Well, this would probably be op as a Mage card. In Druid, it could still be pretty powerful. I'd assume this summons minions based on the order you play spells, so if you had this in your hand early and played cheap spells at first, the board would be full of cheap minions and it couldn't summon that many big minions. I think many of Druid's big spells are rotating anyway.
So at least 2 damage to all enemies, plus 2 each to 2 minions, assuming there's minions to rush the drills into, but why would you play this against an empty board? Nice. Even better if there end up being other mechs that Mage wants to put in a deck.
Well, that maw is going to be a prime target for silence. Or just hit Gigafin with removal. Probably the easier option since it only has 4 health, and only Priest has much access to silence. But even if it's only temporary, it can buy you time, or let you find lethal by getting taunts out of your way.
Yay, now Paladin gets to double up on its buffs. There doesn't seem to be that many target holy buff spells, so maybe it won't be too op. At least Hand of A'dal is leaving. The closest card to this in effect looks to be Djinni of Zephyrs. I've never heard of that card being powerful, but I imagine this will work better due to the lower mana cost.
This looks like a nice payoff for those cards that put stuff in the bottom of your deck. I'm not sure if I'd want to use it with, say, Ambassador Faelin, since colossal minions take up a lot of board space.
Well, this looks like it will be very tough to remove, since you have to get through an 8-health taunt before you can even target this. And the main body can remove your shit without any fear of damage until you do.
Well, the stalks will be very vulnerable to board clears. I guess 7 mana for 7/14 worth of stats, and at least 4 randomly distributed damage is really damn good. It will be nice if the opponent's board is empty so it can all go face. Speaking of empty boards, I assume if there isn't enough room for all of them, these colossal minions will just summon tokens until the board is full.
I don't feel like checking what Pirate Warrior will be losing after rotation, but if it still lives, this will probably be in it. Not sure if you'd want to play it on curve. It would probably only be worth it if you can dredge a good 3-mana card, give or take 1 mana.
I don't think I can complain about extra card generation, though pretty lackluster if you don't play a spell first while holding this. Though this is a Mage card, so I'm not sure that will be much of a problem.
Nice. If I understand dredge correctly, you could play a dredge card immediately after this and pick one of the 3 minions to bring to the top of your deck. Hopefully enough of the colossal minions are good enough that you have a more than 1/3 chance of getting something you want.
Well, I think a 3-mana 2/5 divine shield taunt is pretty damn good. So far only 7 Paladin Holy spells that we know are going to be in standard. Not sure if it will trigger often enough with that, so we'll have to see what's in the new core set and what's in this expansion.
So play Naga with this in your hand, play this, get another copy. Repeat with another Naga minion. Power will likely be determined on how long you can keep the Naga chain going. A single target 1-mana +1/+1 buff seems right.
Is countering a minion like silence, or will it just cause a battlecry to not go off? Seems cool anyway, with the caveat that if it dies before your opponent plays a card, it won't be countered.
I guess re-rendering all the cards would cause too much downtime or something? I could be wrong, but I think I remember a bunch of Duels treasures being out of date, but maybe that was in nerf announcement posts before the patch went live. I guess in the future I can mention any incorrect card text in the #site-support channel on Discord.
Though is there a way to quickly identify cards that have changed since a given patch and either check them manually, or just re-render them all?
I was confused at to how Saronite Chain Gang helps the combo because the site still has the old text from before the nerf was reverted, then I thought to check the card. You guys really should go through the card database and update everything that's out of date. That change was almost 3 expansions ago.
675 cards is more than I'd really like to click through (assuming none of the answers are non-collectable cards). Many times you can just search for words in the clue, then if you don't know the answer, you can just click cards until you get it. I guess that doesn't save any time if you end up brute forcing it to get the ones you can't solve that way. Or you can ask for hints for the remaining clues and move on with your life until you get a reply.
Edit: And done.
Show Spoiler
I noticed there was an expansion called The Winter War, so I figured some of those cards would probably be the right answer, and I was right. But that was after I clicked everything that looked Winter themed, and every Norden card, and was partway through Aztlan.
Just Mythgard now. I'm not sure there's enough time for me to solve them all if I need to get help for some of them, and I think there are too many cards to brute force it. Don't know how many snow themed cards there are, or if just clicking all of those will get me all the way.
Well, this would probably be op as a Mage card. In Druid, it could still be pretty powerful. I'd assume this summons minions based on the order you play spells, so if you had this in your hand early and played cheap spells at first, the board would be full of cheap minions and it couldn't summon that many big minions. I think many of Druid's big spells are rotating anyway.
So at least 2 damage to all enemies, plus 2 each to 2 minions, assuming there's minions to rush the drills into, but why would you play this against an empty board? Nice. Even better if there end up being other mechs that Mage wants to put in a deck.
Well, that maw is going to be a prime target for silence. Or just hit Gigafin with removal. Probably the easier option since it only has 4 health, and only Priest has much access to silence. But even if it's only temporary, it can buy you time, or let you find lethal by getting taunts out of your way.
Yay, now Paladin gets to double up on its buffs. There doesn't seem to be that many target holy buff spells, so maybe it won't be too op. At least Hand of A'dal is leaving. The closest card to this in effect looks to be Djinni of Zephyrs. I've never heard of that card being powerful, but I imagine this will work better due to the lower mana cost.
This looks like a nice payoff for those cards that put stuff in the bottom of your deck. I'm not sure if I'd want to use it with, say, Ambassador Faelin, since colossal minions take up a lot of board space.
Mage with Mechs, huh? Looks at least decent.
Well, this looks like it will be very tough to remove, since you have to get through an 8-health taunt before you can even target this. And the main body can remove your shit without any fear of damage until you do.
Well, the stalks will be very vulnerable to board clears. I guess 7 mana for 7/14 worth of stats, and at least 4 randomly distributed damage is really damn good. It will be nice if the opponent's board is empty so it can all go face. Speaking of empty boards, I assume if there isn't enough room for all of them, these colossal minions will just summon tokens until the board is full.
I don't feel like checking what Pirate Warrior will be losing after rotation, but if it still lives, this will probably be in it. Not sure if you'd want to play it on curve. It would probably only be worth it if you can dredge a good 3-mana card, give or take 1 mana.
I don't think I can complain about extra card generation, though pretty lackluster if you don't play a spell first while holding this. Though this is a Mage card, so I'm not sure that will be much of a problem.
Is Warlock a Murloc class now? Looks decent, but I doubt it will be seeing play unless Murloc decks are good for Warlock.
Nice. If I understand dredge correctly, you could play a dredge card immediately after this and pick one of the 3 minions to bring to the top of your deck. Hopefully enough of the colossal minions are good enough that you have a more than 1/3 chance of getting something you want.
Well, I think a 3-mana 2/5 divine shield taunt is pretty damn good. So far only 7 Paladin Holy spells that we know are going to be in standard. Not sure if it will trigger often enough with that, so we'll have to see what's in the new core set and what's in this expansion.
So play Naga with this in your hand, play this, get another copy. Repeat with another Naga minion. Power will likely be determined on how long you can keep the Naga chain going. A single target 1-mana +1/+1 buff seems right.
Well, that's nicer than sending it back to their hand. Too bad about dredge though.
Is countering a minion like silence, or will it just cause a battlecry to not go off? Seems cool anyway, with the caveat that if it dies before your opponent plays a card, it won't be countered.
I guess re-rendering all the cards would cause too much downtime or something? I could be wrong, but I think I remember a bunch of Duels treasures being out of date, but maybe that was in nerf announcement posts before the patch went live. I guess in the future I can mention any incorrect card text in the #site-support channel on Discord.
Though is there a way to quickly identify cards that have changed since a given patch and either check them manually, or just re-render them all?
I was confused at to how Saronite Chain Gang helps the combo because the site still has the old text from before the nerf was reverted, then I thought to check the card. You guys really should go through the card database and update everything that's out of date. That change was almost 3 expansions ago.
675 cards is more than I'd really like to click through (assuming none of the answers are non-collectable cards). Many times you can just search for words in the clue, then if you don't know the answer, you can just click cards until you get it. I guess that doesn't save any time if you end up brute forcing it to get the ones you can't solve that way. Or you can ask for hints for the remaining clues and move on with your life until you get a reply.
Edit: And done.
Just Mythgard now. I'm not sure there's enough time for me to solve them all if I need to get help for some of them, and I think there are too many cards to brute force it. Don't know how many snow themed cards there are, or if just clicking all of those will get me all the way.