Its also 2 turns earlier. If Im going up against an aggro deck, of which the healing is the most relevant against, Lightshower Elemental will heal me for 8 and block at least an attack 99% of the time, as opposed to this card which has a much less chance of appearing, never mind actually doing something.
Both have their drawbacks, and advantages. But if I need a heal and have to choose between the two, I'd go for the one that comes out 2 turns earlier with a taunt.
Why is it always "choose between the two"? You can and should run both because they have real synergy.
The first thing you should do when flavor doesn't seem to fit is make sure you fully understand the lore, setting and context.
Considering that many Warcraft Mechs have semisentient AI and other capabilities that would be impossible without magic in a low-tech setting, it stands to reason that most Mechs do have some magic in them.
A colossal Murloc was easy to predict in light of Bloodscent Vilefin, but for some reason I expected it to be neutral. Seeing a whole Murloc theme in Warlock will be interesting.
That's very combo-oriented thinking. Not every deck is a combo deck. Sometimes you just want to put a lot of good stuff in one place and pull it all at once.
The Immunity on Colaque isn't as significant as it may seem at first
It is extremely relevant because a lot of decks would have no reason to clear a 0/8 Taunt, especially when its Deathrattle grants armor. Dealing 5 direct damage to a minion is extremely easy for most classes, but killing both of them in one turn is much tougher. If you can kill only one, the actual threat is the one that survives.
At least it's legendary and only works once (unless copied), not a two-copy card with an ongoing mana-cheat aura like we've been dealing with.
Sunken Gardens is a 1-Cost spell: Give +1/+1 to all minions in your hand, deck, and battlefield.
It's in the video:
1-Cost spell: Give +1/+1 to all minions in your hand, deck, and battlefield.
So glad Mask of C'Thun is rotating.
Why is it always "choose between the two"? You can and should run both because they have real synergy.
Love what it does against stealthy minions.
It is not inherently unfortunate when a card is primarily used by aggro.
So, Avalon ... you were saying maybe they had learned their lesson about mana cheat? I'm pretty sure they have not. :-P
Wait, what? Overgrowth and Lightning Bloom are the most important ramp cards, and they are both leaving.
@Hydrafrog: Well ... it summons three minions at once and gives them all an extra kick when they attack.
Yes, you could write a much longer text box to encompass all that, but that's the whole point of keywords. They shorthand complicated effects.
The first thing you should do when flavor doesn't seem to fit is make sure you fully understand the lore, setting and context.
Considering that many Warcraft Mechs have semisentient AI and other capabilities that would be impossible without magic in a low-tech setting, it stands to reason that most Mechs do have some magic in them.
A colossal Murloc was easy to predict in light of Bloodscent Vilefin, but for some reason I expected it to be neutral. Seeing a whole Murloc theme in Warlock will be interesting.
Tales of Graces vibes! "Look for the butt!"
That's very combo-oriented thinking. Not every deck is a combo deck. Sometimes you just want to put a lot of good stuff in one place and pull it all at once.
Even with Librams gone, there are plenty of extremely strong options, and plenty more to come, I'm sure.
This card is the kind of low-key game breaker that keeps Paladin on top year after year.
Guess they noticed how utterly stupid this brawl was -- they've changed it to Party Portals.
Then you are choosing to be pissed.
It is way more than that. We are about to see a lot of effects that add or move cards to the bottom of your deck.
Probably a little of both. (There's no chance of option 3.)
If there's a colossal murloc in the set, we will be seeing a whole lot of it for the next two years.
It is extremely relevant because a lot of decks would have no reason to clear a 0/8 Taunt, especially when its Deathrattle grants armor. Dealing 5 direct damage to a minion is extremely easy for most classes, but killing both of them in one turn is much tougher. If you can kill only one, the actual threat is the one that survives.