Your hero heals all damage from target hero or ally.
Exhaust all of your resources. Skip your next turn.
While this card has some SERIOUSE healing potential,
and its initial cost is very cheap (you can play it
on turn one if you really wanted to), and its an
instant, its two drawbacks are very difficult for me
to cope with. First of all, you have to exhaust all
your resources, making it impossible to respond to
things. Also, you have to skip your next turn. If
you are in one on one play, this means that "I heal
myself up to full just so you get a free turn to
beat the stuffing out of me". Pretty much, all this
card is is a delaying tactic. Since you have to skip
a turn, you are just prolonging the inevitable. The
only time this card will work to your advantage is
if your opponant has only 2 or 3 weak characters
that have been pinging you to death. If they have a
sizable party, you are going to be toast anyway.
Sealed: 1/5 Skipping a turn in this format is
Constructed: 2/5 Pretty close to terrible. If you
want to play this, you really need to ask yourself
"Is healing my pally up to 29 HP really worth taking
10 damage two turns in a row"? "Will it be enough to
make a difference?"
Casual: 3/5 Rated higher in casual becaue I like
playing it on my opponants turn and watching there
jaw drop... while I'm not huge on this cards power,
its fun to be irritating... dragging the game out
one or two extra turns. :)
Raid: 4/5 Not totally terrible here. If your paladin
is your primary healer, you can hold this card until
you absolutly need it, or if you aren't the primary
target. This can keep your tank alive for that extra
turn or two thats needed to finish off a given boss.
This card is also decent here if you AREN'T really
healing for the raid... just keep it as an ace up
LAY ON HANDS
Instant 1 cost that exhausts all your resources and
makes you miss your next turn, but completely heals
your hero. This is one of the best game savers in
WOW. Most all competitive paladin decks run this in
multiples. Use it at the end of your opponent’s turn
so you really only take hits once from your opponent
before your turn comes around again. Also, using it
during end of match procedures usually gets paladins
the win because it gives them full health during the
last turn. Many players don’t like that, but I don’t
think it happens that often.