Man, thank you. I havent had such a good laugh in a while :)
But yeah, you need to have Galakrond in your hand, deck or be Galakrond already for Invoke to do anything. Which means discarding it sucks, also getting Invoke cards via random effects sucks, unless you are already playing a Galakrond deck.
Zoo-ish Galakrond Warlock looks like it could be a thing.
so the whole galakrond package is absent from arena then.
It's not really possible to know whether this will see play until we see the full set of invoke cards as well as all the different Galakrond hero power/invoke effects. Bear in mind that the invoke effect only has to generate 2 mana worth of stuff to make this card cost effective, which is incidentally how much hero powers cost, and upgraded hero powers actually tend to be worth about 2 mana.
Four mana for a 2/2 rush, 2 1/1 Imps and a tick on my Galakrond counter doesn't sound like a horrible deal, for example.
I see how you did the math but the galakrond hero powers are not really worth the full 2 mana, it's still an hero power..
add random priest card to your hand is similar to the 1 mana classic rng cards.
add a random lackey to your hand is a 1 mana effect (Sinister Deal)
so I can assume this card is just not cost efficient but as I said if you really want more invokers this is probably the last one you add as a 2/2 rush is QUITE garbage.. but maybe the warrior one has synergy with rush cards so it might be worthwhile in warrior
or maybe shaman gets really expensive ones and you want to use this in quest shaman for the double battlecry (depends on how strong galakrond is you might want quest for mid game and galakrond as finisher, remember the galakrond effect is a battlecry, 9 mana double galakrond might be game winnning if it deals face damage or something).
Or maybe you want ALL the invokers in the deck for some reason, I mean if the payoff for invoking twice is as good as the 2 cards we saw that do that maybe you really just want all of them no matter how mediocre they are.
yeah, no, we're all going to hate this immensly after about 3 days.
just slap a dragon package into Quest Shaman. Draconic Lackey already makes this more consistent. So aside from Sandstorm Elemental and MCT you'll also have to worry about getting flamestriked at 3....hitting coincidentally the exact same number of minions that you would play to not play into MCT.
I'm gonna give this expansion a chance, but I feel like I'm just gonna quit after two weeks.
we always gonna quit after 2 weeks no matter what, HS isn't made to last more than that anyway
you do get the 2 1/1 imps I am not sure if the 1/1 becomes 3/1 at least and if you summon 2/1 imps on the spell it makes sense they do trigger at the same time since then the cards have synergy with themselves and MAKE SENSE but such effects were removed from the game when kobolds came out (example: when you Call to Arms a Wild Pyromancer it doesn't trigger it's effect).
every "invoke galakarond" reads "use galakarond's hero power" as well so every card gets a bonus..
that means rogue got a way to generate waaay more lackeys.
priest gets a lot of random priest minions (goes well with Princess Talanji)
and warlock gets a ton of imps.. guess Rafaam's Scheme was indeed imp focused after all.
since we already got a bingo I would reccomend a few changes:
1 mana 1/1 value generator- don't count the lackey in.. since it was too obvious.. the lackeys were mostly value generators..
year of the dragon: since the expansion has it's name.. well make it if there are less than 38 dragons in the set by that I mean.. there are 410 cards in this cycle it means that if there are less than 38 dragons make less than 10% of the cards in this rotation.
forced archtrypes: this should be the middle one this will be for sure.
accidental leak? which card?
for the memes: well we got a 4 mana 8/8 isn't that enough?
you might add "good warlock card" now *cries in warlock :(*
if you're playing Control Warrior you won't have a board at 5. Dyn-o-matic does 5 damage as well and leaves you with a body, which is the reason why it is so good.
body is better than armor, especially if you're playing Warrior who gets a lot of armor anyways
a lot of armor? how much armor are you getting really? shield block and boom.. that's it.. the other armor is hero power..
besides this is like shield block + shield slam combined, also this clears mechs and costs 1 less also is there something like "too much removal"
it doesn't go into the current CW lists you need to make a dragon warrior..
Invoke causes you to activate Galakrond's hero power, regardless of where it is so long as you're playing Galakrond in your deck. Since it occurs before the attack part of the battlecry, this is at minimum a 3 mana 3/1 and two 1/1s. It also upgrades your Galakrond. Is that good? No.
Galakrond, the Wretched is not a good card. Its battlecry is subpar at best, given the demons in standard right now. The hero power isn't anything to write home about either. The only benefit of Galakrond, the Wretched is being able to get 2 free 1/1s off your Invoke cards. It's clear that Blizzard wants a more aggressive Warlock this expansion, and they're really pushing that with these ultra early-game oriented cards and absolutely awful late game. Basically, if you ever get to play Galakrond, the Wretched, you've probably lost.
Not really, if you go aggressive, and galakrond in a board refill and if you used 4 invoke cards you get a 5/2 weapon as well as some demons (probably 4) which is quite good for 7 mana..
The imps might get a good card to pair with as well a quartermaster style card, swarming the board have it's merits too..
Eggnapper with no deathrattle, and the imps are demons as well. Could see some play in zoo, but that is debatable especially looking at the ridiculous power level of the cards shown so far.
what if we get a Quartermaster or Level Up! card but for imps.. then they are suddenly worth running... there have been a few imp cards this year so there might be a bigger pay off we didn't see yet.
FYI every time you Invoke Galakrond, you summon 2 1/1 imps. So this card is basically Landscaping, but with the chance of buffing your ither minions as well.
so you summon a 2/1s with this card, right? then it's fine if it hits other minions as well it's not really bad.. also it might pair with other imp based cards we saw before.. the warlock theme seem to be swarming imps on board.
I read the invoke is to summon 2 imps.. do the imps count toward the attack of this minion? cause if it does then it's a 3/1 +2 1/1s at minimum while powering up the invoke mechanic
turn 1:Pharaoh Cat (or any sticky 1 drop)
turn 2: Praise Galakrond! twice (alternate play: just 1 and play one lackey)
turn 3: lackey or something. (alternate play, the overcosted backstab)
turn 4: Umbral Skulker + coin lackey
turn 5: coin + coin + galakrond + play 2 0 cost cards..
well now this is a really strong curve
so the whole galakrond package is absent from arena then.
BTW we are getting a free non golden copy of this card.
I see how you did the math but the galakrond hero powers are not really worth the full 2 mana, it's still an hero power..
add random priest card to your hand is similar to the 1 mana classic rng cards.
add a random lackey to your hand is a 1 mana effect (Sinister Deal)
summon 2 1/1 imps is costed at 1 mana as well (Lost in the Jungle)
so I can assume this card is just not cost efficient but as I said if you really want more invokers this is probably the last one you add as a 2/2 rush is QUITE garbage.. but maybe the warrior one has synergy with rush cards so it might be worthwhile in warrior
or maybe shaman gets really expensive ones and you want to use this in quest shaman for the double battlecry (depends on how strong galakrond is you might want quest for mid game and galakrond as finisher, remember the galakrond effect is a battlecry, 9 mana double galakrond might be game winnning if it deals face damage or something).
Or maybe you want ALL the invokers in the deck for some reason, I mean if the payoff for invoking twice is as good as the 2 cards we saw that do that maybe you really just want all of them no matter how mediocre they are.
we always gonna quit after 2 weeks no matter what, HS isn't made to last more than that anyway
you do get the 2 1/1 imps I am not sure if the 1/1 becomes 3/1 at least and if you summon 2/1 imps on the spell it makes sense they do trigger at the same time since then the cards have synergy with themselves and MAKE SENSE but such effects were removed from the game when kobolds came out (example: when you Call to Arms a Wild Pyromancer it doesn't trigger it's effect).
every "invoke galakarond" reads "use galakarond's hero power" as well so every card gets a bonus..
that means rogue got a way to generate waaay more lackeys.
priest gets a lot of random priest minions (goes well with Princess Talanji)
and warlock gets a ton of imps.. guess Rafaam's Scheme was indeed imp focused after all.
since we already got a bingo I would reccomend a few changes:
1 mana 1/1 value generator- don't count the lackey in.. since it was too obvious.. the lackeys were mostly value generators..
year of the dragon: since the expansion has it's name.. well make it if there are less than 38 dragons in the set by that I mean.. there are 410 cards in this cycle it means that if there are less than 38 dragons make less than 10% of the cards in this rotation.
forced archtrypes: this should be the middle one this will be for sure.
accidental leak? which card?
for the memes: well we got a 4 mana 8/8 isn't that enough?
you might add "good warlock card" now *cries in warlock :(*
no bingo :(
You mean heroic tavern brawl?
that's not how rotations in hs work...
nomi is a RoS card
a lot of armor? how much armor are you getting really? shield block and boom.. that's it.. the other armor is hero power..
besides this is like shield block + shield slam combined, also this clears mechs and costs 1 less also is there something like "too much removal"
it doesn't go into the current CW lists you need to make a dragon warrior..
Not really, if you go aggressive, and galakrond in a board refill and if you used 4 invoke cards you get a 5/2 weapon as well as some demons (probably 4) which is quite good for 7 mana..
The imps might get a good card to pair with as well a quartermaster style card, swarming the board have it's merits too..
what if we get a Quartermaster or Level Up! card but for imps.. then they are suddenly worth running... there have been a few imp cards this year so there might be a bigger pay off we didn't see yet.
Seems like a really low effort game to me, it uses mostly already existing content from hs, and the mechanics are over simplistic.
and it's a RNG fiesta in everything.
Every online company tries to do the same game as well.. after 5 years all the could come up with is the current mainstream trend as a game mode?
I can see this card seeing play the 7/5 statline is quite good it's very aggressive and probably demands a 4 mana + answer
the dragon and deathrattle synergies are relevant as well.
so you summon a 2/1s with this card, right? then it's fine if it hits other minions as well it's not really bad.. also it might pair with other imp based cards we saw before.. the warlock theme seem to be swarming imps on board.
I read the invoke is to summon 2 imps.. do the imps count toward the attack of this minion? cause if it does then it's a 3/1 +2 1/1s at minimum while powering up the invoke mechanic
ahem.. inspire.
*insert a 4 mana 7/7 meme*
costs 1 less, doesn't destroy your board if you are not playing mechs, gains you armor for shield slam.. not comparable at all to dyn-o-matic..
5 damage destroys most mid game minions...