New Warrior Minion - Captain Galvangar
Submitted 3 years, 1 month ago by
Arthas
A new Legendary Warrior Minion, Captain Galvangar, has been revealed!
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A new Legendary Warrior Minion, Captain Galvangar, has been revealed!
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Fractured in Alterac Valley
Head on over to our dedicated guide for Fractured in Alterac Valley!
Get Cheaper Card Packs
This section contains affiliate links.
If you want to save money when buying Hearthstone packs, you should check out Amazon Coins! It's an easy way to save up to 25% off Hearthstone packs so you can get into the new expansion without worrying about your wallet too much. We've got a detailed guide on how to Get Started with Amazon Coins, but if you've already dealt with them in the past, you can buy some more by clicking right here.
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Sounds like a card from 2019 tbh. Easy to activate, but what exactly is the point. If Control Warrior needed a finisher they'd just use Grom. It doesn't support Big Warrior by virtue of being a Battlecry so the only deck it fits into would be a non-existant Armor Warrior whose only purpose in the meta would be to beat aggro decks, in which case you don't actually need a finisher.
Maybe there's some other stuff that ties this all together, but as of yet....Grommash does the same thing essentially, even if he is more expensive.
I tried having fun once.
It was awful.
For a split second, I was to argue that Grommash also need a combo card to activate, but then realized that Galvangar will necessitate even more prior preparation to get the effect to trigger - so I guess the main perk here is just novelty
Struggle with Heroic Galakrond's Awakening? I got your back :
I mean...Galvangar is strictly better in the sense that you can build your deck around activating him fairly easily and from then on he will always function without an activator and you can combo him with more stuff thanks to the lower mana cost...my main point was that if Warrior hasn't succeeded in going for a single charge finisher so far I don't see how they would fare any better now.
Unless there's some [Hearthstone Card (Bloodswon Mercenary) Not Found] type card to combo with it's literally just slightly better but equally inconsequential Grom.
I tried having fun once.
It was awful.
Agreed
Struggle with Heroic Galakrond's Awakening? I got your back :
6 mana for a slightly bigger King Krush seems really powerful, and getting up to 15 armor in a single game isn't that hard (even in Standard).
I'd imagine Grommash Hellscream is removed from the core set next year, Captain Galvangar would be the go to replacement. When the expansion launches, guess you can always add both legendries and just have one as a backup plan. With Frozen Buckler, any warrior could activate this legendary effect, so it's likely we'll see Captain Galvangar often enough.
TREMBLE before.... the most legendary dragon that ever existed!
Seems like a bit too much trouble to activate considering you can just throw Mr. Smite on the board and even give your other minions charge as well, just for 3 less damage.
you probably run both TBH
Seems good, 15 armor isn't terribly hard to get in a game. The problem is this is if a 9/9 with Charge that requires a setup will be worth playing, or if it can spawn a deck that overtakes Pirates.
6 mana 9/9 with Charge. I don't know: I don't like those stats for that cost, and Charge is basically a Tier 3 keyword (it's certainly no Taunt). I think the powercreep of Hearthstone is such that a 9/9 on Turn 6 that can attack immediately isn't good enough. It's not like before turn 6 you can play a minion that gains you 3 Armor at the end of the turn, or a 4 mana AoE that gains you Armor, or any cheap spells that gain you, say, 10 or 8 Armor, or use a Hero Power that gains Armor. I mean, Warrior isn't really an Armor class, at the end of the day, and that's really what bothers me about this card: it forces Warrior to play completely outside its identity to gain Armor just to activate what is, in my opinion, a worse King Krush. I mean, it doesn't even have a minion tribe. What, am I supposed to play this 9/9 on turn 6 and eat my opponent's largest minion while still putting pressure on their life total? Do I just send 9 damage face? That's not even one third of their life total! Where am I getting the rest of that damage? From other minions? Why have I allowed this bit to go on for so long? Probably the only people still reading this are the ones who think that I'm being completely serious, and let's be completely honest: no one really reads these comments, do they? Everyone just scrolls immediately to the bottom of the thread so they can post their thoughts on the card and don't even take a second to look at someone else's thoughts, and those that do are mainly doing so because they want to find people that disagree with them. That's all the internet is, isn't it? Just people looking for something to disagree with. Certainly this long block of text is so uninviting that no one is going to bother to read it; it might even get marked as spam, at this point I honestly don't care. I'll even throw in a couple of random cards Dr. Boom to give this a little Recurring Villain color because there's not a chance anyone has the patience to actually read the words, they'll just think I've made a couple of card comparisons Vanndar Stormpike or synergy ideas Larry, Cashier of Women's Clothing, because no one is going to read this and there's a man in a cloak standing behind you. There's not, but you looked, didn't you? I'm exhausted.
I don't want to cure cancer; I want to turn people into dinosaurs.
Arena: Ignore the battlecry. This is just a 6 mana 6/6 without any text.
Constructed: An OTK might be possible that can't be done with Grommash Hellscream (as easily). If not, at least you want to close out games when you drop Captain Galvangar, otherwise I don't know why he's in your deck. The 9/9 body can be seen as tempo, but at the same time, to some extend your deck is filled with cards that generate armor and that counters the tempo of the 9/9 body, so playing him for tempo isn't really an option most of the time.
Arena > Wild > Standard
I think this card is balanced despite the "charge" keyword.
I don't think this will be good in aggro, mid range, or initiative focused decks as a finisher. The condition to set this up since to contradict the general game plan of those decks, specifically, gain board and smack your opponent. A gain armor pass turn doesn't work. It also has a great synergy with Frozen Buckler which these decks don't run.
If this sees play, it will be more likely in a control/resource focused deck as a finisher or threat.
6 for 9/9 with Charge... what is not to like? How often is Warrior not gaining armor? Even with Questline Warrior, dropping Cargo Guard gives you a pretty solid boost. Not to mention Heavy Plate, which in and of itself is really solid. I hope this will be the playable Grommash Hellscream of standard
You don't even have to have 15 armor currently. I don't see a that you're going to have a ton of problems activating this effect. I don't think a 9/9 charge for 6 mana is all that bad.
Captain Galvangar is soo good. You just need a few Cargo Guard procs, maybe a Heavy Plate which already sees a lot of play. And worst case scenario you can Rokara, the Valorous for 5 armor, and maybe use the hero powers honorable kill to gain the last points of armor needed.
I feel like Captain Galvangar might give Mr. Smite some competition, as Captain Galvangar generally has better stats as a finisher. It will be interesting to see if Captain Galvangar is easy enough to get ready on turn 6 or if that +3 attack is good enough, otherwise Mr. Smite will remain used as most warrior decks main finisher in standard.
In Wild it wont see play. Not ODD costed, so it could only work in some kind of EVEN warrior. And Pirate warrior doesn't want it, because it generated no armor. Not only that, but Mr. Smite almost never gets used by that deck. They do run him, but nearly always kill their opponent before Mr. Smite hits the field. He's just there, just in case.
RNG is only fun as long as there is a 50/50 chance of getting something really good or trash level of bad. If RNG always results in something good, then it's not fun.
You're really an evil genius in the making. Purposefully writing such a wonderfully long prose that I have no choice but to read it to the end. Only to get a payoff equal to what is a monty python's holy grail ending.
Did it occur to you as you're writing, or was this the genius plan all along? :)
Its a good card even with that condition. There are ways to gain armor while still playing something. You get 3 armor for each Cargo Guard, 5 from Shieldmaiden and another 5 from rokara. And you've got your trusty hp to help out too.
So this will never really be a play on curve, unless you're playing something like Frozen Buckler, but as a end game win condition, it doesn't need to be. Its like Leeroy, it'll never be played on curve but simply by being cheaper than alternatives, its immediately a go to card.
Even if its not meta now, it'll be at some point. Because being able to dish out 9 damage earlier than turn 8 is worth it.
Just nuts, even with the condition it's an amazing finisher, or in the worst case you can manage with some big minion of the oponent. 5 stars
Really not a fan of charge making a comeback. I think it's a poorly designed mechanic that is easily abused. Just my 2 cents...
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Don't forget Mr. Smite
Fireball is a better charge though.
The setup for this is much easier than anticipated. He will smash a lot of dwarves.
A very nice finisher for control warrior. They will absolutely be hitting the armor gain requirement and this will do nicely to give some burst damage to end games.
Unfortunately, common sense isn't as common as it should be.
Ridiculously easy to activate in a Control deck, so I guess it's redundancy with Grom as a finisher? I certainly don't mind it, even if overall it's pretty bland for a Legendary.
Welcome to the site!
A better combo potential than Grommash was, due to the lower cost. Control Warrior just might have an end state to work towards beyond hoping that their opponent dies to fatigue.
Hey, you heard about that Mario guy?
More new cards with Charge? Anyways, good card and potentially even better after having gained 15 armor.
Considering how easy it is for Warriors to gain armor, 9 to the face for 6 mana is kinda huge.