Elven Cleric's'dom

Hello, I’m Samwise and I play a LOT of Cleric. 

I made a promise I would write an article about Elf Cleric when I reached diamond; getting to diamond was not the tough part, but climbing diamond was a NIGHTMARE. 

Finding a lot of Thieves and Wizards was really frustrating, one little mistake and you find yourself losing up to 5 stars. There were a lot of games where the game was decided for me; a bad shuffle, missing a good buy, the opponent having luck and I without. 

When playing (and learning) to play Cleric you have to be persistent. NEVER give up. 

Cleric has a lot of bad matchups, but if you win you know you can be proud of your achievements.

 

 

Why Elf?

What’s the biggest problem for cleric in my mind? Early deck control.

You want to get your 2 followers out of your deck before your first deck flip. This way your next deck will be purely economy cards (pending market purchases of course).
Sometimes with cleric you get a really bad first shuffle. A follower bottom-decks and you are not able to buy the “good cards” for the first 4 turns, setting yourself up for a loss before you’ve even had a chance.
The Elf ancestry can use the Elven Wisdom skill to try and shape your first 2 hands and avoid this. When you go second and cannot buy anything useful, cycle (if possible). After cycling, you may still buy a Fire gem.

Be aware you first need to select a card to put into your discard pile before you draw a card. This is less ideal than its purchasable alternative Elven Gift where you may draw a card FIRST before deciding what is sent to your discard pile. This can, however, be to your advantage at times when this draw would trigger a draw. 

Let’s say, for example, in your discard pile of 10 cards you have Deception and the only other guild card, Profit, is in your hand. By flipping the deck, you have a 10% chance to draw Deception, and if you don’t you will probably not faction those 2 blue cards for at least another deck cycle. Unless you DISCARD Profit to draw a card, now your chances of factioning the 2 blue cards has risen dramatically. To note though there is a small chance to draw the same card you discarded into your deck prior to a deck flip.

 

Pro-tip:

Have you ever been uncertain about how much econ you’ll have left after using Elven Wisdom? Yes? Don’t worry, I have also misplayed. Activating Elven Wisdom will show you how much economy you have left, just make sure you click undo BEFORE selecting a card to discard. See the following example (this has helped me to play Elven Grace BEFORE using Elven Wisdom to save 1 economy).

 

 

How to play cleric.

If you’re going to play Elf Cleric you should probably be well versed in deck reshuffle strategies. You can find some fantastic articles to read on this and more which have all helped me to become the player I am today at RealmsRising.com;  https://www.realmsrising.com/strats/the-reshuffle-a-strategy-guide/.

 

Priorities:

  1. Sacrifice; the benefits of these are even more pronounced with Elf Cleric due to the extra cycle you can use with Elven Wisdom
  • Choosing between a sacrifice champion or action; here champions are more likely to miss a deck shuffle. However with Divine Resurect bringing the same champion back and Ship’s Bell to prepare all champions you have in play again, a sacrifice champion can put you well and truly ahead.
    • It’s never cut and dry, when you have to choose between Lifedrain and Lys… I don’t know… You tell me. I’d probably take Lifedrain because at some point Lys will outlive its usefulness and Lifedrain won’t (granted you have plenty of Necros cards in your deck to faction for the cheeky extra draw).
  1. Cards which draw. Economy cards which draw are great such as Robbery, Deception, Command, etc. Sacrificing cards which provide econ are even better, such as Dark Reward.
  2. Be very selective about which champions (if any) you buy early; it’s perfectly fine to go action-heavy.
  3. Early game: don’t buy anything you don’t need. Cycle and/or buy a Fire Gem.
    It’s econ that you can scrap and the damage helps you clear the board.

In a nutshell buy any card a wizard would buy; Dark Energy? No problem. Hitjob? You ripper! It’s not impossible for a cleric to win on turn 15.

But of course, we are playing cleric, and we DO want champions in our deck. So, what champions are highest on our list (let’s not state the obvious; of course we want Tyrannor, Arkus, and Grak)?

  1. Any champion that draws or has sacrifice (or even cycles) without having to faction it , such as Kraka, Mobia, Gorg, Andor, Lys.
  • Remember, a champion that draws is a champ which can draw 2 cards if you can activate Helm, or even 3 if you can prepare them with Ship’s Bell.
  1. Champions that faction to draw. Cristov, Cron, Orc Grunt, Parov, Rayla (you’re gonna need red cards anyway, right?). Mind you some champions are weighted higher than others, Orc Grunt if not within a deck with many wild cards may just add to deck bloat without much benefit.
  2. Champions which generate econ. Broelyn, Myros, Rasmus, Olara.
  • Special mention to one card from the Dungeons expansion, Gemmla, Wolf Scout. It gives 2 gold and 2 damage and factions with wild to draw. A fantastic early buy.

All of the above also applies to actions.
Don’t buy champions which do not fit or bloat your deck, its better to have NO champions than champions that clog your deck.

Pro-Tip:

You have a few ways to flip your deck when the opportunity presents itself; Elven Wisdom, Divine Resurrect, Ship’s Bell. Sometimes you just have to scrap your Divine Resurect or Ship’s Bell JUST to flip the deck IF your hand is full of garbage (like 5 gold cards). This way you bottom deck these [5 gold] cards and you get all the good cards together in your next deck. Try to get ahead and stay ahead.

When to cycle?

Give me one reason:

You can clearly see the pros to cycling, now for some cons. 

I’m about 100% sure Krythos will get stunned next turn, and I’m behind on scrap in this game. What I also know is that I’ll be able to draw next turn.
So if I don’t cycle this turn and draw next turn to flip my deck, Krythos WILL be in my NEXT deck.
What’s more is not using Elven Wisdom for 2 economy this turn will mean I won’t miss out on healing as I can use Bless of Soul instead (keep your HP high).

So my friend Asawesomas talks alot about deck squaring or un-squaring. I can’t outline this better than he does, so I’d recommend reading his article for this and other useful techniques; https://www.realmsrising.com/strats/a-tale-of-triumph-bringing-bard-into-the-spotlight/

 

But I will give you an example on doing so:

On this turn if I don’t cycle next hand i’ll have 5 gold + (at least) one draw. This means I can have 6 to 8 gold on my next turn (the latter if I draw Ship’s Bell) if my opponent only stuns one follower and I bring it back with minor resurrect. 

IF my opponent stuns both followers I’ll be able to draw from Helm, however I will also have the chance to draw that same follower again (Candle will not be in my next hand). 

So I can also decide to cycle NOW and “un-square” my deck, forcing a deck shuffle at the end of my current turn.

This will keep my 2 followers out of my next deck altogether, ensuring a high economy hand next turn, aiming for Valius (poor necromancer). I just hope I don’t draw the mace 🙂 .

 

Character match-ups.

My main advice it to read the article other people have written about these classes.
If you know how to play it you will understand its weaknesses.

VS Cleric:

Get the sacrifice first and deny it for your opponent.
If your opponent gets sacrifice and you’re still lacking have after your second deck flip, you have one chance; aggro them down. Fill your deck with damage cards and big champions, try to build a wall that sticks and provides damage. You need to win before their sacrifice starts showing return on investment.

I made a quick video illustrating how this can be done: https://youtu.be/aZ1qQ8QpvOY

It’s a game vs my good friend and master Cleric Scorium, he acquired ALL the sacrifice cards before I could get any.
Although I lost in the end this video demonstrates how you can still deal significant damage and attempt to rush your opponent as a cleric. Scorium picking up Kraka was the nail in the coffin.

 

VS Fighter:

You should never lose this matchup. Don’t play with fire and HEAL.
For example: a Fighter got me down to 40 HP, Arkus was somewhere in my deck and I wanted to wait until I could use Divine Resurrect on Arkus. Leaving my HP at 40 against a Fighter is risky though. The next turn, the Fighter got me down to 13 HP. I used Divine Resurrect, but there was no champion to resurrect and I had to scrap my Ship’s Bell and sort out every kind of healing I could get. The game will last a bit longer, but you just need to survive to win against the Fighter.

VS Thief:

This matchup is highly favored for Thief.
Play the long game and don’t let them have discard cards; Cleric hates to discard, and Elf even more so.
If they play
Boots and the market is good, be aggressive and get Fire Gems/market purchases; if the market is bad, again its Fire Gems but make multiple purchases at once.
If they play
Mask? Pray they didn’t buy anything good.

VS Wizard:

This matchup is also highly favored, again, for your opponent the Wizard.
QUICK, you must get to your second deck ASAP, with sacrifice and big purchases/plays essential. Prioritize sacrifice, damage and actions.
Act fast, don’t wait, and try [if possible] to be lucky. You’re probably going to need the healing from your Divine Resurrect.

Here is an example of how you can play aggressively to beat a wizard:

https://youtu.be/P2L-rSR0oFY

VS Ranger:

50-50 for this one, at this point in time.
Be aware they can buy champions AND put them into play; buy them before they do and don’t let them buy cycling cards like Elven Gift.

VS Druid:

Favoured for Druid.
Don’t let the board get out of control; get some damage into your deck to clear that bear form!

Beware of Entangled Roots; they will expend one follower and stun the other, so they will do damage to face without activating Helm. Best is to get a non-guard in play that they don’t like to ignore, together with your 2 followers (or 2 other guards).
Again don’t just buy champions if they don’t fit your deck.
Good luck…

VS Bard:

Particularly favoured for Bard.
Don’t let the board get out of control. Get some damage in your deck. Don’t let them get discard cards, but above all, DON’T let them get discard CHAMPIONS.

VS Necromancer:

This matchup is favored for Necro.
Don’t let the board get out of control, get some damage in your deck and make sure these are BIG damage cards (6 damage or more, Dungeons cards are very good for this). Think of Dragged Below, get the damage card and cycle every turn; you need consistent combat to be able to keep the skeletons at bay.
Be very careful with what champions you buy, especially non-guards. You might not be able to get it back right away (or at all) if they steal it with their ability.

VS Monk:

Similar to ranger it is also about 50-50.
You have a better end game; be patient, get champions. They need sacrifice as much as you do and buy discard cards.

VS Barbarian:

Don’t let them get econ; a barbarian’s best chance is to go econ and start buying the bombs before you can. 

Deny them healing; depending on the skill they use they might take damage when they go berserk, so denying them this can be beneficial.
Don’t let them get the discard cards; they can often easily build the discards like a thief impacting severely on your early to mid game.

And of course, as always, GET THE SCRAP CARDS FIRST!

The build.

‘Bless of Soul’

You don’t really care about keeping your champions alive, you actually WANT them to get stunned (two to be precise) so you can draw from an activated Helm. It’s only in the late game you can try to build a wall that sticks. So until then you’re just using your skill if your health gets around 40 to keep Helm online, or if you played Elven Grace and you have 1 gold left.

Mid to late game champions help you get your HP back up, as Bless of Soul heals for 2 per champion on the board on use. If the champions stick, that’s a bonus.

Playing Bless of Soul also allows you to go action-heavy. You can even win a game without buying a single champion, although you eventually end up buying at least one down the line.

 

‘Everburning Candle’

Everburning Candle is KEY in this build, providing a [very] small amount of deck control. It does this in two ways; keeping follower’s out of your next deck to maximise economy hands after your flip and by bringing a follower back to add to another champion already in play. The latter gives you the opportunity to activate your Helm armour on your next turn should your opponent stun both champions. 

For example if you have a non-guard (such as Broelyn) on the board and nothing else with the Everburning Candle you can possibly put a follower in front of that. Now your opponent has to choose: stun only the follower (as a guard it must be stunned first) or stun both champions and give you a draw from Helm.

Another thing about Everburning Candle: IF you have to discard a card and you have it and a follower in hand, you can first discard the follower. Then, draw/cycle cards and after decide to get your follower back OR use the economy for a market purchase, etc. It gives you that little bit of flexibility.

 

‘Brightstar Shield’

For Elf I would advise against Redeemed Ruinos. In your first deck this card will mean you will have 1 or 2 gold less, potentially missing out on a good card before your first shuffle, such as sacrifice. Since Cleric games tend to go long, an early good buy can carry you. Think of Dark Reward, Command, Deception, but even The Rot, Death Touch, or a discard card you want to hate draft whilst up against a Thief.
And this is even more true when playing Elf. If you go first, you’ll have a ONE card hand, or if you go second, you’ll have a THREE card hand. With Redeemed Ruinos in your deck, your chances of buying nothing rises significantly.
Brightstar Shield; play it even if you don’t have a target for it, as sad as this may feel, at least it’s not deckbloat.

 

‘Divine Resurect’

This is also key to the build.

In a perfect world, you always want to use this to bring back a big champion. However I think 40% of the time I use this to bring back a follower or even nothing; its the draw or healing I want. This might net me a good card early, or get my HP back above 40 to bring my Helm back online, or both.

Other times, I’ll use this to bring back a strategic champion (even a low-cost Grak or sacrifice champ like Galok). Using Divine Resurrect with Ship’s Bell in hand, I could sacrifice 3 cards (scrapping Ship’s Bell and preparing Galok again), or even potentially draw 4 cards (1 from Divine Resurrect, 1 from Ship’s Bell, 1 from Elven Wisdom, and possibly 1 from Helm).

‘Phoenix Helm’

Lets you draw cards just like a wizard.

When playing the mirror, especially in the early game, as a rule of thumb try not to kill both followers of your opponent if you are going to leave them with more than 35 life: you don’t want them to draw an extra card that early. Do it only if the market is full of bad cards. Then it’s safe to dispose of both, although it’s still risky.

 

I picked Talisman because Elf starts with low HP (8 less than human).

Keeping your health above 40 is very important considering this is your armour HP threshold. You can make your own choice here.

 

‘Minor Resurrect’

At level 14, you can pick Minor Resurrect, but there might be a case made for an HP upgrade first and then Minor Resurrect, in light of trying to keep your HP above your armour threshold. In any case, at level 16, you’ll end up with 2 HP upgrades and this.

In my opinion Minor Resurrect is one of the best level 1 abilities there is to have as a second ability. Similar to your strategy with Major Resurrect you’re able to fish a follower out of your discard pile just before a deckflip, feeding Helm and making it so your next deck is full of economy cards WITHOUT burning your Major Resurrect ability. (Bear in mind Ship’s Bell will be shuffled in as well.)

In some cases, you’ll actually use this to resurrect a market champion. Fettered Imp (sac card) is a great example of this.

 

‘Ship’s Bell’

As much as I loved the Devout Sailor in the past, after WWG introduced the reserve system, this option is dead to me. Sailer is gone with the wind and will never blow no more.
It used synergise particularly well with Everburning Candle and Minor Resurrect. It’s a non guard that gives econ, so your opponent has to decide to stun a follower plus the Devout Sailor giving you a draw from Helm, OR leave it and you still have +1 gold next turn.
As it was, next turn you could have 3 draws next turn (to buy the card that will carry you to victory); one from Helm, one from Divine Resurrect and one from Sailor (Minor Resurrect). The Devout Sailor also has some market control, where you can scrap it to remove any number of cards from the market row AND draw a card, often digging for a sacrifice card.
THIS WAS THE PAST, and now you cannot use 2 abilities in one turn anymore. Also, because Devout Sailor is a reserve card, coming so late into play it’s now lost most of its utility.
Devout Sailor, you will be remembered. 

Ship’s Bell, on the other hand, is a 3 gold card AND able to prepare all your champions AND draw a card!!! This can sometimes turn a game around.
I will almost always trash Ship’s Bell to prepare a sacrificing champion, and with Elven Wisdom you often don’t even need to sacrifice from hand.

 

‘Spiked Mace of Glory’

I would say the Spiked Mace of Glory is the best option here.
It increases your chance to buy something with your small starting hand or later down the line. Although others may argue the Spiked Mace of Might is better because it gives you more control over the board and the damage adds up over time, letting you close out the game. I’m not worried if my opponent puts down a damage-dealing champion early on that I can’t immediately stun. I’ll stun it the next turn or the turn after that. I have healing, so time should be on my side. Don’t let it get out of control, though, especially vs Necromancer, Druid, Bard…

But when I see my opponent buying an economy or sacrificing champion, I will buy a damage action or even a damage champion to make sure they don’t stick around (otherwise I try to avoid buying damage dealing champions early to maximise my deck 2 economy).
Don’t let your opponent’s economy get out of control.

 

 

What would you do (WWYD) examples

Example 1

In this game your opponent is a Half-Demon Wizard WITH a purchased copy of The Rot, so you need to do something to get ahead. It seems obvious to buy Arkus, and if I didn’t have Ship’s Bell in hand I would have considered using my Divine Resurrect for the draw to do so. But there are other things to consider here as we can still use Elven Wisdom.

In my deck I have Daring Escape, so ideally I want to use that next turn to bring Arkus to hand. Scrapping Ship’s Bell will give me a draw and worst case, draw Daring Escape.

 

Pro-Tip:

Whenever you’re playing cards from your hand only ever play cards you NEED, perform draws first, cycles next and sacrifice last in case you need that extra gold for a market purchase (unless you have a sacrifice target in your discard pile), and only place econ you need for a purchase down, never all your economy at once in case you decide to cycle a lone gold card, sacrifice it, etc.

 

So scrapping Ship’s Bell drew your mace, giving you 9 gold in hand. You can buy Arkus, but before you do consider the following option:

  • You can cycle away a follower with Elven Wisdom for 2 economy, potentially draw 2 more gold (eg from Robbery and then drawing another economy card) bringing your economy to 8 and using your Everburning Candle to bring the follower back ready for a Helm activation from your opponent next turn. This brings your next hand closer to drawing Daring Escape, reducing the risk of bottom decking, however does increase your odds of drawing INTO daring escape.

For me I wouldn’t do so because drawing into Daring Escape will dramatically reduce my chances of winning this game if I cant bring Arkus into play next turn with a returned revival after its then stunned with my Divine Resurrect, and also losing a draw from Helm if I only draw a single economy card and must use the econ from Everburning Candle for Arkus instead of bringing back a follower.

 

Example 2

As mentioned before, sacrifice is KEY! You shouldn’t be hesitating to scrap Ship’s Bell to get the extra economy for Fettered Imp. However before you do there are two important factors to consider here:

  • How much economy is coming up in my opponent’s deck and what are the chances of them being able to purchase Pack’s Fury with and without Wizened Familiar in play. 
  • Fettered Imp costs 2 economy and thus CAN be returned by Minor Resurrect.

The latter point makes for being able to use both your resurrects to potentially scrap out 3 cards in a single deck shuffle. However if you’re worried post calculations about the chance of your opponent being able to buy a particularly powerful card like Pack’s Fury with the additional economy from Wizened Familiar, then you could Minor Resurrect a familiar back, THEN scrap your Ship’s Bell to prepare it, getting a total of 2 damage and 4 economy (from a deck draw of 1 gold, Sunstone Brooch and prepared Broelyn).

 

Example 3

To cycle or not to cycle, that is the question. 

Option one: You cycle. At the end of your turn with only 4 cards remaining your deck will flip. Your followers and Galok will miss you next deck. Of course, you can use your Divine Resurrect to resurrect Galok. After that, you can scrap your Ship’s Bell to prepare Galok and sacrifice 2 cards next turn giving you a great head start.

Option two: You don’t cycle. Your deck won’t flip with 5 cards remaining. Now you have the option next turn to use Minor Resurect and Candle to get both followers back before you flip the deck. Your Helm will most likely be activated because your opponent will want to stun Galok. This also gives you the opportunity for a big purchase to add to your next deck if something flips from your opponent’s market purchase. However using Helm will also separate Ship’s Bell from Galok, unless you use Divine Resurrect which will flip your deck and require cycling a card into discard and scrapping from hand and discard post scrapping Ship’s Bell. The latter is a good option if there are no worthy purchases from the market.

Example 4

 

Pause and think about this one. 

I know you want to reflexively buy Krythos, and 99% of the time this would be the best choice. However we’re playing against a necromancer and there’s a particular card you do NOT want them getting, this card being Devotion. Do we have enough damage to kill all the guards and Krythos when they steal it? Possibly not. And we’re in a lucky position where we already have a sacrific card, with additional sacrifice cards holding dimishing returns on their utility. So in this case I would recommend Devotion and Cristov. For further information about how to counter Necromancers, read Tuff’s article on RealmsRising.com; https://www.realmsrising.com/strats/characters/necromancer/bone-dancing-to-diamond-a-necros-journey-levels-1-16/

Example 5

When you can possibly scrap 1 or more cards in your following turn and you dont need the economy to purchase something worthwhile from the market, cycle a card. This brings you closer to cards you want in your next hand, possibly bringing them into your current hand with now a sacrifice target in your discard, or setting up your next hand to have sacrifice targets in your discard pile. 

 

Game VS Darwin ‘Beat them at their own game’

Please reference the YouTube video for the following comments: https://www.youtube.com/watch?v=88GmKp72G_A

 

Turn 4: Broelyn is a great card early on. It gives me econ, it has a chance to stick to the board, and if it gets stunned, chances are I’m gonna be able to draw off Helm after putting a follower in front of her.

The Spike Mace of Glory is the last card in my deck. I could cycle, but for what purpose?

Better leave it there for the next hand and bring both followers back for Helm.

As a result, my next deck is filled with econ, and in my next hand I now have 9 gold (turn 6).

 

Turn 6: Bummer, I wanted to buy Grak, but something better flipped, Krythos.

Only good words about this guy; sacrifice, damage (to stun Grak), and a champ for Helm. And with Daring Escape I can hopefully bring him back multiple times per deck shuffle, potentially in combination with Ship’s Bell.

 

Turn 8: It turned out differently than I planned. I scrapped Ship’s Bell so I could buy Rampage. I need damage to control the board. Plus, the cycle will help me get Krythos back fast whilst also putting cards into my discard pile for sacrifice targets!

 

Pro-Tip:

At the end of the day, damage wins games. You can’t seal a win without your deck going Brrrrr.

 

Turn 10: I haven’t been able to clear the board. But don’t panic! Stick to the plan. What’s the plan, you ask? Ahem… Get the scrap advantage!!

And OH look! Lifedrain is on the board!

So I pop my Divine Res to get Broelyn back, now I have 6 gold to buy Lifedrain. I even have a draw left to get it to hand with Daring Escape

(still not enough damage to clear the board, but who’s worrying, right… need more Brrrrrr).

 

Turn 14: I don’t scrap the Fire Gem. It’s easy to find yourself having a hand with no econ as your deck is progressively scrapped down. Always be wary that when you remove lower economy cards like single golds you should be replacing some with higher economy cards lest your ability to purchase cards, use your skills (in the case of Elf with Elven Wisdom) stagnate. The good thing is I have Broelyn, with economy champions a premium in a scrapped-down deck.

 

Turn 16: When it’s time to scrap your followers, try to scrap both followers and Everburning Candle ASAP. Everburning Candle doesn’t really work well with only one follower in your deck, unless you’re using it for the HP (in that case, you’re not in a good spot).

 

Turn 18: You just gotta love Sway, right!!? It’s a great card to replace some of the economy and can even help you achieve lethal by stealing a guard protecting your opponent to deal damage direct to face, or even the extra damage/factioning from the opponent’s champion itself. Be careful with this card, its not recommended you steal a champion unless you can achieve lethal that turn OR you’re 100% certain the following turn you can still get lethal with their champion remaining in play for an extra turn.

Arena, from level 17 to 24

Yes Sacred Censer is a great card! It’s ECON which DRAWS (which is great to counter discard effects) AND slows down your opponent by increasing the cost of their skills by 1. However, I’m taking Holy Water. It’s like closed ranks but better; you can scrap it when you really need that draw. But the beautiful use of it will come with the decisions down the line.

Morningstar is also great, but Enduring Follower is simply better. It essentially will draw you 3 when adding a Helm activation. It’s a great target for your abilities considering it has NO cost, so Everburning Candle will bring it back into play, and it’s another 2 damage when played in conjunction with Holy Water.

I know, but read the next part first.

Blessed Bracers is ok, but in another build. Maybe a Bard wil sing a song about it one day, but for now I’ll take the armor card that actually is something to sing about!
Mantle of Rebirth changes when you use your ability. You no longer resurrect a follower just for the draw from Divine Resurrect to buy a good card early. No, you buy Tyrannor and get it to hand, devouring all! This armor will all you to bring any champion from your discard pile to hand, irrespective of whether it has been stunned the previous turn or simply purchased from the market. 

 

Try to always get the most champions back into play, but don’t always count on it. Sometime you’ll just use your Divine Resurrect to get one champion back into play, or use Mass Resurrect bringing only 2 or 3 champions back into play from a maximum of 4 (with the effect of Mantle of Rebirth). 

Now you can see how well Holy Water pairs with the possibility of bringing back multiple champions; get ready to do a ton of damage!

Motes of Light is a good and fun card, but you won’t always have a champion in your discard pile to bring to hand. Plus it’s made redundant with the effect of Mantle of Rebirth. Benediction Beads is the best for this, and dare I say ALL builds. I can think of very few champions which bring into play provide better stats, I mean, ITS 15 DAMAGE! Sometimes you will need it to close out the game, and sometimes you won’t even need it considering it is reserve 4. 

But you need to be at full health right? If you’re not, you’re not in the best shape and the 8HP (ITS 8HP!) will help you get back to full health. Just remember, when you play this card first you get the 8HP and THEN it checks if you’re at full health, so make sure you heal if necessary before playing this card, as it doesn’t apply the damage if you heal to full health AFTER playing the card. 

 

Here is one final video where I show you the potential of this build.
In this video I’ll show you how you can scrap a ton of card in one turn.

https://youtu.be/Bl01VILHYxI

 

I also wanted to mention I have more YouTube videos on how to play cleric. 

https://www.youtube.com/playlist?list=PLpr_xai567unYeKe8QC-Ae1X-azccXChX

 

One last tip before I’ll let you nerds go.

When you’re playing a long game but haven’t found any sacrifice cards.

See to it that you have huge economy hands.
Don’t buy junk to dig the market if you can’t buy what flips. 

Try to get all the cycling/drawing cards. 

If you have neither and you’re playing against a Boots thief? 

Be nice and congratulate them on their win 😉