PDA

View Full Version : (Dwarf) Cleric Feedback



malloc31
01-28-2016, 11:17 AM
General: Cleric power level seems slightly low compared to other classes (other classes charge powers have much greater effect on the board state). It would feel better if each talent came into play at least once a game, many times they do not. Playing a cleric does not feel like playing a cleric does in any other game, you never get that I just saved the battle with a big heal feel (maybe I am asking a lot in this but, that is the main part of the class in almost all other games).


Racial Traits: Armor is much better (at least at lower levels) then I had thought it would be, saving 1 damage a turn really adds up in long games, and you can ignore the first 1 attack creature, which is real nice.

I really don’t like Friend of the Jankbot, if it synergized with the number of cards used to get more of the other talents (100 card deck), this would be a pretty good talent, but to add another 50 to 90 cards to your deck just for 2 charges (and maybe jankbots if you want to play them and or have them), is not worth, not to mention at low level since jankbot is a rare you could only add one anyways.

(Master Artificer sounds great it wont be usable till the next PVE expansion)


Pray charge power: Pray is in some ways like the wintermoon effect, where you buff your deck for future benefit, but much weaker. With wintermoon you get card advantage in the future, with pray you get a few extra health and a way to activate abilities that are based on actions or health. Meaning you need to have some part of that combo in play for it to be useful (otherwise you get no board position now and also no board position in the future).

Part of the weakness is in most games (even with a mid-range to slow deck full of [sapphire] card draw) you normally get zero or one blessing a game, I can imagine this would be even worse for any race that has no Sapphire to start with. Another problem is it only interacts well really with a few cards, Wrenlocke, Skarn, Phoenix, Paladin of Necropolis, and Righteous Paladin, so you are forced into using/buying them to get any utility from it. You will notice almost all these cards are rare or legendary so at low levels you can only have one of each in your deck, so you only have one (as opposed to 4) of the cards you deck is based upon in your deck.

If the Power will stay like this they need to add some uncommon/common PVE cards that interact with Pray in some positive way. (That you can obtain very low level) Another possible solution would be instead of creating 2 cards in your deck, create one card in your hand, or change the blessings from draw one card to look at top 3 cards and pick one card.


Race Combo Trait: Blessing rod, gaining a charge is nice, if you have a blessing to play, but as I said earlier you almost never have a blessing to play so it almost never does anything. At this point it is best used as an artifact enabler, which really doesn’t fit into the cleric “feel” very much or into the build of the class talents.

Turreted wall sounds ok (not game breaking but ok) but we will need to wait for 2 PVE expansions to get the benefit of it.


Class Talents: 5 talents buff your health (one of them adds a dungeon life also, one on shard cast, and one only happens on blessing cast), more life is always nice but will never win you the game.

Blessing: Empowerment adds a little board position (buffing a troop +1/+1) help when casting blessings, but not a great deal and still only very few times a game. Also does not help if you have no troop on the board.

Some of the talent are fun and exciting (blessing of the Immortals, and Divine alter) but they are so rare in happening and random you cannot ever plan on them happening and build around them.

Affinity: Cleric is powerful in a troop heavy deck, but to take advantage of pray you need to be action heavy and use troops that synergize with actions (if you are a dwarf cleric – sapphire/ruby) these clerics do not really exist. So it doesn’t fit very well.

Soul Vessel has the same problem but in this case it hits into a artifact heavy deck, but could still be at least good for any cleric.

Karma helps a bit with getting blessings quicker but still a lot of randomness and not much impact when you get them.

The other talents very slightly buff your troops, steadfast or +0/+1 and aren’t really worth it.


Tldr: All in all Dwarf Clerics are very good at stalling, not very good at winning, and not very exciting to play. You could make a cleric deck more beat down and pretty much just ignore the blessings but in that case you might as well make a warrior and get the use of the battle power.

If at higher levels blessings have more board impact much of this will alleviated, but for a low level cleric it’s not great, and I still feel the class needs a power something like “quick action: prevent the next 3-4 damage done to target troop or champion” to actually get the cleric feel.

malloc31
01-28-2016, 11:24 AM
In case that seemed overly harsh just want to also say I am really loving PVE, love the work on the campaign and every thing lately. I just wanted to give some feedback.

nicosharp
01-28-2016, 11:27 AM
Let me get this out of the way first:
Made Character named: "JankTown"
Made 150 card 1x JankBot deck. Lagged through 3 encounters so hard due to deck size. However, the deck is surprisingly good, and I love the friend of Jank synergy.

They really need to have a resolution for large decks on the server to not have lag issues, or what's the point of designing traits around 100+ card decks?

With that out of the way....
I appreciate your take on the class, as it's the second I want to do a play through using. I feel like there is a lot that can be explored in how this deck synergizes with Charge-themed decks, which I love to play. It is weird to have a "Cleric" race and not have access to Diamond and Blood cards initially, so the way you actually "Heal" with this class is odd. The thematic and approach to Dwarf Cleric is awesome, but I see problems with it initially mainly due to the current card pool, and the server inefficiencies with larger deck sizes.

Turtlewing
01-28-2016, 11:28 AM
I do think blessing needs "prevent the next 2 damage dealt to target troop this turn" either instead of the self heal or as an option instead of the self heal to really feel like a traditional cleric.

Clerics should be healing their troops more than themselves.

Vorpal
01-28-2016, 11:30 AM
It seems to me that clerics are designed around the talent that makes your blessings continually move to the top of the deck - along with card draw.

Seluhir
01-28-2016, 12:22 PM
Honestly, I feel the charge power should do something thematic AND create the blessings.

Dwarf: Buff a robot by 0/+1 or add 2 counters to a construction plan and 2 blessings
Coyotle: Prophesy of some variety + 2 blessings
Vennen: Create 2 spider eggs + 2 blessings

etc.


I think it would be nice to have some immediate thematic impact to my charge power, as well as the blessings because, as you mentioned, the blessings just feel kind of mediocre.

malloc31
01-28-2016, 12:58 PM
It seems to me that clerics are designed around the talent that makes your blessings continually move to the top of the deck - along with card draw.

This may be true but you still have the 2 main problems of: even with that talent you do not draw blessings very quick since the only way to put them in the deck is still with the charge power; and more importantly even when you draw one it is no big deal since it doesn't effect the board (or draw you an extra card or anything like that) and only gives a little life.

shocker455
01-28-2016, 01:49 PM
Clerics revolve around a few things, (at least untill we see the next tier)
life gain triggers, combined with clerics troop types
exploiting 0 cost actions that draw a card
high hp to survive to play late game bombs (weakest of the 3 i bet). Sure warrior has high hp too, but its decreased hand size makes playing late game decks harder.

All of which the charge power does help with, how much it helps varies a lot. The hero power does require some build around for it to be useful. I think the cleric is a very strong class.

Seluhir
01-28-2016, 02:28 PM
Clerics revolve around a few things, (at least untill we see the next tier)
life gain triggers, combined with clerics troop types
exploiting 0 cost actions that draw a card
high hp to survive to play late game bombs (weakest of the 3 i bet). Sure warrior has high hp too, but its decreased hand size makes playing late game decks harder.

All of which the charge power does help with, how much it helps varies a lot. The hero power does require some build around for it to be useful. I think the cleric is a very strong class.

The cleric is absolutely very strong... mostly because of starting life and talents. It's charge power just feels unsatisfying.

I like the idea of 'prevent the next two damage'... honestly, another possibility would be to have the 'specialized blessings' just REPLACE basic blessings with a fairly low-tier talent...

MatWith1T
01-28-2016, 02:49 PM
Not saying the class is under or over powered, but talents can't be evaluated solely on the basis of "Is this good at my current level/deck" because most won't pass that test. Some are leveling talents, some are end game. Some are built for control decks, some aggro, etc...

Dwarf Cleric may have a weaker early game, but it's way too early to make any claims on relative value among classes. (Most endgame powerhouses struggle early game)

Maylick
01-28-2016, 02:53 PM
Finishing campaign as Necrotic Cleric was the most pleasant experience from all campaign runs I did.

Wormoid Queen - first try. After that run with 59 Gnomes on easy path - first try each nod.
Killepede - first try. Both nods.
Chained Goliath - second try, since he managed to deal himself 5x3 damage while I was flooded.
Last dungeon - once lost a life due to extreme flood.

Thematic deck with <1000 plat cost. I believe around 500 (Vampire Princess is useless most of the time, you can drop her easily).
http://imgur.com/UyJ4MEz
http://imgur.com/7Ll2RJA

HitoZ
01-28-2016, 04:49 PM
I'm playing a human cleric. I didn't kill piranhas, escorted the gnomes or killed the second Killipede (I tried swiftstrike in d/r, control in d/s and somethin in between, but the AI always had an answer to my plays)

I've played with lots of clerics in the deck, some inspires and couple of big minions. I constantly find myself in top deck mode, then when I get a blessing I get a shard from it..

The healing aura talent is great for Righteous Paladin, but other than that not much use. The talent which makes a copy of a cleric you play is the best imo, but drawing it on time...

Paladin of the Necropolis would be nice, but being able to use only one copy of every blood card at lvl 5+ is not something I'd consider splashing into.

Like the OP mentioned I too find it that the cleric is good at stalling, but against rush, ramped big minions or hard removal (and lets face it hard removal in this new PvE is absurd at least on bosses), there's not much you can do. Sure you can put every imaginable removal into the deck, but how do you win then?

RCDv57
01-28-2016, 09:44 PM
Friend of Jankbot gets better at higher levels.
Levels far over the current lvCap

I'm probably gonna start playing a dwarf soon, Because of all the really cool new artifacts we've got.
Not sure what class to go with.

Salverus
01-29-2016, 01:37 AM
it is hard to decide what is best since we only see a small portion of the talent tree.
but so far I think cleric looks like the best class, simply because it gives most health and armor so you have more time to set up your board.

Verdant
01-29-2016, 01:48 AM
I don't know how anyone can think that Monument of Faith (an artifact gives Steadfast to all your troops) isn't worth it. It might just be the strongest neutral talent yet. I mean, Divine Altar and Affinity absolutely can and will win you games, but at the same time they are shoehorning you into playing Clerics, which isn't a bad thing by itself, if not for the diversity of the available decks. Now, Monument provides you with a lot of options that usually may seem sub-par. And first and foremost, Droo. The freaking DROO. Second, steadfast is always a good thing. Simply because it considerably expands your options. It makes Adaptatron a terrifying attacker as well as a fearsome defender. It affects Fists of Briggadon. It makes AI decide between taking damage from Killblade and blocking them. I've ran it in every single Cleric deck I'd made (three so far) and never regretted it once.

shocker455
01-29-2016, 03:15 AM
For everyone who was saying delaying isn't any good, sometimes its the only thing that matters, like when a infernal is played turn 2 and turn 3. Taking 20 damage in upkeep hurts! Hurts even more when u cant even attack the boss.

This is pve so i wouldn't be surprised if crazy set ups like this will be that rare in end game content

http://i976.photobucket.com/albums/ae241/shocker455/2016-01-29%2003_43_28-Hex.png (http://s976.photobucket.com/user/shocker455/media/2016-01-29%2003_43_28-Hex.png.html)

Rieper
01-29-2016, 04:27 AM
Erm dwarf have blessing rod, which is rather strong as soon you get to around 4 talent point. Thing is cleric is not made good by they charge power at early levels. instead they high healthpool and solid talent is what makes em good early game.

here is how i look at dwarf cleric, and remeber this is free respec every level up!
At 1 talent point:
Cleric troops = life gain on all cleric (foreman is a cleric and can make blessing rod into warbot)
other troops = get more health (foreman for early warbot chance!)

At 2 talent point:
Cleric troops = divine altar(foreman again, yet if late game you draw forman have useless artifact, 2 warbots!)
other troops = monument of faith

At 3 talent point:
Cleric troops = divine altar + more health
other troops = monument of faith + more health

At 4 talent point:
Here it where the fun start for all cleric, but even more so for dwarf
Cleric troops = divine altar + monument of faith +health + dungeon life
other troops = healing aura + good karma or faith in our leader + monument of faith(This is more for diamond/wild/blood)

This 4 point threshold is where blessing finally get fun to play with.This means that you will get more and more blessing in your deck. Since you get atleast a blessing for each charge power(2 charge power for 2 or 4 blessing), so blessing will more or less replace themself for dwarf with charge power from other sources then blessing means more blessing in deck. And healing aura helps getting em too you.
From now on talent build will also start to be different, will you go for soul vessel, divine altar, monument of faith, stronger blessing or chance on super blessing!

Yes early game, you deck was kinda boring and simpel(Which actually perfect for start of the campaign and new players), this also a pretty standard thing for any RPG/MMO, early game sucks. But at 4 talent point the game more or less explodes in deck building. You will be seeing blessings and getting charges, this means a very powerful charge deck can open up for you now, you can go for cleric deck(all colours has em), if you going for standard robot troops there is still monument of faith and itīs build in "shield trainer" talent.
At max level for now you will be able to have a that nice healing aura with soul vessel, stronger blessing monument or divine altar.

Also you under valuing steadfast, +1 defensive and good karma for to much. But that more of perosnal opion for using cleric deck up to level 8.

I do not see any problem with dwarf cleric, and even less with other clerics (Looking forward to soul vessel for elf, with divine altar and healing aura, that can get big. Since all blessing gives a genesis leaf). Hell even if tier 2 and 3 of talent didnīt come out and we got more talent point, cleric is still in a good spot.

Amemnon
01-29-2016, 06:44 AM
Turn 1 construction foreman. Enough said

Alamand
01-29-2016, 06:57 AM
Has anyone tried mill dwarf cleric? being limited to 3 daisies would hurt I imagine, but you can generate so many charges it seems it would get out of hand really fast.

Alternatively arena regular seems insane, especially with the helmet that makes it do 2 damage when you use your charge power, which you'd be doing every turn.

wingspeare
01-29-2016, 07:01 AM
I tried a human cleric first without looking at all the talents and starting shard colors and after a few levels I realized necrotic was the way to go.

Blood/diamond cleric deck is a lot of fun and at max level when we can reach it the 2 extra talent points will be nice.

malloc31
01-29-2016, 07:15 AM
Erm dwarf have blessing rod, which is rather strong as soon you get to around 4 talent point. Thing is cleric is not made good by they charge power at early levels. instead they high healthpool and solid talent is what makes em good early game.

here is how i look at dwarf cleric, and remeber this is free respec every level up!
At 1 talent point:
Cleric troops = life gain on all cleric (foreman is a cleric and can make blessing rod into warbot)
other troops = get more health (foreman for early warbot chance!)

At 2 talent point:
Cleric troops = divine altar(foreman again, yet if late game you draw forman have useless artifact, 2 warbots!)
other troops = monument of faith

At 3 talent point:
Cleric troops = divine altar + more health
other troops = monument of faith + more health

At 4 talent point:
Here it where the fun start for all cleric, but even more so for dwarf
Cleric troops = divine altar + monument of faith +health + dungeon life
other troops = healing aura + good karma or faith in our leader + monument of faith(This is more for diamond/wild/blood)

This 4 point threshold is where blessing finally get fun to play with.This means that you will get more and more blessing in your deck. Since you get atleast a blessing for each charge power(2 charge power for 2 or 4 blessing), so blessing will more or less replace themself for dwarf with charge power from other sources then blessing means more blessing in deck. And healing aura helps getting em too you.
From now on talent build will also start to be different, will you go for soul vessel, divine altar, monument of faith, stronger blessing or chance on super blessing!

Yes early game, you deck was kinda boring and simpel(Which actually perfect for start of the campaign and new players), this also a pretty standard thing for any RPG/MMO, early game sucks. But at 4 talent point the game more or less explodes in deck building. You will be seeing blessings and getting charges, this means a very powerful charge deck can open up for you now, you can go for cleric deck(all colours has em), if you going for standard robot troops there is still monument of faith and itīs build in "shield trainer" talent.
At max level for now you will be able to have a that nice healing aura with soul vessel, stronger blessing monument or divine altar.

Also you under valuing steadfast, +1 defensive and good karma for to much. But that more of perosnal opion for using cleric deck up to level 8.

I do not see any problem with dwarf cleric, and even less with other clerics (Looking forward to soul vessel for elf, with divine altar and healing aura, that can get big. Since all blessing gives a genesis leaf). Hell even if tier 2 and 3 of talent didnīt come out and we got more talent point, cleric is still in a good spot.

have you actually tried playing a dwarf cleric? or just theorizing? Even after Level 5 (gaining good Karma) you do not put more blessings in the deck, they just move up when in there. You still go whole games drawing none of them (even if you put card draw in your deck). And as I said even when you draw them they are only a little extra health nothing that helps with board position.

Many people have commented about troops that trigger on life gain, but dwarves can only play sapphire/ruby decks at least till the later levels of the campaign we have so far. (At higher levels this problem is alleviated but it is still something the devs should consider)

Shinster
01-29-2016, 09:05 AM
I've found the charge power to be ludicrously strong as a win condition, though it makes for rather slow games. It mostly only comes into play in dragged out games where things aren't going right--though occasionally I'll get really lucky and get things running early. My main issue with it is that Divine Altar, Karma, and a 100 deck size all feel absolutely mandatory for the charge power to be effective. Those're a lot of conditions (and levels) that need to be met for a pretty fundamental part of your character to do anything.

Though it is worth noting that the free artifact in play from turn 0 has won me a lot of quick games. Transforming it into a 3/3 that can attack on turn 1 is very convenient.

malloc31
01-29-2016, 11:47 AM
Just to elaborate on how blessings and jankbot strategy are completely at odds with each other:

4190

the vertical axis show the chance to draw a blessing turn 2 after turn one activating pray (using charge bot or crackling vortex) [looking at it on other turns would turn out the same]

the horizontal axis is the number of cards in the deck (at start of game).

You can see the sweet spot is at 100 cards.

Going up to 150 to get some benefit from the jankbot talent destroys it.

This could be fixed if they added 6 blessings in decks of 150 or more cards per activation.

Rieper
01-29-2016, 05:11 PM
have you actually tried playing a dwarf cleric? or just theorizing? Even after Level 5 (gaining good Karma) you do not put more blessings in the deck, they just move up when in there. You still go whole games drawing none of them (even if you put card draw in your deck). And as I said even when you draw them they are only a little extra health nothing that helps with board position.

Many people have commented about troops that trigger on life gain, but dwarves can only play sapphire/ruby decks at least till the later levels of the campaign we have so far. (At higher levels this problem is alleviated but it is still something the devs should consider)

No i have not played dwarf cleric that is true, i played elf cleric(level 8), which means i also lack lifegain triggers(most are diamond). So that case we are even. My class thing for cleric is each blessing creates a artifact i can sacrifice for 1 ressource, so i also know for a fact after getting good karma i was seeing blessing alot more. The strategy i gave for each level is what i did with a ruby/wild deck. Btw this means i also was using ruby and i found some very strong ruby cleric.(Hell my favorit early game cleric was the tutorial rare nerissa. She was so good!)

Also it isnīt hard to see that dwarf is the only cleric that has unlimited blessing and actually over course of a long stall gets more and more while other cleric get less and less. The math is simpel so lets go over it.
Charge power uses 2 charges for 2 blessing(going with 60 card deck), that 1 charge per blessing. So in 24 ressource deck, that max of 24 blessing. When they are gone, you are out. Yet for dwarf with blessing rod you get a charge each blessing use, so your blessing amount will be kept up for infinite time, if games stalls for infinte time.
Only problem for going infinite is you can only use charge power 1 per turn and you need 1 other cards so you donīt lose to empty deck. But my point stands, you can still keep producing blessing even if you ran out of resource and other charge gain cards. No other cleric can do that.

Ofcourse base blessing doesnīt really help with board position. I already said that, cleric makes up for it with high health pool. Just by looking at cleric charge power and talent, you should been able to see cleric is DEFENSIVE stalling type, often aimed at new players. If you want blessing to help with board state you betterr spec for it. Blessing are based on a stalling deck, that what they work for with free healing and light buff/draw later on(Altar = draw and 2 imporved blessing talent = buffing)

In end, Cleric is fine and blessing rod is one the stronger cleric abilities and one few that take charge gain deck and lets it run even better.
I do agree jankbot talent seems a bit bad, but i donīt like big decks. so

MatWith1T
01-29-2016, 06:19 PM
Just to elaborate on how blessings and jankbot strategy are completely at odds with each other:

4190

the vertical axis show the chance to draw a blessing turn 2 after turn one activating pray (using charge bot or crackling vortex) [looking at it on other turns would turn out the same]

the horizontal axis is the number of cards in the deck (at start of game).

You can see the sweet spot is at 100 cards.

Going up to 150 to get some benefit from the jankbot talent destroys it.

This could be fixed if they added 6 blessings in decks of 150 or more cards per activation.

Luckily no one ever plays Jank Bot because it is the smart, logical thing to do :p

nicosharp
01-29-2016, 06:23 PM
Just to elaborate on how blessings and jankbot strategy are completely at odds with each other:

4190

the vertical axis show the chance to draw a blessing turn 2 after turn one activating pray (using charge bot or crackling vortex) [looking at it on other turns would turn out the same]

the horizontal axis is the number of cards in the deck (at start of game).

You can see the sweet spot is at 100 cards.

Going up to 150 to get some benefit from the jankbot talent destroys it.

This could be fixed if they added 6 blessings in decks of 150 or more cards per activation.
Don't crush JankTown's dreams with math. Blasphemer!

Salverus
01-30-2016, 02:27 AM
dwarf cleric with ruby sapphire elemental cloud deck.
each blessing you play is another charge for your storm clouds. And the little clouds make you draw extra cards. Now if I only had the stormcoat equip....

malloc31
02-05-2016, 08:00 AM
No i have not played dwarf cleric that is true, i played elf cleric(level 8), which means i also lack lifegain triggers(most are diamond). So that case we are even. My class thing for cleric is each blessing creates a artifact i can sacrifice for 1 ressource, so i also know for a fact after getting good karma i was seeing blessing alot more. The strategy i gave for each level is what i did with a ruby/wild deck. Btw this means i also was using ruby and i found some very strong ruby cleric.(Hell my favorit early game cleric was the tutorial rare nerissa. She was so good!)

Also it isnīt hard to see that dwarf is the only cleric that has unlimited blessing and actually over course of a long stall gets more and more while other cleric get less and less. The math is simpel so lets go over it.
Charge power uses 2 charges for 2 blessing(going with 60 card deck), that 1 charge per blessing. So in 24 ressource deck, that max of 24 blessing. When they are gone, you are out. Yet for dwarf with blessing rod you get a charge each blessing use, so your blessing amount will be kept up for infinite time, if games stalls for infinte time.
Only problem for going infinite is you can only use charge power 1 per turn and you need 1 other cards so you donīt lose to empty deck. But my point stands, you can still keep producing blessing even if you ran out of resource and other charge gain cards. No other cleric can do that.

Ofcourse base blessing doesnīt really help with board position. I already said that, cleric makes up for it with high health pool. Just by looking at cleric charge power and talent, you should been able to see cleric is DEFENSIVE stalling type, often aimed at new players. If you want blessing to help with board state you betterr spec for it. Blessing are based on a stalling deck, that what they work for with free healing and light buff/draw later on(Altar = draw and 2 imporved blessing talent = buffing)

In end, Cleric is fine and blessing rod is one the stronger cleric abilities and one few that take charge gain deck and lets it run even better.
I do agree jankbot talent seems a bit bad, but i donīt like big decks. so

Blessing rod is not very powerful. It would be (you are right) if the game was very long. But in most encounters if you let the game go very long it is only helping the AI set up and then beat you. In a normal game you almost never draw a blessing or only draw one or 2, so turn 7 or 8 you get an extra charge, but your charge power sucks so not a big help. Also rember if you do end up getting really lucky and drawing those blessings all you get is a few extra health, no card advantage, no way to effect the board, nothing very useful (unless you build your deck around it and then when you do not get lucky and pull them you get nothing from that part of your deck)

I have realized the very best use for blessing rod is to turn it into a warbot with a construct foremen, it will win you games much quicker. In general the best move for a dwarf cleric (that will make 95% of current PVE encounters easisest) is to ignore the fact that you are a cleric, ignore the blessings. Build a mid range deck with some artifact synergy (scrap-welders and foremen), only use the charge power when you want to buff your lightning elementals, and you will win much easier and quicker.

Not to mention some encounters like the wurmoids severly penalize you for using your charge power at all since, you need to cast a spell to get back to the card you normally would have drawn without it and that speeds their tunneling.

The main point is the dwarf cleric powers are very non-synergistic, require a lot of build to get any utility out of, and very little pay off.


[one other thing I will mention, since my OP i have tried the steadfast power and now would say that is very good; one steadfast troop = not great, all your troops steadfast = really good]

Thand
02-05-2016, 08:41 AM
I've been running a dwarf cleric as my primary champion, and I'm quite enjoying it. I think it's one of the most powerful clerics in the game, second only to coyotle.

As far as I'm concerned, the blessings are just an incidental bonus. What really makes dwarf clerics shine is artifact synergy. If you take healing aura, aura aspect: animation, and the righteous path, then you have a guaranteed 4/4 steadfast quick troop for three resources. And that's if you play exactly 0 artifacts or constants in your deck. If you play an artifact focused deck, then it gets even better. Construct foreman can turn your blessing rod into an attacking war bot on turn one (even when going first). By having two artifacts start in play (and a guaranteed third for three resources), it makes it much easier to get cards like rocket ranger or research librarian online. If you go for a construction plans or volcannon based strategy, then the righteous path ensures that you never have to choose between attacking with your troops now or building a bomb for later. Plus once you do have a bomb on the field, such as a now downside-free Droo's Colossal Walker, they benefit you both offensively and defensively. Such artifact strategies will only get better when the racial and combo capstones are available.

In addition, armor 1 is much better than I expected. It makes things like burning, killipede, and the zombies that create dazed counters greatly easier to manage.

Quantius
02-05-2016, 11:04 AM
I have a fun little Dwarf Cleric charge deck using Arena Regular, Lightning Elemental, Storm Queen and Clouds. Burn for removal, some card draw and I'm just stuffing my deck with blessings.