Since its 5 mana, there is a good chance that you might have it activated by turn 5-6. This card is just insane and if it's not activated, it's a Feral Spirit for 2 more mana and without the overload which is ok.
A cool card to use in a heavy dragon deck, but the potentail of summoning a dragon for your opponent makes it so it shouldn't see much competitive play.
A Patches the Pirate that you actually want to draw. This card will make pirate decks early game really annoying with the possiblity of 5/5 or more in stats on turn 1 just like with Happy Ghoul in Warlock (with the coin). Also this time we don't have Golakka Crawler to save us. Pirates are comming for our dragon booty!
It's nice to see this tech finally being introduced in the game even though freeze mage is not a thing for now and even if it was it would be too nich to see play.
You don't want cards that rely on your opponents hand size. Even if you were playing some sort of mill deck it wouldn't see play since it only has 3 health.
You only need 2 dragons in hand to make this into a 4 mana 6/5 and it can get even stronger. It does give your opponent information on how many dragons you have and this might make you not want to play your dragons so that you can keep its high attack. It's a nice card to play if you are running a lot of higher cost dragons.
One of the weakest invoke card but since all Galakrond classes have access to 2 class invoke cards and 2 neutral invoke cards, you don't have much flexibility and might as well include this maniac.
A good invoke card for slower Galarkond decks. Don't know if aggressive Galakond decks would wan't to run this but since there aren't that many invoke cards availabe, you might not have a choice.
Since its 5 mana, there is a good chance that you might have it activated by turn 5-6. This card is just insane and if it's not activated, it's a Feral Spirit for 2 more mana and without the overload which is ok.
A cool card to use in a heavy dragon deck, but the potentail of summoning a dragon for your opponent makes it so it shouldn't see much competitive play.
A great 1 drop that gives you a spell that hasn't started in your deck and it has elemental synergy (like the sidequest).
A Patches the Pirate that you actually want to draw. This card will make pirate decks early game really annoying with the possiblity of 5/5 or more in stats on turn 1 just like with Happy Ghoul in Warlock (with the coin). Also this time we don't have Golakka Crawler to save us. Pirates are comming for our dragon booty!
1 mana 2/2 should always be strong. Aggro and token decks will love running this.
Fun card to try out in wild, but not good enough for standard.
Shouldn't see any play in constructed since it only has one health.
It's nice to see this tech finally being introduced in the game even though freeze mage is not a thing for now and even if it was it would be too nich to see play.
Decent card for mech decks that don't overly rely on magnetizing your mechs.
You don't want cards that rely on your opponents hand size. Even if you were playing some sort of mill deck it wouldn't see play since it only has 3 health.
An SI:7 Agent that is instead for dragon decks. A very powerful card that most dragon decks would love to run.
You only need 2 dragons in hand to make this into a 4 mana 6/5 and it can get even stronger. It does give your opponent information on how many dragons you have and this might make you not want to play your dragons so that you can keep its high attack. It's a nice card to play if you are running a lot of higher cost dragons.
A new Bomb Lobber that shouldn't see any play in standard. Random removal is not something you want to rely on.
I only see this card being played in a Dire Frenzy hunter deck.
A nice dragon for an aggressive/midrange dragon deck. Maybe Paladin can make this work with Dragonrider Talritha.
One of the weakest invoke card but since all Galakrond classes have access to 2 class invoke cards and 2 neutral invoke cards, you don't have much flexibility and might as well include this maniac.
A good invoke card for slower Galarkond decks. Don't know if aggressive Galakond decks would wan't to run this but since there aren't that many invoke cards availabe, you might not have a choice.
A decent removal tool for mech decks and if it sticks around it becomes quite a nice base for a magnetize follow up.
A good tempo play for dragon decks. I'm not sure if you would wan't to run this in any other deck though.
A new and bigger Azure Drake!