Divine Spirit


How to get

Divine Spirit x 2 are a reward for raising a priest to level 2.

Golden Golden cards often add movement and visual effects, like with this golden Piloted Shredder "Golden" redirects here. For information on golden heroes, see Golden heroes. Golden cards are special, rarer versions of cards. Each card hearthstone Divine Spirit is a reward for raising a priest The  Priest is one of the nine classes in Hearthstone: Heroes of Warcraft, represented by Anduin Wrynn and Tyrande Whisperwind. Contents 1 Heroes 2 Overview 3 Background 4 Hero Power 4.1 Replacement Hero Powers 5 hearthstone to levels Each hero s level is displayed on the bottom-left of their portrait. The coloured bar shows their current experience. A video explaining levels in Hearthstone made by the Curse Gamepedia @@@#@@@YouTube(youtube.com)###@### Channel. A level is a hearthstone 28 and 30.

Divine Spirit is uncraftable The uncraftable quality Uncraftable (previously called soulbound) is a card quality found on certain cards. Uncraftable cards cannot be crafted or disenchanted. Uncraftable quality is mostly determined by card set, and in some cases differs hearthstone and cannot be crafted Crafting mode, in Standard format mode The crafting system is an element of Hearthstone that allows players to directly create new cards. It can be accessed through the My Collection screen. Crafting consumes Arcane Dust hearthstone or disenchanted.

Synergies

Name Rarity Class Type Subtype Cost Atk HP Effect
Lightspawn Common Priest Minion General 4 0 5 This minion`s Attack is always equal to its Health.
Inner Fire Common Priest Spell General 1 Change a minions Attack to be equal to its Health.


Info

Videos

Strategy

This card works very well in combination with Inner Fire Inner Fire Set: Classic Type: Spell Class: Priest Rarity: Common Cost: 1 Change a minion s Attack to be equal to its Health.Good idea: Buffing your minions. Bad idea: Starting a conversation in the Barrens.See this hearthstone , Power Word: Shield and minions with a lot of hit-points such as Shieldbearer Shieldbearer Set: Classic Type: Minion Rarity: Common Cost: 1 Attack: 0 Health: 4 Abilities: Taunt TauntHave you seen the size of the shields in this game?? This is no easy job.See this card on Hearthpwn hearthstone , Oasis Snapjaw Oasis Snapjaw Set: Basic Type: Minion Subtype: Beast Cost: 4 Attack: 2 Health: 7 His dreams of flying and breathing fire like his idol will never be realized.See this card on Hearthpwn data page] Oasis hearthstone , Mogu`shan Warden Mogu shan Warden Set: Classic Type: Minion Rarity: Common Cost: 4 Attack: 1 Health: 7 Abilities: Taunt TauntAll these guys ever do is talk about the Thunder King. BOOOORRRINNG!See this card on Hearthpwn data page] Mogu shan hearthstone or Gurubashi Berserker Gurubashi Berserker Set: Basic Type: Minion Cost: 5 Attack: 2 Health: 7 Tags: Damage-related, Triggered effect Whenever this minion takes damage, gain +3 Attack.No Pain, No Gain.See this card on Hearthpwn data page] Gurubashi Berserker hearthstone . It also works extremely well with Lightspawn Lightspawn Set: Classic Type: Minion Subtype: Elemental Class: Priest Rarity: Common Cost: 4 Attack: 0 Health: 5 Tags: Ongoing effect This minion s Attack is always equal to its Health.Spawn of the Light? Or Pawn of hearthstone .

When using other Health-increasing effects such as Power Word: Shield on the same minion, always use Divine Spirit last to include those buffs in the multiplicative effect. Heal damaged minions whenever possible before using Divine Spirit.

Notes

Combo

With the right circumstances, this card can be used as part of a devastating combo usually featuring Inner Fire Inner Fire Set: Classic Type: Spell Class: Priest Rarity: Common Cost: 1 Change a minion s Attack to be equal to its Health.Good idea: Buffing your minions. Bad idea: Starting a conversation in the Barrens.See this hearthstone and other Health buffs like Power Word: Shield. Using all of these cards in a single turn Hearthstone takes place in turns. Each turn gives a player the opportunity to act. At the end of each turn, play is passed back to the other player. A round describes one turn for each can lead the priest to quickly acquire a minion with extraordinarily high Health and more importantly Attack. For instance, a basic 3/5 Sen`jin Shieldmasta Sen jin Shieldmasta Set: Basic Type: Minion Cost: 4 Attack: 3 Health: 5 Abilities: Taunt TauntSen jin Villiage is nice, if you like trolls and dust.See this card on Hearthpwn data page] "Taz dingo!" Sen jin Shieldmasta is a hearthstone can be buffed with Power Word: Shield (3/7) then Divine Spirit (3/14) then another Divine Spirit (3/28) then Inner Fire to produce a 28/28. The higher the starting Health the better; casting these spells on an Oasis Snapjaw Oasis Snapjaw Set: Basic Type: Minion Subtype: Beast Cost: 4 Attack: 2 Health: 7 His dreams of flying and breathing fire like his idol will never be realized.See this card on Hearthpwn data page] Oasis hearthstone will produce a 36/36. The ideal chain of cards involves 2 x Power Word: Shield (and any other buffs available) followed by 2 x Divine Spirit and then Inner Fire. With the right minion and spells, these numbers can be far higher, all within the space of a single turn.

While creating a monstrous minion is generally an advantage for the controlling player, the main strategic play with this combo is to use the minion to immediately deal damage, preferably to the enemy hero themselves. In perfect circumstances, this can allow the priest to defeat a full-Health opponent in a single turn. Be that as it may, key to seizing this advantage is the ability to attack with the minion. For this reason it`s best to cast these spells only once a suitable minion is in place and ready to attack. Be aware that your opponent may play a removal Removal is the term used to refer to the elimination of minions from the battlefield. Hard removal describes cards and effects that can neutralize minions regardless of most defenses, such as high Health or Divine hearthstone card as soon as they are able, or worse still a mind control effect Mind control effects or control effects are effects which allow a player to seize control of an enemy minion. Controlled minions are treated as belonging to the controlling player for all purposes, can be directed hearthstone , so it`s important to make the most of the minion while you can.

Be that as it may, this combo at its fullest can be very hard to arrange, and may require the priest to hold cards for several turns until the right minion and spells are drawn. In addition, the right board can neutralise this combo`s advantage; a single taunt can prevent you from attacking the enemy hero for long enough for them to effortlessly remove it with an appropriate spell. Buffing a minion to these levels when you are not able to immediately put it to use will also give the other player every reason to remove it during their turn. For this reason, waiting until you have a minion that is ready to attack - either a minion summoned last round or a freshly summoned minion with Charge For the card of the same name, see Charge (card) Charge is an ability allowing a minion to attack the same turn it is summoned. Charge is available to all classes, but is most strongly hearthstone - is highly recommended ( Stormwind Knight Stormwind Knight Set: Basic Type: Minion Cost: 4 Attack: 2 Health: 5 Abilities: Charge ChargeThey re still embarrassed about "The Deathwing Incident".See this card on Hearthpwn data page] Stormwind Knight is a basic neutral minion card. hearthstone , with 5 @@@#@@@HP(hp.com)###@### and Charge For the card of the same name, see Charge (card) Charge is an ability allowing a minion to attack the same turn it is summoned. Charge is available to all classes, but is most strongly hearthstone , is a good example).

While creating a particularly massive minion may be particularly entertaining, this is often not necessary in order to use this combo to steal victory. Using this combo with half these cards can still buff a minion enough to quickly finish a wounded opponent.

While Inner Fire Inner Fire Set: Classic Type: Spell Class: Priest Rarity: Common Cost: 1 Change a minion s Attack to be equal to its Health.Good idea: Buffing your minions. Bad idea: Starting a conversation in the Barrens.See this hearthstone is generally required for this combo, there are a few exceptions. Lightspawn Lightspawn Set: Classic Type: Minion Subtype: Elemental Class: Priest Rarity: Common Cost: 4 Attack: 0 Health: 5 Tags: Ongoing effect This minion s Attack is always equal to its Health.Spawn of the Light? Or Pawn of hearthstone effectively benefits from a constant Inner Fire effect, allowing the combo to be executed without the spell card; Crazed Alchemist Crazed Alchemist Set: Classic Type: Minion Rarity: Rare Cost: 2 Attack: 2 Health: 2 Abilities: Battlecry Battlecry: Swap the Attack and Health of a minion."You ll love my new recipe!" he says... especially if you re not hearthstone can also work with the right board setup. Lightspawn serves as both minion and Inner Fire effect, allowing priests to pull off the combo with one fewer cards.

Counters

Understandably, this combo is infamous among players (especially non-priests) as it can allow the priest to end the game in a single turn, sometimes even when their opponent is at full Health.

The main counter to this combo is to ensure that you have a taunt The shield-like Taunt visual effect Taunt is a minion ability which forces the opposing player to direct any melee attacks toward enemy targets with this ability. Minions with Taunt (commonly referred to as Taunts) serve hearthstone minion active. Without one, there is no way to prevent a priest fortunate enough to have the right cards in their hand from dealing you substantial damage at any time. Also, watch for Lightspawn Lightspawn Set: Classic Type: Minion Subtype: Elemental Class: Priest Rarity: Common Cost: 4 Attack: 0 Health: 5 Tags: Ongoing effect This minion s Attack is always equal to its Health.Spawn of the Light? Or Pawn of hearthstone . While not essential for the combo, its appearance on the board may herald the priest`s combo next turn, so placing a taunt or removing the Lightspawn is highly recommended.

Ultimately, the major factor preventing priests from consistently winning using this combo is the difficulty in obtaining all of the right cards, at the same time. If your priest opponent is holding back, playing from the top of the deck while keeping several cards unplayed, they might just be planning a combo such as this. Counter this by being aware, if possible keeping a taunt active at all times, or otherwise keeping back a reveal card or two. Alternatively, use the lull in play to pressure your opponent into playing their combo cards out piecemeal in order to survive.

Gallery

Divine Spirit, full art