probably the big cards to watch out for, aside from the usual neutral minions. Safer than the rest to play, as Priest tends to focus more on mid/late game.
Warrior: Like the other weapon users, the chance of eating a fiery war axe is too much of a risk. There are just too many direct striking cards (Heroic Strike, Execute, slam, Whirlwind) that pose a threat to a single 1/3 card.
The long and short of it, is that playing early will be gambling whether or not your opponent has the cards to immediately remove the Cleric. Always try to play it in a way that guarantees that you get at least one draw off of it. Alternatively, if you have a strong opener that doesn't require the extra draw power (an opening hand of Northshire Cleric, Lightwell, Inner Fire, and Divine Spirit for example) you can use the cleric to bait removal to play your buffs for a stronger midgame.
"You never go full Northshire Cleric"
I watch a lot of streamers and best/worst play compilations. From all that and my personal experience, let me impart one piece of wisdom. Never, ever, play both Northshire Clerics on the board at the same time. Inevitably, your opponent or a miscalculation on your part will trigger a huge overdraw. Circle of Healing is generally the culprit, but pretty much any heal, especially the AoE ones from any source with just a few creatures on the board will wind up drawing you more cards than you anticipated. Ten to twenty draws and fatigue on turn five is not unheard of. Search youtube for "Northshire Cleric fatigue" and you'll see a lot of hilarious games.
This card is strange. It's sort of bad because it's so unbelievably good. Allow me to explain.
This card, if it sticks around and circumstances permit, will draw you a lot of cards. It will keep your hand full turn after turn, keeping your options open. It's got excellent stats for its cost to boot; a 3 health one drop gives it a lot of opportunities to trigger its own ability early in the game. Theoretically, it can draw you massive numbers of cards paired with Circle of Healing or Holy Nova. Pound for pound, this may be the best one drop in the entire game.
And that is why it's hard to use. Any savvy opponent worth their salt will move the very heavens to kill a Northshire Cleric the turn it lands on the field. They will trade 3-for-1 to kill it. They will spend 10 mana killing it. If your opponent has the board to kill it, it's dead. If your opponent has the hand to kill it, it's dead. Because you could theoretically generate *way* worse situations for them than losing their big removal. And yes, in magical Christmas land this will refill your entire empty hand for 0 mana with a Circle of Healing, but in reality if you have one of these on the board or might be able to play one your opponent is going to go out of their way not to leave things damaged for you to heal. A board state with a lot of good healing targets doesn't arise organically very often in the first place.
So paradoxically, this can be hard to recommend just because of how ludicrously good it is. For all its advantages, it still eats a ton of targeted removal even if you have taunts to protect it. I find the most value I get out of one in 85% of games is eating removal that could have killed my big threat instead. And hey, if they drop an Assassinate on your one drop, that's a pretty decent deal anyway.
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