How people are giving this 2 stars?? You only play standard, right?
I hope I'm wrong about this one, I really hope.
If you are talking of Glinda Crowskin combos, the fact that you could only play this turn 6 or more would turn it pretty useless, since oponnents can either clear it or finish the game by then. If your fear are the aggro mech hunter/shaman/paladin then the card is also kinda usless. I played those aggro deck quite often, as most of the time I was or wanted to be delivering lethal turn 6/7, not concealing my board, since in wild each turn you are not being active, you are giving the oponent the chance to react.
This will be at best a fun inclusion in some combo deck.
And even after magnetise minions rotate, the will still be viable in combo priest. It's that one priest deck that allways comes back after each rotation, much like zoolock. A 1/2 going 1/3 by turns end, if not killed can quickly excalate for something dangerous in the hands of a priest.
Lets not forget that for turn two, Beaming Sidekick and powerword: shield are still thing.
The ability to give a board clear or heal to 5/9 classes seems dangerous, and right now I am hopping that the shaman Galakrond is terrible, because we still have that funny little shaman quest hangging around!
I even dare say that Galakrond decks will arise not due to Galakrond but due to this card.
What a well designed anti rez priest card! The days of big priest were kinda over and cards like this solidify it.
Every expansion a new "anti big priest tech card" is printed, people praise it to the heavens, and finally 1-2 weaks later we all realize that playing 1 card that is terrrible vs all other classes is not worth it, so we leave the fancy new tech card in the dust.
This will be the same, but worse, since our evolve/bloodlust/savage roar/knifejugler/wathever oponents will love the free minions.
This card's worded very badly what does the card mean.. for a turn? a turn is when you press "end turn button" so the condition is weird since you don't take face damage in your turn most of the time, I assume it also includes your minions though.. so then you play it on turn 2 and get a 3/6? that doesn't make sense either since it's too strong..
the probable option is that this card needs to be on the board for a full turn so you need to survive the opponent's turn without taking damage (Again.. only face damage, or ANY damage?)
and then does it then counts your own turn? then it's easy to complete
power level ?/5
wording of the card -10000/5
From what I understand only the hero can't take damage. As for what it considers a turn, it seems the turn it is played doesn't count.
So if you play this on turn 2 it won't activate then. Should your opponent not damage you, it activates, else you will only get it at the end of your turn 3.
Seems the kind of card that you either get it soon or it becomes kinda "meh" and weak.
I know that 3 attack to your hero sounds offensive (and it is) but it can also be used as a board control tool. With dr. boom rotating next expansion, and with the new armor cards released, I can see it being the new control hero card.
Question, if you played 3 unleash the beasts throughout the game (and completed this quest meanwhile) when you play Zul'jin, if the quest is played by it first, can the unleashes complete it? If so, spell hunter can still come to be viable this expansion.
I know that this allows you to get 6 potential damage, but outside of an combo deck (or Gonk 'till rotation), is it that useful? The best side to these side quests I can see thus far is that they allow you to use questing explorer for card draw, outside a main quest deck.
maybe the final push that dragon paladin needed? It has good stats for 3 manas and an ongoing effect. If placed on a deck heavy on midrange dragons, it can potentially become a meta defining card. Now it all depends on what more dragons are going to be added, and what does the paladin dragon that discovers a dragon looks like.
Curious Glimmerroot and Madam Lazul long lost child. Still, really decent stats for its cost and knowing what your opponent is always nice. All this card needs now is a viable archetype to fit in. Currently priest doesn't play such decks.
I mean, yeah, you could play this in any savage roar/bloodlust deck, as a final push, in case you are stuck with those cards in hand and an empty board.
But realistically speaking, the best use I can see for this is a funny knife juggler combo, or in wild with that card that gives divine shield to 1 attack minions.
The card's saving grace is that shamans wont hate to get it from evolve effects.
A taunt yeti that costs one more for a special effect in my book is always good. what differentiated yisera from the Lich king was not just the cost or the random cards it generated, it was the taunt that many time gave you the extra turn or protected important minions. this having taunt, a fair cost and the invocation effect will make it see play in almost every galakrond deck.
Reminds me of the C'thun days when you could make an deck with praticly just c'thun cards and draw cards. Then people started to refine the decks, and some of the less efficient c'thun cards got cut.
This is going to suffer the same fate. stats are not good, cost too much, removes too little. Either the invocation is really worth it, or this will be the first to be cut from the decks.
Talking as a degenerate who play aggro overload evolve shaman, I can clearly say that I would have a hard time dealing with this card, without either loosing my board, or wasting a bloodlust (and also loosing half my board).
Now, people won't include this in their decks, but they will search for it with the new expansion keyword "discover a dragon". And all the rogues, shamans, mages, warriors, druids and other spell removal classes will have hard time with it.
Arena aside, where this will be the best card ever since abyssal enforcer or firelands portal, this card will see play in all classes, not for being initially in the deck, but because discover a dragon is this expansion new keyword.
Exception might be dragon warrior, where it will welcome a solid removal in the form of a dragon. It's like a more expensive, less mech, more dragonish hybrid between omega devastator and dyn-o-matic.
Soooo, I forgot Shyvala was a thing, imagine my surprise as 3 mighty tigers came into play and in one turn fully healed my opponent, cleared my board and possible slapped my arse. Still surprisingly funny and good use for a card I dismissed for being too expensive.
I saw again the card when a shaman player evolved it mongull into a giant octopus and immediately into this. I do love bad evolve outcomes, they keep the game fresh and fun.
I love this iteration of deathwing so much. Compared with the classic one, this has the advantage of not discarding your hand and beeing 2 mana cheeper. the disavantage is that it wont always clear the board or it dies doing it, soo no big body left. but if control dragon warrior is going to be a thing, this will be on it, and thanks to dragon roar, possibly multiple times or with its classic version along sides it.
One of my favorite cards so far. And I can't wait to see if the warrior galakrond has synergy with it.
Obvious good. Dragon warrior will most probably replace mech warrior as the control archetype after rotation, or possibly even during this expansion, and armor+removal seems mandatory. We still need to see what the warrior galakrond will look like, but it seems it will be somehow control oriented, given the cards we've seen and the nature of the warrior class.
Of all the galakrond warlock cards, this really seems the worse one. I could be wrong, but if there is one card that will be cut from the archetype, it will be this one. it's only saving grace is the fact that knife jugler is going to be a must with galakrond.
If you are talking of Glinda Crowskin combos, the fact that you could only play this turn 6 or more would turn it pretty useless, since oponnents can either clear it or finish the game by then. If your fear are the aggro mech hunter/shaman/paladin then the card is also kinda usless. I played those aggro deck quite often, as most of the time I was or wanted to be delivering lethal turn 6/7, not concealing my board, since in wild each turn you are not being active, you are giving the oponent the chance to react.
This will be at best a fun inclusion in some combo deck.
And even after magnetise minions rotate, the will still be viable in combo priest. It's that one priest deck that allways comes back after each rotation, much like zoolock. A 1/2 going 1/3 by turns end, if not killed can quickly excalate for something dangerous in the hands of a priest.
Lets not forget that for turn two, Beaming Sidekick and powerword: shield are still thing.
This will work like a fusion between Ancient Harbinger during the old gods expansion, and Kalimos, Primal Lord, which is insane.
The ability to give a board clear or heal to 5/9 classes seems dangerous, and right now I am hopping that the shaman Galakrond is terrible, because we still have that funny little shaman quest hangging around!
I even dare say that Galakrond decks will arise not due to Galakrond but due to this card.
5/5
Every expansion a new "anti big priest tech card" is printed, people praise it to the heavens, and finally 1-2 weaks later we all realize that playing 1 card that is terrrible vs all other classes is not worth it, so we leave the fancy new tech card in the dust.
This will be the same, but worse, since our evolve/bloodlust/savage roar/knifejugler/wathever oponents will love the free minions.
From what I understand only the hero can't take damage. As for what it considers a turn, it seems the turn it is played doesn't count.
So if you play this on turn 2 it won't activate then. Should your opponent not damage you, it activates, else you will only get it at the end of your turn 3.
Seems the kind of card that you either get it soon or it becomes kinda "meh" and weak.
Yes it does. Been confirmed when they got out, since they still are technically quests.
I know that 3 attack to your hero sounds offensive (and it is) but it can also be used as a board control tool. With dr. boom rotating next expansion, and with the new armor cards released, I can see it being the new control hero card.
Question, if you played 3 unleash the beasts throughout the game (and completed this quest meanwhile) when you play Zul'jin, if the quest is played by it first, can the unleashes complete it? If so, spell hunter can still come to be viable this expansion.
I know that this allows you to get 6 potential damage, but outside of an combo deck (or Gonk 'till rotation), is it that useful?
The best side to these side quests I can see thus far is that they allow you to use questing explorer for card draw, outside a main quest deck.
maybe the final push that dragon paladin needed? It has good stats for 3 manas and an ongoing effect. If placed on a deck heavy on midrange dragons, it can potentially become a meta defining card. Now it all depends on what more dragons are going to be added, and what does the paladin dragon that discovers a dragon looks like.
Curious Glimmerroot and Madam Lazul long lost child. Still, really decent stats for its cost and knowing what your opponent is always nice. All this card needs now is a viable archetype to fit in. Currently priest doesn't play such decks.
I mean, yeah, you could play this in any savage roar/bloodlust deck, as a final push, in case you are stuck with those cards in hand and an empty board.
But realistically speaking, the best use I can see for this is a funny knife juggler combo, or in wild with that card that gives divine shield to 1 attack minions.
The card's saving grace is that shamans wont hate to get it from evolve effects.
Still, 5 memes out of 7.
A taunt yeti that costs one more for a special effect in my book is always good. what differentiated yisera from the Lich king was not just the cost or the random cards it generated, it was the taunt that many time gave you the extra turn or protected important minions. this having taunt, a fair cost and the invocation effect will make it see play in almost every galakrond deck.
Reminds me of the C'thun days when you could make an deck with praticly just c'thun cards and draw cards. Then people started to refine the decks, and some of the less efficient c'thun cards got cut.
This is going to suffer the same fate. stats are not good, cost too much, removes too little. Either the invocation is really worth it, or this will be the first to be cut from the decks.
Talking as a degenerate who play aggro overload evolve shaman, I can clearly say that I would have a hard time dealing with this card, without either loosing my board, or wasting a bloodlust (and also loosing half my board).
Now, people won't include this in their decks, but they will search for it with the new expansion keyword "discover a dragon". And all the rogues, shamans, mages, warriors, druids and other spell removal classes will have hard time with it.
So overall, a great card to discover
Arena aside, where this will be the best card ever since abyssal enforcer or firelands portal, this card will see play in all classes, not for being initially in the deck, but because discover a dragon is this expansion new keyword.
Exception might be dragon warrior, where it will welcome a solid removal in the form of a dragon. It's like a more expensive, less mech, more dragonish hybrid between omega devastator and dyn-o-matic.
Soooo, I forgot Shyvala was a thing, imagine my surprise as 3 mighty tigers came into play and in one turn fully healed my opponent, cleared my board and possible slapped my arse. Still surprisingly funny and good use for a card I dismissed for being too expensive.
I saw again the card when a shaman player evolved it mongull into a giant octopus and immediately into this. I do love bad evolve outcomes, they keep the game fresh and fun.
I love this iteration of deathwing so much. Compared with the classic one, this has the advantage of not discarding your hand and beeing 2 mana cheeper. the disavantage is that it wont always clear the board or it dies doing it, soo no big body left. but if control dragon warrior is going to be a thing, this will be on it, and thanks to dragon roar, possibly multiple times or with its classic version along sides it.
One of my favorite cards so far. And I can't wait to see if the warrior galakrond has synergy with it.
Obvious good. Dragon warrior will most probably replace mech warrior as the control archetype after rotation, or possibly even during this expansion, and armor+removal seems mandatory. We still need to see what the warrior galakrond will look like, but it seems it will be somehow control oriented, given the cards we've seen and the nature of the warrior class.
Of all the galakrond warlock cards, this really seems the worse one. I could be wrong, but if there is one card that will be cut from the archetype, it will be this one. it's only saving grace is the fact that knife jugler is going to be a must with galakrond.