I’m not really a fan of it just because secrets can get pretty annoying, but it’ll probably see some play. At worst it just ends up being a 2 mana 2/3 beast, not much downside there
This card definitely looks pretty threatening, a total of 8 attack at the end, with even more if you get invokes going off, as well as a bunch of buffed up minions.
This card seems to be able to go either way for warrior. You can go with a more aggresive midrange deck with some charge minions such as Kor'kron Elite, Leeroy Jenkins or even Reckless Rocketeer that would benefit greatly from the +4/+4 buff. Or you could go for a mech control deck that relies on the invoke +3 attack for removal instead of face damage and then you would aim to land the +4/+4 buff on cards like Tomb Warden, Zilliax or other magnetic cards and you might even substitute for Dr. Boom, Mad Genius after Galakronds battlecry.
Strong battlecry, as well as a nice enough hero power, probably will see some play at least. Looks like it’s pretty clearly meant to go in a more midrange type deck alongside Hack the System.
on the other hand you don't have to pay the 2-mana if you invoke, so it's a one turn Fiery War Axe wheneveer you play an invoker, which is pretty crazy.
If Warrior gets a 2 or 3-mana Invoke Minion that's half decent then this is crazy good
A better Desert Hare, at least when Evolve isn't available. KANSAS is right in-that you need to look at every piece of the puzzle, in-that this provides you the minion, the potential of the imps, and the potential to draw 3 cards later on. But it's still not a great card :/
So you're going to build your whole deck around being super greedy and then if you don't draw your one legendary minion by turn 4-6 you just lose the game? Sounds like a real winner of a deck idea. Then you can also just lose to the normal control decks who are happy to have you ramp them to 10 mana as well and still be able to handle your 8/8 because they have solid board clears and single target removal, plus strong late game cards. I mean maybe, just maybe you can outpace someone, but again, hinging everything on drawing 1 specific card for your whole deck to be good is a garbage idea. Don't get me wrong, I'm sure people will build that deck and play it, but its not going to win that many games unless it just gets slotted into Holy Wrath paladin as random way to power your mana and help you more easily cycle your deck so you can just win the game faster.
With Call To Adventure, yes, that seems like a strategy you can reliably pull off. Even if you're going first, by turn 3 you've seen 9 cards out of 30 if you full mulligan for Nozdormu or Call to Adventure, giving you better than 2:3 odds of finding at least one on time.
As for the argument that such a deck would lose to other control decks, that doesn't follow because 1) this deck would be built to be greedy whereas most control decks do have to factor in a lack of mana early game and 2) you're not required to play Nozdormu. If, for whatever reason, you think your opponent can make better use of ten mana than you, you can just... not play Nozdormu. It's not like a control deck is going to aggro you down if you play it slow.
And for the record, I'm not saying this deck is guaranteed to be a hit. From my perspective it's lacking either a finisher or something like a hero card which grants infinite value. But the idea that this card couldn't work because paladin lacks control tools is absurd.
The condition is pretty easy to meet, play it and hero power on the same turn, then the following turn it is done. Getting 3 Claws is pretty useful, 3 mana for 6 damage plus gain a little armor, not bad at all. As some have mentioned there is also the combo potential with Gonk, the Raptor, but I am not entirely sure if that will ever get beyond just a meme, why not just play Malygos instead?
seriously though this actually makes Gonk OTK a consideration (as a funnier alternative to Malygos I guess)
You only need this and double Pounce. This means you can run it alongside Quest and still complete for the reward even without your original hero power.
The plan would be to get Gonk killed, reduce your mad Summoner to 0/1 with either Dreampetal or Jepetto and finally resurrect two Gonks with Witching HOur, Mad Summoner and use the Claws + leftover Pounce to get to 6-10 attack which will allow you to deal between 42-60 damage (assuming your opponent doesn't have a huge taunt blocking you)
The Quest shell should allow you to actually survive long enough, all you need to cut is [Hearthstone Card (BEES!) Not Found] and Wardruid Loti.
I think everyone has nailed it already: Draw 3 is fantastic, and it's on a vanilla body so there's no downside there. The only thing getting in the way is the Invoke restriction.
I was confused with what people were saying about this slotting into quest warrior. But wow do those invoke effects synergize with the quest. Does anyone know if you need to run galakrond in the deck to get the immediate invoke effects?
Yes, you need to have Galakrond either in hand or deck to invoke him
you guys are really underestimating how good this is in Quest Hunter
the deck already generates plenty of rush minions (Springpaw, Henchclan Hogsteed, Zilliax, Locusts and the Halazzi spawns) so you can probably activate this the turn you play it.
What's even better is the fact that it (alongside Desert Spear) is another way to generate a free minion to use on the same turn as Cult MAster, which is one of the most important cards in the deck (not to mention additional Sea Giant synergy)
I'M going to run this as a 1-of in my Quest Hunter (probably replacing Knife Juggler) and if it performs well enough I'll double up
I've played Quest Hunter almost exclusively for the last weeks and I have to say that this would have come in handy in a multitude of situations. A free 4/4 is no joke, especially in a deck that basically just needs to stall the early game until they can burst or overwhelm you.
Also, if it works like normal quests, this should work fine withSwarm of Locusts. the quest will complete on the third locust and summon the Gryphon inbetween, so you don't accidentally waste it.
So I guess this will be for a tempo minion based Warrior deck, likely using plenty of rush and charge minions.
This card itself seems pretty great. Late game refill whilst also making any potential Invoke cards give you an immediate 3 face damage or minion removal. Whether Warrior gets enough good Invoke cards has to be seen however.
Clear the Way
Looks good with Springpaw or Desert Spear. In any event it seems better than Toxic Reinforcements, which is admittedly not saying much.
New Hunter Minion - Phase Stalker
I’m not really a fan of it just because secrets can get pretty annoying, but it’ll probably see some play. At worst it just ends up being a 2 mana 2/3 beast, not much downside there
Galakrond, the Unbreakable
This card definitely looks pretty threatening, a total of 8 attack at the end, with even more if you get invokes going off, as well as a bunch of buffed up minions.
Galakrond, the Unbreakable
This card seems to be able to go either way for warrior. You can go with a more aggresive midrange deck with some charge minions such as Kor'kron Elite, Leeroy Jenkins or even Reckless Rocketeer that would benefit greatly from the +4/+4 buff. Or you could go for a mech control deck that relies on the invoke +3 attack for removal instead of face damage and then you would aim to land the +4/+4 buff on cards like Tomb Warden, Zilliax or other magnetic cards and you might even substitute for Dr. Boom, Mad Genius after Galakronds battlecry.
New Warrior Hero - Galakrond, the Unbreakable
Strong battlecry, as well as a nice enough hero power, probably will see some play at least. Looks like it’s pretty clearly meant to go in a more midrange type deck alongside Hack the System.
New Hunter Spell - Clear the Way
Not really a fan of it, might see some play but I kind of doubt it really. Least the class does have some decent rush cards to use for this
New Druid Spell - Secure the Deck
Easy to do and gives a nice enough reward for it too, could end up being a decent card altogether
Warrior Legendary Galakrond Reveal - The Unbreakable
why? it's not like it gives you infinite value or a super aura. You get 4 strong minions and a hero power that prevents you from gettiing more armor.
Warrior Legendary Galakrond Reveal - The Unbreakable
on the other hand you don't have to pay the 2-mana if you invoke, so it's a one turn Fiery War Axe wheneveer you play an invoker, which is pretty crazy.
If Warrior gets a 2 or 3-mana Invoke Minion that's half decent then this is crazy good
Warrior Legendary Galakrond Reveal - The Unbreakable
since it's most certainly a handbuff yes.
Warrior Legendary Galakrond Reveal - The Unbreakable
4/7 Eternium Rover + 7/6 Zilliax = BEEG HEELS
New Warlock Minion - Dragonblight Cultist
A better Desert Hare, at least when Evolve isn't available. KANSAS is right in-that you need to look at every piece of the puzzle, in-that this provides you the minion, the potential of the imps, and the potential to draw 3 cards later on. But it's still not a great card :/
Galakrond, the Unbreakable
THERE'S the flavor text.
Of course Boom would make it sound like he's giving a sales pitch
New Paladin Minion - Nozdormu the Timeless
With Call To Adventure, yes, that seems like a strategy you can reliably pull off. Even if you're going first, by turn 3 you've seen 9 cards out of 30 if you full mulligan for Nozdormu or Call to Adventure, giving you better than 2:3 odds of finding at least one on time.
As for the argument that such a deck would lose to other control decks, that doesn't follow because 1) this deck would be built to be greedy whereas most control decks do have to factor in a lack of mana early game and 2) you're not required to play Nozdormu. If, for whatever reason, you think your opponent can make better use of ten mana than you, you can just... not play Nozdormu. It's not like a control deck is going to aggro you down if you play it slow.
And for the record, I'm not saying this deck is guaranteed to be a hit. From my perspective it's lacking either a finisher or something like a hero card which grants infinite value. But the idea that this card couldn't work because paladin lacks control tools is absurd.
New Druid Spell - Secure the Deck
The condition is pretty easy to meet, play it and hero power on the same turn, then the following turn it is done. Getting 3 Claws is pretty useful, 3 mana for 6 damage plus gain a little armor, not bad at all. As some have mentioned there is also the combo potential with Gonk, the Raptor, but I am not entirely sure if that will ever get beyond just a meme, why not just play Malygos instead?
Warrior Legendary Galakrond Reveal - The Unbreakable
Wow. Extremely powerful battlecry effect. The +4/+4 can probably be silenced; can anyone confirm?
New Druid Spell - Secure the Deck
Gonk me daddy, Gonk me harder
seriously though this actually makes Gonk OTK a consideration (as a funnier alternative to Malygos I guess)
You only need this and double Pounce. This means you can run it alongside Quest and still complete for the reward even without your original hero power.
The plan would be to get Gonk killed, reduce your mad Summoner to 0/1 with either Dreampetal or Jepetto and finally resurrect two Gonks with Witching HOur, Mad Summoner and use the Claws + leftover Pounce to get to 6-10 attack which will allow you to deal between 42-60 damage (assuming your opponent doesn't have a huge taunt blocking you)
The Quest shell should allow you to actually survive long enough, all you need to cut is [Hearthstone Card (BEES!) Not Found] and Wardruid Loti.
I have no cards and I must Gonk
New Warlock Hero - Galakrond, the Wretched
I like Demons, but there are more bad outcomes than good. Maybe this will fly in Wild where you can pull treasures like Mal'Ganis or Voidlord.
Secure the Deck
This doesn't seem very exciting. There's probably a more efficient use for your card slot & subsequent mana.
New Warlock Minion - Veiled Worshipper
I think everyone has nailed it already: Draw 3 is fantastic, and it's on a vanilla body so there's no downside there. The only thing getting in the way is the Invoke restriction.
Clear the Way
Good activators for this card are Zilliax, Springpaw, and Desert Spear
New Warrior Hero - Galakrond, the Unbreakable
Yes, you need to have Galakrond either in hand or deck to invoke him
New Hunter Spell - Clear the Way
you guys are really underestimating how good this is in Quest Hunter
the deck already generates plenty of rush minions (Springpaw, Henchclan Hogsteed, Zilliax, Locusts and the Halazzi spawns) so you can probably activate this the turn you play it.
What's even better is the fact that it (alongside Desert Spear) is another way to generate a free minion to use on the same turn as Cult MAster, which is one of the most important cards in the deck (not to mention additional Sea Giant synergy)
I'M going to run this as a 1-of in my Quest Hunter (probably replacing Knife Juggler) and if it performs well enough I'll double up
I've played Quest Hunter almost exclusively for the last weeks and I have to say that this would have come in handy in a multitude of situations. A free 4/4 is no joke, especially in a deck that basically just needs to stall the early game until they can burst or overwhelm you.
Also, if it works like normal quests, this should work fine withSwarm of Locusts. the quest will complete on the third locust and summon the Gryphon inbetween, so you don't accidentally waste it.
Galakrond, the Unbreakable
So I guess this will be for a tempo minion based Warrior deck, likely using plenty of rush and charge minions.
This card itself seems pretty great. Late game refill whilst also making any potential Invoke cards give you an immediate 3 face damage or minion removal. Whether Warrior gets enough good Invoke cards has to be seen however.
Two New Cards Revealed - Secure the Deck & Clear the Way
The sidequests are tough to evaluate. Time will tell if you can consistently activate them.