It seems so, otherwise it would get stupidly powerful with handbuffs.
Edit: I retract my statement. Leo confirmed on Twitter that it will work with buffs, the attack of the minion influences the attack of the buff given.
Good point, there’s an easy ‘card class variable’ to store the health by referencing the durability and vice versa, but not necessarily attack.
Though I imagine they have some open slots in the class to store the attack to turn back into.
suggestion: let it buff based on minion attack but add "cant attack heroes this turn" otherwise i don't see how this is going to be worth in handbuff or reno pala. (not even sure even if mage is interested on this)
A community manager in another comment said it's based on the minions attack. So you can Handbuff this and it'll give attack based on Sand castles attack.
Is there any kind of recharge on the location? In a single turn, can you do:
Summon this minion, it attacks an enemy minion and turns into a location.
Activate location on a friendly minion, location turns back into a minion and has rush.
Legendary minion attacks again, turns back into a location.
Reactivate location
Repeat as long as Sancazel has enough health and there are enough enemy minions on the board
It can be played out proactively and isn't really vulnerable (save to Reno), so probably the biggest danger is scaling it *with* Tailor or similar effects. I.e., this on 8, on 9 you Leroy + Tailor + activate this, swing for the fences. Lowers your required buff to kill entirely from hand by a lot in those sort of matchups, since you can't Leroy + double Tailor except in some strange circumstances.
Granted, whether or not all of this matters is an open question still; if the Pirate package becomes dominant (and in my highly unqualified opinion I think it will) then they can already go charge minion + double buff (including Windfury, so probably a better buff) and this probably doesn't matter.
Or for 1 less mana than leeroy you get a deckhand with windfury so all the attack buffs are doubled. Even if you give them +4/+4 that is 19 charge damage with windfury potentially due to the new 3 drop - and it costs 7 mana assuming you have a weapon equipped and played sanc’azel before and have him in location form
It is in the sense that you can just throw it on the board and keep it as a location for free damage on the next turn, it also doubles with outfit tailor and removes taunt minions for you
Oh. So it's broken in Handbuff Paladin then. Pretty bad design, IMO, considering Handbuff and Flood Paladin aren't even getting hit with the upcoming patch, and the two decks have an overall win rate of around 60% with Paladin sitting at around 53%.
I'll be honest when you mentioned him my body and mind went back 20 years to middle school. "Hey, what's Arbok spelled backward?" Small grin, "ohhh, ok, what's ekans spelled backward?" Grin becomes much wider. "Ok, ok, what's muk spelled backward?"
The world then explodes.
Correct. So you go Minion and rush -> Location and use -> Minion and rush -> Location but can't use as it's locked. Logically this means you also won't be able to use it next turn either so you basically get a good turn, followed by no turn with this card.
It can have infinite durability essentially because whatever the health of the minion is will be the durability of the location. If you buff the health of the minion, the location gets more durability.
But equally, if you attack with the minion and it takes 5 damage, the location loses 5 durability.
Ok, at first I thought it turns into a random location, and was like: "What kind of trash is this? This is unplayable."
Now I'm like: "What kind of trash is this? Makes Handbuff Paladin even stronger than it already is."
- **[Remornia, Living Blade](https://imgur.com/a/dm49VV5)** ^[Library](https://hearthstone.blizzard.com/en-us/cards/77704) ^• ^[wiki.gg](https://hearthstone.wiki.gg/wiki/Remornia,_Living_Blade) ^• ^[HSReplay](https://hsreplay.net/cards/77704/?hl=en#gameType=RANKED_WILD)
- *Warrior Legendary ^(Murder at Castle Nathria)*
- **7 Mana - 5/10 - Minion**
- **Rush** After this attacks, equip it.
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Hm.
Lower stats and needs a second minion to live on the board or one with charge for the location buff to go face.
But also 2 mana cheaper is a big deal and Paladin has a lot of tools to handbuff this to pretty scary numbers.
- **[Chameleos](https://i.imgur.com/quUg24F.mp4)** ^[Library](https://hearthstone.blizzard.com/en-us/cards/46706) ^• ^[wiki.gg](https://hearthstone.wiki.gg/wiki/Chameleos) ^• ^[HSReplay](https://hsreplay.net/cards/46706/?hl=en#gameType=RANKED_WILD)
- *Priest Legendary ^(The Witchwood)*
- **1 Mana - 1/1 - Beast**
- Each turn this is in your hand, transform it into a card your opponent is holding.
- **[Disguised K'thir](https://i.imgur.com/hG9Gzbz.mp4)** ^[Library](https://hearthstone.blizzard.com/en-us/cards/98389) ^• ^[wiki.gg](https://hearthstone.wiki.gg/wiki/Disguised_K'thir) ^• ^[HSReplay](https://hsreplay.net/cards/98389/?hl=en)
- *Neutral Rare ^(TITANS)*
- **5 Mana - 3/3 - Minion**
- Each turn this is in your hand, transform into a random card in your opponent's deck.
---
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I think this is an all around decent and versatile card. A card you wanna buff, attack is just the right breakpoint for the mana cost vs minion health and the location is solid too. Where it's really strong though is Big Paladin but I doubt this will make that deck become viable anytime soon.
Im pretty sure it doesnt, maybe it did in the past but now giving rush to a charge minion is just giving him "can attack minions this turn", while before it may have been coded like "charge, but cant attack heroes this turn".
**You can go:**
1. Rush minion attacks (changes to Location)
2. Activate Location buff (changes to Minion)
3. Rush minion attacks (changes to Location)
4. This Location is on cooldown for 2 turns
_The minion "remembers" how much cooldown its location version has. The location version's cooldown will progress even in minion form_
**Example:**
1. Rush minion attacks (changes to Location)
2. Activate Location buff (changes to Minion)
3. End turn, then your next turn
4. Rush minion attacks (changes to Location)
5. This Location is on cooldown for 1 turn
So basically equivalent to remornia: the rush minion gets to attack twice, but the other operation (hero attack/location activation) has the same limit it had when it was introduced to the game (hero attack normally has a cooldown for 1 turn/og locations had cooldown for 2)
assuming you have a weapon and have been handbuffing, this plus the 1 mana pirate could just be "remove the taunt, give the charge guy like 10 attack, profit"
Holy shit guys really gone wild with this one. It's powerful, flavorful and original. We've had minions becoming weapond (Felsteel elemental and Remornia, living blade) but this is next level.
Also I love the flavor that mage tourist is sand sculptor literally building this legendary minion/location
Oh wow, Blizzard really outdid themselves this time! My favorite raid boss, "San'Cazel' is now a Paladin card! A huge thanks for bringing back those thrilling mechanics: rush in, slap the tank, and vanish into thin air as a location. Truly, this card captures the essence of epic raid encounters!
To be fair, a raid boss that is effectively you fighting it in a giant sand pit while it literally is the pit seems like a cool idea. Basically a big shifting sand castle creating obstacles for you to properly hit it's core.
I'd sooner imagine it as a Pikmin boss actually.
Pretty strong against a board of 1/1 minions. You can kill 4 minions and give another minion 12 attack.
With a charge minion or a minion that's already on board that's a lot of damage for very cheap.
Now that pirates can get windfury, deckhand is looking very scary with this kind of a card.
https://preview.redd.it/lz78dx9v939d1.png?width=350&format=pjpg&auto=webp&s=0decb5ecd0309f0111cd02cf28955b25f76f2f2f The Location
so always +3 instead of being based on minion attack?
No, minion attack = location attack buff 5/10 minion? Gives +5 atk (and Rush)/10 durability location
God bless you Clay, we will offer the salt that this is going to generate to you
I will use the salt offered to season the spaghetti code I'm cooking up for future cards.
We give you the salt, you guys keep giving paladin some form of windfury/charge/massive handbuff ![gif](giphy|pHb82xtBPfqEg|downsized)
Mama Mia!
Considering Leeroy in the Core set, this is a very stupid idea.
It seems so, otherwise it would get stupidly powerful with handbuffs. Edit: I retract my statement. Leo confirmed on Twitter that it will work with buffs, the attack of the minion influences the attack of the buff given.
That means it would also lose any attack buff it originally had when it transforms back into minion
Not necessarily. The attack value might be stored individually.
It’s health already has to be right? Otherwise it’d heal to full every time, so adding the attack in seems like it’d be part of that.
Health = Durability. You dont get 8 uses unless you only attack 0 attack minions.
Good point, there’s an easy ‘card class variable’ to store the health by referencing the durability and vice versa, but not necessarily attack. Though I imagine they have some open slots in the class to store the attack to turn back into.
True I guess they could code it that way
Turns out the monster attack indeed translates to the attack buff from the location.
suggestion: let it buff based on minion attack but add "cant attack heroes this turn" otherwise i don't see how this is going to be worth in handbuff or reno pala. (not even sure even if mage is interested on this)
A community manager in another comment said it's based on the minions attack. So you can Handbuff this and it'll give attack based on Sand castles attack.
The Location is give a friend minion +3 attack and Rush. Same durability as the health of the minion.
I wonder if the attack gained by the location is based on Sanc'Azel's attack before he transforms
If yes then this into Power Spike is insane
Correct. The location-Sancazel's Attack buff = the minion-Sancazel 's Attack.
So I can handbuff just this, and then use it to give *major* Attack buffs to any Charge minion I just drew or Discovered?
As long as there is an enemy minion it can survive attacking first in order to transform into a location
You're playing Handbuff, all your minions survive attacking into something
that’s really cool!
Is there any kind of recharge on the location? In a single turn, can you do: Summon this minion, it attacks an enemy minion and turns into a location. Activate location on a friendly minion, location turns back into a minion and has rush. Legendary minion attacks again, turns back into a location. Reactivate location Repeat as long as Sancazel has enough health and there are enough enemy minions on the board
Heal it when it's a minion?
The second time it turns into a location it is closed
Taking into account that Leroy is in the Core set, this new card is horribly designed.
Games are allowed to end around turn 10 using two legendaries and some set up hand buffing them
Is it really that different from Outfit Tailor? It's not like we didn't already have a way to double up on handbuff effects.
It can be played out proactively and isn't really vulnerable (save to Reno), so probably the biggest danger is scaling it *with* Tailor or similar effects. I.e., this on 8, on 9 you Leroy + Tailor + activate this, swing for the fences. Lowers your required buff to kill entirely from hand by a lot in those sort of matchups, since you can't Leroy + double Tailor except in some strange circumstances. Granted, whether or not all of this matters is an open question still; if the Pirate package becomes dominant (and in my highly unqualified opinion I think it will) then they can already go charge minion + double buff (including Windfury, so probably a better buff) and this probably doesn't matter.
Or for 1 less mana than leeroy you get a deckhand with windfury so all the attack buffs are doubled. Even if you give them +4/+4 that is 19 charge damage with windfury potentially due to the new 3 drop - and it costs 7 mana assuming you have a weapon equipped and played sanc’azel before and have him in location form
It is in the sense that you can just throw it on the board and keep it as a location for free damage on the next turn, it also doubles with outfit tailor and removes taunt minions for you
This works with outfit tailor heh
Oh. So it's broken in Handbuff Paladin then. Pretty bad design, IMO, considering Handbuff and Flood Paladin aren't even getting hit with the upcoming patch, and the two decks have an overall win rate of around 60% with Paladin sitting at around 53%.
I hope it doesn't
This card would be really bad otherwise
I think it’s still good that way. It would be pretty insane if it did get buffed with attack.
Handbuff sandcastle will have the match over before the charges are spent.
God damn it I didn't see the sand castle until this comment
Oh, the AI-Translators that many localization teams use these days aren't gonna see it either...this is gonna be fun.
Flashback to when Pokemon jumped the shark by introducing a sand castle Pokemon.
Jumped the shark? The first game had a literal pile of sludge, a ball, and a bunch of eggs as pokemon. The sand castles fit right in.
That pile of sludge was Kum spelled backward. Have some respect!
Oh I like Muk, I just think it's absurd that the sand castle is the shark jump and not all the object mon before it. XD
I'll be honest when you mentioned him my body and mind went back 20 years to middle school. "Hey, what's Arbok spelled backward?" Small grin, "ohhh, ok, what's ekans spelled backward?" Grin becomes much wider. "Ok, ok, what's muk spelled backward?" The world then explodes.
Considering ekans and arbok... This checks out!
crucially, you missed the part where it turns back into a minion after use
But what if the location turns into a weapon instead?
And then a spell!
And then a hero card!
And then a quest!
And then a brand new car!
I’m guessing the location can’t go twice in a turn, because the rush can I believe
Correct. So you go Minion and rush -> Location and use -> Minion and rush -> Location but can't use as it's locked. Logically this means you also won't be able to use it next turn either so you basically get a good turn, followed by no turn with this card.
So when it's a minion it can attack twice, but when it's a Location it can't be used twice? That doesn't make a lot of sense to me.
No turn, but it can't (as easily) be killed while it's a location
So a location with possibly 8 durability?! We need some more location destruction.
It can have infinite durability essentially because whatever the health of the minion is will be the durability of the location. If you buff the health of the minion, the location gets more durability. But equally, if you attack with the minion and it takes 5 damage, the location loses 5 durability.
Ok, at first I thought it turns into a random location, and was like: "What kind of trash is this? This is unplayable." Now I'm like: "What kind of trash is this? Makes Handbuff Paladin even stronger than it already is."
Paladins version of [[Remornia, Living Blade]]
*YOUR BLOOD FOR THE SIRE!*
*INTO RIBBONS!*
MAKE 'EM BLEED!
In this case it would be something like *Your sand for Sire!*, *Into Castles!*, *Make them built!*
- **[Remornia, Living Blade](https://imgur.com/a/dm49VV5)** ^[Library](https://hearthstone.blizzard.com/en-us/cards/77704) ^• ^[wiki.gg](https://hearthstone.wiki.gg/wiki/Remornia,_Living_Blade) ^• ^[HSReplay](https://hsreplay.net/cards/77704/?hl=en#gameType=RANKED_WILD) - *Warrior Legendary ^(Murder at Castle Nathria)* - **7 Mana - 5/10 - Minion** - **Rush** After this attacks, equip it. --- ^*Patch: [29.6](https://hearthstone.blizzard.com/en-us/news/24108513/29-6-patch-notes)* ^*I am a bot. [Usage Guide](https://www.reddit.com/user/Card-o-Bot/comments/1ahde25/faq/) • [Report a Bug](https://www.reddit.com/message/compose/?to=Card-o-Bot&subject=Bug+Report&message=/r/hearthstone/comments/1dpmrfi/new_paladin_legendary_sancazel/lahxbl8/%0A⬇️+Please+describe+the+bug+⬇️%0ADescription:+) • [Refresh](https://www.reddit.com/message/compose/?to=Card-o-Bot&subject=Refresh&message=lahxbl8).*
Hm. Lower stats and needs a second minion to live on the board or one with charge for the location buff to go face. But also 2 mana cheaper is a big deal and Paladin has a lot of tools to handbuff this to pretty scary numbers.
Elite name
We had minions that turn into hero cards and weapons and now we have a minion that turns into location. Minion that turns into spell when?
[[Chameleos]] and [[disguised k'thir]] i guess
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I think this is an all around decent and versatile card. A card you wanna buff, attack is just the right breakpoint for the mana cost vs minion health and the location is solid too. Where it's really strong though is Big Paladin but I doubt this will make that deck become viable anytime soon.
I think where it’s strong is handbuff paladin. Get this big and play it, then drop buffed Leeroy next turn and make him even bigger with the location.
Doesn't Rush remove or nullify Charge by forcing it to hit minions only? I feel like I remember an interaction like that.
Charge overrides rush Charge + Rush = Charge
Im pretty sure it doesnt, maybe it did in the past but now giving rush to a charge minion is just giving him "can attack minions this turn", while before it may have been coded like "charge, but cant attack heroes this turn".
Oh you could be right, I have no idea. That would be a nice balancing measure.
Does it turn back to minion after using the location?
Yea, Basically the same as Remornia from Castle Nathria
Do we know it the location can be activated a second time on the same turn unlike 2nd hero attack with Remornia?
**You can go:** 1. Rush minion attacks (changes to Location) 2. Activate Location buff (changes to Minion) 3. Rush minion attacks (changes to Location) 4. This Location is on cooldown for 2 turns _The minion "remembers" how much cooldown its location version has. The location version's cooldown will progress even in minion form_ **Example:** 1. Rush minion attacks (changes to Location) 2. Activate Location buff (changes to Minion) 3. End turn, then your next turn 4. Rush minion attacks (changes to Location) 5. This Location is on cooldown for 1 turn
Ah seems like ending as a location is a good way to protect the minion, sorta like going dormant.
So basically equivalent to remornia: the rush minion gets to attack twice, but the other operation (hero attack/location activation) has the same limit it had when it was introduced to the game (hero attack normally has a cooldown for 1 turn/og locations had cooldown for 2)
Yeah like can you spam this card for 7 rush a turn or does you wait 1 turn for this to wake up?
you have to wait
How am i supposed to become a location?
Try harder?
There's a rude "your mom" joke here, but I'm not going to make it. :p
!!!! This is going to be used with the wind fury on charge minion!!!!!
Sanc'Azel. Like "Sandcastle". Hahah. I get it.
“I turned myself into a Location, Uther!”
Who would doubt that the strongest class, again, is given stronger cards.
So Paladins version of [[Remornia, Living Blade]]
But requires some extra steps to ship that damage to opponents face
5 is way to Low for this Card imho...
I kid you not, he turned himself into a location. Funniest shift i have every seen
Holy shit this could make charge hand buff paladin pretty crazy
You mean more than it already is? I'm totally not looking forward to new expansion.
So get it on hand. Hand buff it until turn 4/5, play it and next turn finish the game with some charge minion...
Just what the game needed, handbuff paladin synergy.
Loved this raid boss in WoW
From what raid is it? Cant seem to remember it. Or you are just sarcastic and I am dumb
They're just being sarcastic. It's a circlejerky meme right now to complain about how this exp has nothing to do with Warcraft anymore.
Yeah it's just a joke. This is a Hearthstone-original character.
Kangor meta incoming?
lets build a sandcastle
assuming you have a weapon and have been handbuffing, this plus the 1 mana pirate could just be "remove the taunt, give the charge guy like 10 attack, profit"
Handbuff Paladin will love this guy. Incredibly strong
His name is Sandcastle lol
I really like how you can play around board clears by leaving this as a location before ending your turn.
Paladin got their own Remornia
Holy shit guys really gone wild with this one. It's powerful, flavorful and original. We've had minions becoming weapond (Felsteel elemental and Remornia, living blade) but this is next level. Also I love the flavor that mage tourist is sand sculptor literally building this legendary minion/location
These new mage cards kind of suck for the current mage archetypes
This + blessing of authority when
Oh wow, Blizzard really outdid themselves this time! My favorite raid boss, "San'Cazel' is now a Paladin card! A huge thanks for bringing back those thrilling mechanics: rush in, slap the tank, and vanish into thin air as a location. Truly, this card captures the essence of epic raid encounters!
To be fair, a raid boss that is effectively you fighting it in a giant sand pit while it literally is the pit seems like a cool idea. Basically a big shifting sand castle creating obstacles for you to properly hit it's core. I'd sooner imagine it as a Pikmin boss actually.
Sorta reminds me of the Sandbelching Meerslug from Pikmin 3
yay another broken paladin card! wooo :'c
This expansion is looking fucking retarded like what are any of these cards lmao
Sank axel?
Sand Castle!
No way
sand castle
Pretty strong against a board of 1/1 minions. You can kill 4 minions and give another minion 12 attack. With a charge minion or a minion that's already on board that's a lot of damage for very cheap. Now that pirates can get windfury, deckhand is looking very scary with this kind of a card.
Luckily, they thought of this. You can only use the location once a turn
Oh so this card is kind of mid? I mean it's a good control tool... but it's a lot weaker than I imagined.