Extremely powerful card in any Paladin deck. Obviously great in Dragon builds, but having such a powerful battlecry AND lifesteal should make it a serious consideration in basically any archetype. Definitely makes me hold out hope for my dream of creating a viable Heal Dragon Paladin deck!
Very powerful - an auto-include in Dragon or Heal Paladin builds. I'm still hoping to realize my dream of creating a good Heal Dragon Paladin deck; I've tried in previous expansions but there just hasn't been enough support. With all the dragons in this set I'm starting to think it could be viable. Has obvious synergy with self-damaging cards like Thekal too - let's just hope that the new card that destroys your opponent's armor isn't played too often!
A tricky condition to play around - I imagine there'll be lots of times where you have to trigger the sidequest with sub-optimal boards. But it only costs 1 mana and has the potential to be busted on the right kind of board. With the hero power and cards that summon multiple minions like Sky Claw, you can see how this could scale super quickly. Paladin is getting some cleverly-designed cards this expansion that create different types of interactions.
Very powerful card, particularly if you can get in out early. Turn 1 Glow-Tron, turn 2 Micro-Mummy and this on Turn 3 (or coined on turn 2) would be an insane start. The claw itself is a mech so can be buffed, and if you can keep it alive it'll buff any other mechs you play too. A great addition to any aggro or midrange paladin builds.
This card is busted in a Pure Paladin build; a free 4/2 with your Truesilver Champion. We'll have to see whether that archetype is viable - if it is, this will clearly be one of its defining cards. Will certainly see lots of experimentation early on.
This card is insane, particularly in more aggro builds and even in midrange, providing that you can keep control of the board. 2 mana for a 3/6 with taunt is great value. It's also super interesting design in how it creates a different kind of interaction between you and your opponent. I expect this to see quite a bit of play across a few different Paladin builds.
An archetype-defining card and one that will see lots of experimentation. Like with duplicates in highlander decks, there's always the possibility of putting one or two neutrals in that have very powerful effects, e.g. Zephrys. I feel like these Pure Paladin builds will probably be outclassed in the long run, but certainly has potential. I hope it gets more support in later expansions and doesn't end up being the next Cryostasis Shaman.
The effect reminds me a bit of Valany'r in how it can repeat itself endlessly. With Valany'r it didn't turn out to be that useful, as Buff Paladin builds at the time were too slow for the meta, but I certainly think that this will see play if Dragon Paladin is a thing.
I think the trick with this card will be to find the best circumstances to take advantage of the symmetric effect. Against aggro decks and opponents with few cards in their hand would be advantageous, and even though the opponent gets the first chance to make use of the 10 mana, you still get an 8/8 on the board, which they'll have to deal with. I really want Dragon Paladin to work, and if it does I think this card will be a main feature of the deck, but it will take some experimentation to see if that archetype is even viable in the meta.
It definitely will depend on the Galakrond. Priest probably needs the fewest as their Battlecry is a board clear, and Fate Weaver is also a wee bit underwhelming. The other four need more since their Battlecry is really enhanced by being invoked; and their invoke side cards are arguably stronger as well. Yes, Shaman probably needs less -- especially if Corrupt Elementalist is combined with the quest.
I mean, if you Invoke without a weapon it's just +3 Attack anyway, so it's still just a 1/2 weapon if you don't attack the turn you play it.
The graphic may show you with a 4/2 weapon, but it's really just an extra +1 Attack on what you would've had anyway, twice. Which is nice and all, but not a 4/2 weapon.
Blizz: "now we printed a legendary to try and make Treant Druid work, let's give them some card draw too! This surely will make the archetype work this time!"
Bronze Explorer
Extremely powerful card in any Paladin deck. Obviously great in Dragon builds, but having such a powerful battlecry AND lifesteal should make it a serious consideration in basically any archetype. Definitely makes me hold out hope for my dream of creating a viable Heal Dragon Paladin deck!
New Neutral Minion - Hoard Pillager
not so good in rogue bcs of the hero power but definitely will see play in warrior pirate deck
Amber Watcher
Very powerful - an auto-include in Dragon or Heal Paladin builds. I'm still hoping to realize my dream of creating a good Heal Dragon Paladin deck; I've tried in previous expansions but there just hasn't been enough support. With all the dragons in this set I'm starting to think it could be viable. Has obvious synergy with self-damaging cards like Thekal too - let's just hope that the new card that destroys your opponent's armor isn't played too often!
New Neutral Minion - Cobalt Spellkin
good neutral value generator. mostly usable in mage, maybe also rogue
Righteous Cause
A tricky condition to play around - I imagine there'll be lots of times where you have to trigger the sidequest with sub-optimal boards. But it only costs 1 mana and has the potential to be busted on the right kind of board. With the hero power and cards that summon multiple minions like Sky Claw, you can see how this could scale super quickly. Paladin is getting some cleverly-designed cards this expansion that create different types of interactions.
Sky Claw
Very powerful card, particularly if you can get in out early. Turn 1 Glow-Tron, turn 2 Micro-Mummy and this on Turn 3 (or coined on turn 2) would be an insane start. The claw itself is a mech so can be buffed, and if you can keep it alive it'll buff any other mechs you play too. A great addition to any aggro or midrange paladin builds.
New Neutral Minion - Transmogrifier
normally you don't wanna turn good cards you put in the deck into smth random, but it's interesting how does it interact with rogue's galakrond
Lightforged Zealot
This card is busted in a Pure Paladin build; a free 4/2 with your Truesilver Champion. We'll have to see whether that archetype is viable - if it is, this will clearly be one of its defining cards. Will certainly see lots of experimentation early on.
Sanctuary
This card is insane, particularly in more aggro builds and even in midrange, providing that you can keep control of the board. 2 mana for a 3/6 with taunt is great value. It's also super interesting design in how it creates a different kind of interaction between you and your opponent. I expect this to see quite a bit of play across a few different Paladin builds.
Lightforged Crusader
An archetype-defining card and one that will see lots of experimentation. Like with duplicates in highlander decks, there's always the possibility of putting one or two neutrals in that have very powerful effects, e.g. Zephrys. I feel like these Pure Paladin builds will probably be outclassed in the long run, but certainly has potential. I hope it gets more support in later expansions and doesn't end up being the next Cryostasis Shaman.
New Neutral Minion - Frizz Kindleroost
this card is already good if it discounts 2-3 dragons. so definitely important for all dragon decks
Dragonrider Talritha
The effect reminds me a bit of Valany'r in how it can repeat itself endlessly. With Valany'r it didn't turn out to be that useful, as Buff Paladin builds at the time were too slow for the meta, but I certainly think that this will see play if Dragon Paladin is a thing.
Nozdormu the Timeless
I think the trick with this card will be to find the best circumstances to take advantage of the symmetric effect. Against aggro decks and opponents with few cards in their hand would be advantageous, and even though the opponent gets the first chance to make use of the 10 mana, you still get an 8/8 on the board, which they'll have to deal with. I really want Dragon Paladin to work, and if it does I think this card will be a main feature of the deck, but it will take some experimentation to see if that archetype is even viable in the meta.
How many Invoke cards should you include?
It definitely will depend on the Galakrond. Priest probably needs the fewest as their Battlecry is a board clear, and Fate Weaver is also a wee bit underwhelming. The other four need more since their Battlecry is really enhanced by being invoked; and their invoke side cards are arguably stronger as well. Yes, Shaman probably needs less -- especially if Corrupt Elementalist is combined with the quest.
[Game] Card Treasure Hunt (The Resurrection Attempt)
Grave Rune?
New Warrior Minion - Skybarge
this is gonna be dirty if it sticks.
Out of Cards Reviews - Descent of Dragons Final Reveal #3
I mean, if you Invoke without a weapon it's just +3 Attack anyway, so it's still just a 1/2 weapon if you don't attack the turn you play it.
The graphic may show you with a 4/2 weapon, but it's really just an extra +1 Attack on what you would've had anyway, twice. Which is nice and all, but not a 4/2 weapon.
Shrubadier
Blizz: "Think they get it that we want this to be a thing yet?"
Emerald Explorer
Solid 6-drop that will probably be in every druid deck regardless of dragon synergy.
Treenforcements
Blizz: "come on guys, let's just make this shit work already!"
Breath of Dreams
https://www.youtube.com/watch?v=qYS0EeaAUMw
**Wild growth cries in the corner**
Aeroponics
Blizz: "now we printed a legendary to try and make Treant Druid work, let's give them some card draw too! This surely will make the archetype work this time!"
Embiggen
Sleeper card
Secure the Deck
Probably isn't going to see play.
Goru the Mightree
Blizz: "Maybe this will finally make Treant Druid work?"