KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 11 months ago
In my experience the deck has been rather inconsistent. Embiggen only hits minions in your deck, so you have to rely heavily on draw. What list are you using and on what ranks?
Freezing Potion costs 0. Hero Powers are supposed to be equivalent to somewhat-lacking 0-cost spells. It's on the stronger side, but it's still within the margin.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 11 months ago
All of the sets in the game are from Ixalan forward, but there are around 20-30 cards or so (I didn't count them) that have been added to the game from older sets.
The deck was awful because the battlecries would have to trigger in the exact right order. Doppelgangster X2, and then Boisterous Bard, and then Star Aligner X2. And even then they would only take 14 damage.
I guess I am not enough of a johnny player to appreciate the deck.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 11 months ago
Dream Trawler looks very powerful, you get to draw extra cards and you can also give him Hexproof at any time you want! This will be a pretty useful win-condition for control decks.
Wolfwillow Haven is going to be played in a lot of ramp decks. It is a 2 mana ramp spell that cannot be easily removed, that is just great value. It is a little very useless in the late game, but that didn't stop ramp decks from playing Llanowar Elves.
Hero of the Games I am a little unsure about. There a lot of 'hero' cards in this set that all buff your creatures by 1 power whenever you target them with a spell. But I am a little unsure about how useful that will be, you either have to amass a lot of creatures or target the 'hero' with a lot of spells in a single turn to get a very significant buff, or you can do a little bit of both (which is what will probably happen). You are going to want to have a lot of ways to draw/tutor auras specifically, and also you are going to want a significant number of token engines. Then you can either play all of the auras on the 'hero' or simply overrun your opponent with tokens and a lot of auras. I can see this deck working if we have enough cards that can do multiple things at once, such as both making tokens and drawing auras, or auras that make tokens, or heroes that make tokens. And I do think there are enough cards like that in this set that a deck like this can be made possible.
Nessian Wanderer like most of the commons in this set will mostly only see play in draft, and this isn't a bad draft card. It is safe to assume that your draft will have a fair number of enchantments, so this will probably draw you at least one land every time you play it. A 2 mana 1/3 draw a land isn't bad, a 2 mana 1/3 is fair, but a 2 mana 1/3 draw several lands is incredible value.
Acolyte of Affliction is basically a Gravedigger but it also mills you. Gravedigger hasn't seen a whole lot of play, it is a bit slow, but milling yourself is a pretty big upside and I think that might be enough for this too see play in some sort of off-meta self mill deck. Also, this can bring back any permanent, not just a creature.
Slaughter-Priest of Mogis like most commons in this set, isn't bad for draft. There are a couple of ways to generate tokens in black/red that you wouldn't mind sacrificing, and a 4/2 First Strike is not something to ignore.
Protein Thaumaturge probably won't see any play. There are already much better ways to copy creatures in standard that don't force you to play enchantments. This creature does allow you to change from one creature to another every time an enchantment enters, but usually you don't want to change from one thing to another. Plus, this doesn't even trigger the enters-the-battlefield ability.
Labyrinth of Skophos isn't bad, I will probably play this in a lot of my control decks. Though I am not sure if the payoff is big enough for you to want to play Skophos Maze Guardian (or whatever it is called, I have seen a ton of different translations of its name).
Mischievous Chimera is a very good creature for draft. I am not too sure about in constructed though where a 2/2 flyer isn't nearly as impressive. Being able to scry and slap your opponent for 1 damage every turn is pretty useful. In a board stall this will still get damage through, plus a 2 mana 2/2 flyer is worth it by itself.
Relentless Pursuit looks pretty good. Green doesn't get too much draw, but this card is able to get you a creature and a land for 3 mana. There is a chance that you won't get a creature or land and you are paying 3 mana to only draw 1, which is pretty bad. But as long as your deck as a high concentration of creatures and enough lands, this can be a very consistent 3 mana draw 2 cards.
Shatter the Sky is awesome. 4 mana to destroy all creatures and it is in a single color which makes it way easier to play than say, Kaya's Wrath. I don't think you will care much about having a creature with power of 4 or greater when you play this, it is enough that this kills everything. If cards like Settle the Wreckage saw play, then this will too.
Entrancing Lyre is a pretty cool card. It is a colorless card and it can tap down any creature for as long as you want. But I don't think it is very good, you have to pay 3 mana to get it onto the field, and then another X to tap the creature down. It is just too slow and too much mana.
Heliod's Intervention doesn't look too good, the option to destroy artifacts and enchantments is nice, but that isn't going to be useful every game. And the gaining health option also doesn't look that great considering that this will be the option you are using most games. Amassing a ton of life usually isn't the best strategy as it doesn't actually do anything to hurt your opponent. There are decks that do care about gaining life, but they don't care about how much life they gain, they just care that they are gaining life so that they can trigger things like Ajani's Pridemate. In short, the first option is nice but not going to be useful in a lot of games, and the second option also isn't going to be useful most of the time.
Heliod's Punishment is pretty good. 2 mana to effectively kill something for four turns isn't bad. Four turns is a lot and a if you can play this early enough then by the time the creature is alive again then it will probably not be too useful. If nothing else though this can save you some time and help you survive.
Elspeth Conquers Death is interesting. The first ability may or may not be useful, you can target the thing you are killing, but sometimes you want to hit the small guys. The second ability will only sometimes be useful, what if your opponent is playing 70% creatures? Or what if they don't have non-creature spells that they want to cast this turn? This is a nice tech ability against control decks, but not reliable. The third ability is good, I cannot deny that. But I don't think it is worth 5 mana to wait 2 turns to resurrect a single creature or planeswalker. The first 2 abilities aren't impactful enough for this card to be worth it, it will probably just feel really slow and clunky to play.
Hero of the Pride is about the same as Hero of the Games which I talked about above and I don't want to write effectively the same thing twice.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 11 months ago
Well in the past we would alternate between an adventure and an expansion, and now we have an adventure and an expansion. This just feels like so much to keep up with.
I am glad I was a new player back when we alternated between adventures and expansions because things were a lot slower then and it made starting out a lot easier.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 11 months ago
Ok, I understand and I want to make one more point about the cards being 'under-costed'. Look at the un'goro quest rewards, specifically the priest one, 5 mana 8/8 taunt gain 40 life is amazing. It doesn't matter that it cannot be played until turn whatever, you already wouldn't be playing that until very late in the game. But quest priest is still bad, why? Because having a health reset card isn't useful in a deck full of deathrattle minions.
In the DoD reveal stream Mike talked about these galakrond cards being powerful for their cost because prior to that point in the game you would be playing invoke cards which are generally overcosted, so to compensate for that you get this undercosted card. But you only get the undercosted card in galakrond decks where you first have to play bad cards before playing the good cards.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 11 months ago
Destiny Spinner isn't too exciting, but a nice card to have in your sideboard just in case you fight against a blue deck.
Shadow Spear is a pretty neat equipment. Being able to give anything lifelink and trample is a pretty cool ability to have, especially when you can play it in any color. Note that you don't have to equip it to a creature to make your opponent's cards lose hexproof. This card will for sure be played somewhere, and it will be pretty impactful if you can get it on the right creature.
Heliod's Pilgrim is super cool. Being able to tutor an enchantment means that you can get that extra buff on your creatures to win, or it means you can grab that "exile target permanent" card to get rid of a threat. Enchantments can do just about anything, so being able to tutor an enchantment will be useful.
Nightmare Shepherd is interesting. For one, he exiles the minions when they die so you won't be able to use any graveyard interactions, also, making the creatures 1/1 means that you would only want to resurrect them for their ability. This is an interesting build-around and I am excited to see what people come up with.
Loathsome Chimera is just a pack filler. It isn't a bad card for limited just as a sticky creature, but it doesn't really do anything so it won't be played in any constructed format.
Omen of the Dead isn't bad, bringing back a creature from the graveyard to your hand is worth 1 mana and this also has flash and the ability to scry later. Plus it is an enchantment if your deck cares about that. I am not sure if the card is impactful enough to make you want to play it unless your deck cares about enchantments, but this isn't a bad card.
Favored of Iroas doesn't look to promising. 3 mana 2/2 is pretty weak, and I don't think you will be able to stick an enchantment consistently every turn to get benefit. I think you would rather play creatures that don't rely on you having to play a specific card to be good.
Heroes of the Revel also doesn't look too good. 5 mana is a bit much to be playing this type of card. The deck that this would go in wants to be fast and steamroll their opponent without having to wait until at least turn 5 to start moving.
Bronzehide Lion looks like a very good card. it is a 2 mana 3/3 that has the ability to gain indestructible. Then when it dies you can give another creature you control the ability to gain indestructible. This is a very powerful early game creature that will help you get ahead of the board.
Thassa's Intervention is interesting, but not good enough for its mana cost. The first ability doesn't look too good, compare it to Drawn from Dreams, playing this at 4 mana would only let you look at the top 2 cards. And the second ability also isn't good when compared to any other counterspell. Usually countering a spell costs 3, casting this at 3 mana wouldn't be enough most of the time.
Nyxbloom Ancient is a little hard to evaluate. I feel like this card will either end up being way too slow at 7 mana and it will never be played except for in some weird jank decks, or it will be very powerful in a super heavy ramp deck that will cause you to have effectively infinite mana. This card has potential, but I am not sure exactly how it will work out.
Mystic Revocation isn't a bad sideboard card, putting it on the bottom of their library is probably the most efficient way to get rid of it except for exiling it. This card may end up being too narrow for it to be good, but there is probably a deck out there that wants this as a tech option for their sideboard.
Agonizing Remorse will probably end up being played the exact same amount as any other 1/2 mana black discard card. We have seen multiple variations of "target opponent reveals their hand choose target X/Y from it and they discard it" and they have all seen niche play in a hand full of decks. It all kind of depends on the meta.
Triumphant Surge is a bad card. For 4 mana you are killing a single creature, and there are restrictions on what you can kill. Gaining 3 life is not nearly enough of an upside for you to want to play this terrible card.
Elspeth's Nightmare is interesting, 3 mana is way too much to be destroying a small creature, or making your opponent discard a single card, but when you can do all of that in one card it becomes much better. I don't think this card will be super powerful or game breaking or anything close to it, and it will probably be neglected in favor of better removal cards, but it is not a bad card. If nothing else it can be used in draft.
Gravebreaker Lamia is pretty cool. 5 mana for a 4/4 lifelink is okay, but also being able to tutor something in your graveyard is quite useful. Having lifelink is pretty big on a 4/4 creature, and the last ability isn't bad either. This card probably won't be super OP, but I am glad that it exists.
Careless Celebrant will probably be played in red aggro decks in the same way Viashino Pyromancer was. It doesn't trigger when it enters, but you can also hit creatures which is important to scare away blockers. This is a solid 2 drop and I am sure it will be used in a plethora of aggro decks.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 11 months ago
Those cards "can" be played without having the condition met. But they aren't meant to be played without meeting the condition. Nobody would ever put one of these cards in their deck because they think it is worth it to play them without meeting the condition, for example, nobody would play Dragon's Pack in a deck without galakrond because it is an 'okay' card.
In your first post you ask why the conditions are even there because nobody ever plays them without meeting them, but imagine if Dragon's Pack was just 5 mana summon two 5/6 wolves with taunt with no condition, it would be played in every shaman deck ever. But because it can only be played in galakrond shaman, it is not as troublesome because if the meta is just right so that galakrond shaman isn't good, then Dragon's Pack won't be OP even though the condition is met every time it is played.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 11 months ago
Whizbang was going to be my first guess because of the whole "he is rarely heard" thing, but I didn't guess him because of the whole chicken thing. I don't think I ever would have thought of the angry chicken rank.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 11 months ago
The conditions aren't there so that there will be times during the game where you want to play them but can't, or because sometimes you will be playing them without fulfilling the requirement, but it is so that you can only play those cards in specific decks.
No. You are correct though in that it did get nerfed.
Both wrong. It has nothing to do with murlocs, I meant anchorm4n was close in that it needs other minions to be useful.
In my experience the deck has been rather inconsistent. Embiggen only hits minions in your deck, so you have to rely heavily on draw. What list are you using and on what ranks?
Both are wrong. A little hint, it wasn't sent to the Hall of Fame.
anchorm4n has the right idea though.
Thanks!
I could win a game all by myself
Well, I need some help to get off the shelf
But I was just too good and had to go
I am still used in some shaman decks though
Moonfire is just like the mage hero power.
Wisp is just like the paladin hero power.
Those are the two only examples of 0 mana cards that are just like hero powers, but if you want are willing to stretch it a little bit then
Arcane Shot is like the hunter hero power except upgraded.
Claw is like druid hero power except upgraded.
Iron Hide is like the warrior hero power except upgraded.
And those are all 1 mana cards.
All of the sets in the game are from Ixalan forward, but there are around 20-30 cards or so (I didn't count them) that have been added to the game from older sets.
Ok. Since it's been a while and Rofellos hasn't posted a riddle, would anyone mind if I took this one?
I personally really don't like the hero power. Being able to freeze anything just seems to powerful to have access to all the time.
Hero powers are super hard to design so I try and be sympathetic, but this hero power is simply way to OP.
I tried making a deck like this once, I used Boisterous Bard instead of Brainstormer.
The deck was awful because the battlecries would have to trigger in the exact right order. Doppelgangster X2, and then Boisterous Bard, and then Star Aligner X2. And even then they would only take 14 damage.
I guess I am not enough of a johnny player to appreciate the deck.
Mountain Giant looks so stumpy it is a little funny.
Dream Trawler looks very powerful, you get to draw extra cards and you can also give him Hexproof at any time you want! This will be a pretty useful win-condition for control decks.
Wolfwillow Haven is going to be played in a lot of ramp decks. It is a 2 mana ramp spell that cannot be easily removed, that is just great value. It is a little very useless in the late game, but that didn't stop ramp decks from playing Llanowar Elves.
Hero of the Games I am a little unsure about. There a lot of 'hero' cards in this set that all buff your creatures by 1 power whenever you target them with a spell. But I am a little unsure about how useful that will be, you either have to amass a lot of creatures or target the 'hero' with a lot of spells in a single turn to get a very significant buff, or you can do a little bit of both (which is what will probably happen). You are going to want to have a lot of ways to draw/tutor auras specifically, and also you are going to want a significant number of token engines. Then you can either play all of the auras on the 'hero' or simply overrun your opponent with tokens and a lot of auras. I can see this deck working if we have enough cards that can do multiple things at once, such as both making tokens and drawing auras, or auras that make tokens, or heroes that make tokens. And I do think there are enough cards like that in this set that a deck like this can be made possible.
Nessian Wanderer like most of the commons in this set will mostly only see play in draft, and this isn't a bad draft card. It is safe to assume that your draft will have a fair number of enchantments, so this will probably draw you at least one land every time you play it. A 2 mana 1/3 draw a land isn't bad, a 2 mana 1/3 is fair, but a 2 mana 1/3 draw several lands is incredible value.
Acolyte of Affliction is basically a Gravedigger but it also mills you. Gravedigger hasn't seen a whole lot of play, it is a bit slow, but milling yourself is a pretty big upside and I think that might be enough for this too see play in some sort of off-meta self mill deck. Also, this can bring back any permanent, not just a creature.
Slaughter-Priest of Mogis like most commons in this set, isn't bad for draft. There are a couple of ways to generate tokens in black/red that you wouldn't mind sacrificing, and a 4/2 First Strike is not something to ignore.
Protein Thaumaturge probably won't see any play. There are already much better ways to copy creatures in standard that don't force you to play enchantments. This creature does allow you to change from one creature to another every time an enchantment enters, but usually you don't want to change from one thing to another. Plus, this doesn't even trigger the enters-the-battlefield ability.
Labyrinth of Skophos isn't bad, I will probably play this in a lot of my control decks. Though I am not sure if the payoff is big enough for you to want to play Skophos Maze Guardian (or whatever it is called, I have seen a ton of different translations of its name).
Mischievous Chimera is a very good creature for draft. I am not too sure about in constructed though where a 2/2 flyer isn't nearly as impressive. Being able to scry and slap your opponent for 1 damage every turn is pretty useful. In a board stall this will still get damage through, plus a 2 mana 2/2 flyer is worth it by itself.
Relentless Pursuit looks pretty good. Green doesn't get too much draw, but this card is able to get you a creature and a land for 3 mana. There is a chance that you won't get a creature or land and you are paying 3 mana to only draw 1, which is pretty bad. But as long as your deck as a high concentration of creatures and enough lands, this can be a very consistent 3 mana draw 2 cards.
Shatter the Sky is awesome. 4 mana to destroy all creatures and it is in a single color which makes it way easier to play than say, Kaya's Wrath. I don't think you will care much about having a creature with power of 4 or greater when you play this, it is enough that this kills everything. If cards like Settle the Wreckage saw play, then this will too.
Entrancing Lyre is a pretty cool card. It is a colorless card and it can tap down any creature for as long as you want. But I don't think it is very good, you have to pay 3 mana to get it onto the field, and then another X to tap the creature down. It is just too slow and too much mana.
Heliod's Intervention doesn't look too good, the option to destroy artifacts and enchantments is nice, but that isn't going to be useful every game. And the gaining health option also doesn't look that great considering that this will be the option you are using most games. Amassing a ton of life usually isn't the best strategy as it doesn't actually do anything to hurt your opponent. There are decks that do care about gaining life, but they don't care about how much life they gain, they just care that they are gaining life so that they can trigger things like Ajani's Pridemate. In short, the first option is nice but not going to be useful in a lot of games, and the second option also isn't going to be useful most of the time.
Heliod's Punishment is pretty good. 2 mana to effectively kill something for four turns isn't bad. Four turns is a lot and a if you can play this early enough then by the time the creature is alive again then it will probably not be too useful. If nothing else though this can save you some time and help you survive.
Elspeth Conquers Death is interesting. The first ability may or may not be useful, you can target the thing you are killing, but sometimes you want to hit the small guys. The second ability will only sometimes be useful, what if your opponent is playing 70% creatures? Or what if they don't have non-creature spells that they want to cast this turn? This is a nice tech ability against control decks, but not reliable. The third ability is good, I cannot deny that. But I don't think it is worth 5 mana to wait 2 turns to resurrect a single creature or planeswalker. The first 2 abilities aren't impactful enough for this card to be worth it, it will probably just feel really slow and clunky to play.
Hero of the Pride is about the same as Hero of the Games which I talked about above and I don't want to write effectively the same thing twice.
Expect more nerfs in 2 weeks
Well in the past we would alternate between an adventure and an expansion, and now we have an adventure and an expansion. This just feels like so much to keep up with.
I am glad I was a new player back when we alternated between adventures and expansions because things were a lot slower then and it made starting out a lot easier.
I agree. I hope that we don't get an adventure every 4 months in between the expansions. 6 sets a year is too much.
Ok, I understand and I want to make one more point about the cards being 'under-costed'. Look at the un'goro quest rewards, specifically the priest one, 5 mana 8/8 taunt gain 40 life is amazing. It doesn't matter that it cannot be played until turn whatever, you already wouldn't be playing that until very late in the game. But quest priest is still bad, why? Because having a health reset card isn't useful in a deck full of deathrattle minions.
In the DoD reveal stream Mike talked about these galakrond cards being powerful for their cost because prior to that point in the game you would be playing invoke cards which are generally overcosted, so to compensate for that you get this undercosted card. But you only get the undercosted card in galakrond decks where you first have to play bad cards before playing the good cards.
Destiny Spinner isn't too exciting, but a nice card to have in your sideboard just in case you fight against a blue deck.
Shadow Spear is a pretty neat equipment. Being able to give anything lifelink and trample is a pretty cool ability to have, especially when you can play it in any color. Note that you don't have to equip it to a creature to make your opponent's cards lose hexproof. This card will for sure be played somewhere, and it will be pretty impactful if you can get it on the right creature.
Heliod's Pilgrim is super cool. Being able to tutor an enchantment means that you can get that extra buff on your creatures to win, or it means you can grab that "exile target permanent" card to get rid of a threat. Enchantments can do just about anything, so being able to tutor an enchantment will be useful.
Nightmare Shepherd is interesting. For one, he exiles the minions when they die so you won't be able to use any graveyard interactions, also, making the creatures 1/1 means that you would only want to resurrect them for their ability. This is an interesting build-around and I am excited to see what people come up with.
Loathsome Chimera is just a pack filler. It isn't a bad card for limited just as a sticky creature, but it doesn't really do anything so it won't be played in any constructed format.
Omen of the Dead isn't bad, bringing back a creature from the graveyard to your hand is worth 1 mana and this also has flash and the ability to scry later. Plus it is an enchantment if your deck cares about that. I am not sure if the card is impactful enough to make you want to play it unless your deck cares about enchantments, but this isn't a bad card.
Favored of Iroas doesn't look to promising. 3 mana 2/2 is pretty weak, and I don't think you will be able to stick an enchantment consistently every turn to get benefit. I think you would rather play creatures that don't rely on you having to play a specific card to be good.
Heroes of the Revel also doesn't look too good. 5 mana is a bit much to be playing this type of card. The deck that this would go in wants to be fast and steamroll their opponent without having to wait until at least turn 5 to start moving.
Bronzehide Lion looks like a very good card. it is a 2 mana 3/3 that has the ability to gain indestructible. Then when it dies you can give another creature you control the ability to gain indestructible. This is a very powerful early game creature that will help you get ahead of the board.
Thassa's Intervention is interesting, but not good enough for its mana cost. The first ability doesn't look too good, compare it to Drawn from Dreams, playing this at 4 mana would only let you look at the top 2 cards. And the second ability also isn't good when compared to any other counterspell. Usually countering a spell costs 3, casting this at 3 mana wouldn't be enough most of the time.
Nyxbloom Ancient is a little hard to evaluate. I feel like this card will either end up being way too slow at 7 mana and it will never be played except for in some weird jank decks, or it will be very powerful in a super heavy ramp deck that will cause you to have effectively infinite mana. This card has potential, but I am not sure exactly how it will work out.
Mystic Revocation isn't a bad sideboard card, putting it on the bottom of their library is probably the most efficient way to get rid of it except for exiling it. This card may end up being too narrow for it to be good, but there is probably a deck out there that wants this as a tech option for their sideboard.
Agonizing Remorse will probably end up being played the exact same amount as any other 1/2 mana black discard card. We have seen multiple variations of "target opponent reveals their hand choose target X/Y from it and they discard it" and they have all seen niche play in a hand full of decks. It all kind of depends on the meta.
Triumphant Surge is a bad card. For 4 mana you are killing a single creature, and there are restrictions on what you can kill. Gaining 3 life is not nearly enough of an upside for you to want to play this terrible card.
Elspeth's Nightmare is interesting, 3 mana is way too much to be destroying a small creature, or making your opponent discard a single card, but when you can do all of that in one card it becomes much better. I don't think this card will be super powerful or game breaking or anything close to it, and it will probably be neglected in favor of better removal cards, but it is not a bad card. If nothing else it can be used in draft.
Gravebreaker Lamia is pretty cool. 5 mana for a 4/4 lifelink is okay, but also being able to tutor something in your graveyard is quite useful. Having lifelink is pretty big on a 4/4 creature, and the last ability isn't bad either. This card probably won't be super OP, but I am glad that it exists.
Careless Celebrant will probably be played in red aggro decks in the same way Viashino Pyromancer was. It doesn't trigger when it enters, but you can also hit creatures which is important to scare away blockers. This is a solid 2 drop and I am sure it will be used in a plethora of aggro decks.
Those cards "can" be played without having the condition met. But they aren't meant to be played without meeting the condition. Nobody would ever put one of these cards in their deck because they think it is worth it to play them without meeting the condition, for example, nobody would play Dragon's Pack in a deck without galakrond because it is an 'okay' card.
In your first post you ask why the conditions are even there because nobody ever plays them without meeting them, but imagine if Dragon's Pack was just 5 mana summon two 5/6 wolves with taunt with no condition, it would be played in every shaman deck ever. But because it can only be played in galakrond shaman, it is not as troublesome because if the meta is just right so that galakrond shaman isn't good, then Dragon's Pack won't be OP even though the condition is met every time it is played.
Whizbang was going to be my first guess because of the whole "he is rarely heard" thing, but I didn't guess him because of the whole chicken thing. I don't think I ever would have thought of the angry chicken rank.
The conditions aren't there so that there will be times during the game where you want to play them but can't, or because sometimes you will be playing them without fulfilling the requirement, but it is so that you can only play those cards in specific decks.