Rin, the First Disciple

Rin, the First Disciple Card

Rin, the First Disciple is a 6 Mana Cost Legendary Warlock Minion card from the Kobolds and Catacombs set!

Card Text

Taunt Deathrattle: Add 'The First Seal' to your hand.

Flavor Text

Signed and sealed, she delivers oblivion.

Rin, the First Disciple Additional Information

Once Rin, the First Disciple dies on the board you will receive The First Seal. Once you play that you get the next card until The Final Seal which produces Azari, the Devourer!

Cards Relating to Rin, the First Disciple

The First Seal
Type: Spell - Cost: 5
Summon a 2/2 Demon. Add 'The Second Seal' to your hand.
Felhunter (First Seal)
Type: Minion - Cost: 2 - Attack: 2 - Health: 2
The Second Seal
Type: Spell - Cost: 5
Summon a 3/3 Demon. Add 'The Third Seal' to your hand.
Felhunter (Second Seal)
Type: Minion - Cost: 3 - Attack: 3 - Health: 3
The Third Seal
Type: Spell - Cost: 5
Summon a 4/4 Demon. Add 'The Fourth Seal' to your hand.
Felhunter (Third Seal)
Type: Minion - Cost: 4 - Attack: 4 - Health: 4
The Fourth Seal
Type: Spell - Cost: 5
Summon a 5/5 Demon. Add 'The Final Seal' to your hand.
Felhunter (Fourth Seal)
Type: Minion - Cost: 5 - Attack: 5 - Health: 5
The Final Seal
Type: Spell - Cost: 5
Summon a 6/6 Demon. Add 'Azari, the Devourer' to your hand.
Felhunter (Final Seal)
Type: Minion - Cost: 6 - Attack: 6 - Health: 6
Azari, the Devourer
Type: Minion - Cost: 10 - Attack: 10 - Health: 10
Battlecry: Destroy your opponent's deck.

Rin, the First Disciple Card Review

The embodiment of your weekly /r/customhearthstone post, this card features too many steps with really cool art. Paying lots of mana to do absolutely nothing many times is not a bargain worth selling your soul for. Consider this – even The Final Seal, a 5 mana 6/6 is not actually a good Hearthstone card. As cool as Azari, the Devourer is, this is one deal with the Devil you don’t want to make.

Card Review by Chimbarozo

Rin, the First Disciple Full Card Art

Rin, the First Disciple Full Art

Leave a Reply


  1. deedubs
    June 29, 2018 at 6:59 am

    I use her all the time in ranked and casual (granted I’m not very good because I’m impatient lol). I tend to keep a summoning portal in my hand until I get Rin (unless I get her at the start). Use the summoning portal (or two if possible) summon a demon taunt (hooked reaver if under 15), next turn summon Rin at a reduced cost, kill her with dark pact, and then activate the first seal in the same turn (Rin is 2 mana because of summoning portals or if on mana 10 with 1 portal). It really helps to get it rolling the next few turns by playing the seals back to back and then being able to summon Azari in four turns.

  2. Sludeo
    December 13, 2017 at 11:48 pm

    I think a lot of the people below are trippin’.. “It costs 41 mana to be any good.” Well, first of all, it costs 41 mana to more or less win the game (unless you don’t get devour card until your opponents have maybe 2-4 cards left).

    And while yes, that is a LOT of mana to have to spend to use even a game-turning ability, you’re getting additional cards on the board in the meantime, using them in combination with your normal plays, while only needing to replace one card in total. Just to put this into perspective: you’re sacrificing one card from your starter deck in exchange for a 3/6 with taunt, a 2/2, a 3/3, a 4/4, a 5/5, a 6/6, and a 10/10.

    … In a deck that is severely lacking in actual playable cards due to the high amount of spells required for board control, I’ll trade out a damn Spellbreaker for 7 cards + 1 game winning combo any… day.

    Now as a control warlock main, one of the biggest things I noticed mid-late game is having a LOT of unused mana during turns. In addition to this, I often feel that control Warlock has a huge shortage of actual board-minions in comparison to many other decks since a lot of the builds revolve around multiple mid-low cost spells and board clearing combos which don’t give the minions you do play a lot of time to stay on the board.

    What you’re left with is a lot of throwaway turns where you avoid dropping your good demons, and waiting to counter what your opponent is going to play. What you get with this card is more board presence to actually counter them in the late game since you’ll almost definitely be running low on high stat cards, or cards you can throwaway instead of throwing away your demons like Dreadlord etc when you know you’re about to clear the board.

    I don’t think the point of this card is to always go for the combo, but rather to simply throw them out there when it’s convenient or possible while you are in control of the board, which keeps a lot of pressure on the opponent.

    • Thepaincave
      December 14, 2017 at 10:59 am

      Well said.

      This single card adds a new dimension to the entire game. Rin is amazing and it puts huge pressure on control opponents. In the past day I’ve destroyed 15 cards in a priest deck and 5 in a mirror match…plus of couple of concedes due to Azari sitting in my hand. Even against aggro it can be a lifesaver just to have the taunt in hand even if you never throw down the other cards.

      The score rating of 2.6 on this page is hilarious as most of those votes probably came before anyone even played the card. 5/5 IMO.

  3. sober667
    December 5, 2017 at 7:30 am

    Good arena card
    Constructed….. dont now hard to justify

  4. Sir Stone
    December 4, 2017 at 9:16 pm

    Now that all cards are released and there are no new cards that help this card to not make you spend 41 mana on something that will destroy what’s left of your opponents deck, shall we conclude that Rin is more valuable as dust than a minion?

    • Sir Stone
      December 6, 2017 at 9:33 pm

      Also the Amethyst Spellstone says that she killed her own family, I don’t really feel like keeping Rin around anymore.

  5. DCgaming
    December 4, 2017 at 7:24 pm

    I’m thinking “Chin, the second disciple.”
    7 mana
    Battlecry add “Jeff Kaplan” into your deck.

    Jeff Kaplan is 10 mana
    With “nerf you opponents deck.”

  6. Broken Glass
    November 30, 2017 at 7:54 pm

    Another slow card that would only be amazing if your opponent plays Millhouse Manastorm.

    • DCgaming
      December 4, 2017 at 7:25 pm


    • Sir Stone
      December 4, 2017 at 9:09 pm

      Even then, if your opponent has Millhouse they will for sure use it on turn 2 not like turn 7.

  7. Mormel
    November 30, 2017 at 12:42 am

    I don’t know why but it seems good for warlock

  8. Jesure
    November 28, 2017 at 10:10 am

    I’m gonna add following golden legendaries to my collection:




    and combine it with other cards that i don’t want to inform

    Finally i get the best heavy control and mill lock

    – BAM

    You gonna see me win a world championship in the future

    • Jesure
      November 28, 2017 at 10:16 am

      Remember “Play smart” – don’t rush into things, that you might regret in following rounds of your game 😉

    • Phi
      December 3, 2017 at 9:53 am

      i want to know the other cards u plan on using. Please?

  9. Imaloony
    November 26, 2017 at 2:58 pm

    (Imaginary) points for cool design, but a quick number crunch shows us how poor this card is. The mana investment here is a whopping 41 mana and a minimum 5 turns (Which will likely be more) for this dream to bloom. For that 41 mana you get 33/36 in stats (which, PS, in my book is still pretty far below what I’d want stat-wise for 41 mana) and a “win-the-game” effect. But wait, it isn’t a win-the-game effect, because the still have whatever they have in their hand and on the board to beat you. And if you just spend your entire turn destroying their deck and not affecting the board along with all the turns you spend playing inefficient cards to get this far and are somehow not dead already, they’re either about to kill you, or their deck was so bad that you didn’t have a chance of losing anyways. It’s a cute dream, but not one that’ll ever make it into even a truly dedicated Warlock deck. To be fair, there are a LOT of control Warlock cards around and being released, but I think this whole combo is too inefficient to ever actually get you anywhere.

    In Arena, this is even more laughably bad. Not a prayer you’ll get it off.

    Standard: 1/5
    Arena: 1/5

    • Bruce
      November 29, 2017 at 7:09 pm

      Now if the seals read they would be played when discarded it would be a solid addition to discolock

    • Ryuk
      November 30, 2017 at 6:34 pm

      I think by the time you can destroy the opponents deck he’s not gonna have much cards left to destroy. But still kinda cute.