Another Issue with Priest Questline

In certain scenario’s the card should have been prevented. For instance, with the Warrior end Questline Card. The juggernaug is able to spawn you a weapon (more a shield) 1/4 stats with “whenever the Hero takes damage, lose 1 durabilty instead”

Now it happend at that turn, the priest played his 10/10 Shard that should be prevented by the shield. It makes 0 Sense that a Shard with “destroy enemy Hero” just is that overpowered to even bypass the shield.

If this is fixed it should at least give the warrior 1 extra turn to deal with the constantly healing, priest with an OP 7/7 taunt minion that probably got duplicated or Bubbled with divine shield… It makes 0 Sense to make this Questline that OP.

That weapon has never prevented hero destroying affects.

If you seriously worried about the 1 in a thousand game you might play against a Quest Priest that gets a shard then tech in the minion that makes spells cost 1 more for a turn. That card is pretty good right now against the real decks as well.

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