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His quotes are references to the Acolyte, the Undead unit in Warcraft 3 that is mainly responsible for summoning (building) structures and harvesting gold from the Mines.
The best 3 drop in the game, hands down.
Obtaining the Card
This card is obtained by unlocking the Construct Quarter of Naxxramas and defeating the in it. Specifically, this card is a reward from the achievement. The Class Challenge involves beating
with a special deck constructed by Blizzard that you must use.
Unlocking the Priest Challenge first requires you to defeat the entire Construct Quarter in Normal difficulty. But unlocking the Construct Quarter first requires you to unlock the Arachnid, Plague and Military Quarters (you don't have to beat them), as the wings of Naxxramas must be unlocked in order. (Source:
This means Unlock Arachnid -> Unlock Plague -> Unlock Military -> Unlock Construct -> Defeat Construct (Normal) -> Defeat Priest Challenge.
The golden version of this card can only be obtained by crafting, and only after obtaining the non-golden version of the card.
The non-golden version cannot be disenchanted. The golden version can be disenchanted.
If Dark Cultist dies along with multiple other minions due to cards like
effect will only target a surviving friendly minion. This is because the dying minions are all marked as dead simultaneously, even though their Deathrattles resolve one by one in order of minion age. (Source:
If there are no friendly minions alive when Dark Cultist dies, nothing happens.
doubles Dark Cultist's Deathrattle, it will give +3 health to a random friendly minion, twice. It could choose the same minion but it could choose two different ones.
Giving a minion increased health is not considered healing and will not trigger effects like
When a minion's health is increased, both its Current Health, and its Maximum Health statistics are increased by the same amount.
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.
As a 3 mana 3/4 minion, it passes the Vanilla test easily. It is a slightly smaller
and comes with a useful Deathrattle!
There are only two 3/4 minions in the game, the other being the
(it costs 4 mana though), also introduced in Naxxramas. There were no 3/4 minions in the game prior to Naxxramas.
Players can play around the Dark Cultist by killing off all your other minions first so that the Deathrattle will have no valid target, but this can be difficult if the Dark Cultist is given
The original card text did not have the word "random" in it. (Source:
Insanely overpowered card. A 3/4 is already very good but it also has a super strong deathrattle. Oh and Priest can heal it too. It will most likely 2 for 1 or 3 for 1 everytime it gets played.
Probably one of the first Naxx cards to get nerfed.
A midget yeti with an upside.
This card should be in just about every priest deck you make.
Very strong and will breathe some life into the previously underwhelming class.
something i dont understand:
it can save a minion at 0 hp before it dies. this just happened to me.
what happened was:
player A had 3 minions on the board: 4/4 abomination, 4/6 random minion, 3/4 cultist
player B casts 2 consecrations:
abomination dies, triggers deathrattle, the random minion is now at 0 health, then cultist triggers deathrattle and gives the random minon 3 health
4/3 minion stays on the board
player B concedes.
i made sure the cultist was played AFTER the abomination so its deathrattle would not occur before abominations AoE, however the cultist still saved the random minion after it already was at 0 health.
I still don't get how this could happen, if somebody does, pls explain!
It takes a damn fine three drop to be worth it over Harvest Golem. And this, my friends, is that three drop. Even without the deathrattle this would have been very playable.
Give a random friendly minion +3 Health.
This card is used in
22.76% of all Priest decks
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