KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 5 years ago
The whirlwind effect might not be too good unless you care about damaging your own stuff, but that on top of the 3 attack your hero is getting will mean that you can do 4 damage to any minion, and 1 damage to the rest, kind of like Swipe.
This card looks kinda wonky, but it will be a very useful card.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 5 years ago
When you invoke you gain +3 attack, so this will allow you to deal 4 damage the turn you play it.
Pirate warriors could possibly run galakrond so they can take advantage of the extra face damage you get from invoking. Plus, cards like Dread Corsair and Bloodsail Raider could take advantage of having a 4/2 weapon on turn 2.
I am interested to see how warrior does this set, there are a lot of new cards for warriors to play around with. We will just have to wait and see, but I am confident that a pirate/galakrond deck will see some level of play, and this card will be in it.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 5 years ago
Dealing 2 damage whenever you summon a pirate is a pretty powerful effect, especially with the new patches. 5 health is significant enough that it should survive a turn if you drop it on turn 3-4, and the attack value being low isn't as important when most of the damage is coming from the effect anyway.
Will pirate warrior be good? I really don't know, we have some very powerful tools to help pirate warrior, namely Ancharrr, Skybarge, and Patches 2.0. But we still have yet to see if the meta will allow a deck like this to work. But I do know that if pirate warrior is good it will be because of this card, this is basically flamewalker but for pirates.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 5 years ago
This is like Supercollider only not a weapon. The fact that it is not a weapon can be good, or it can be bad.
Pros: You don't take damage. You can still play this if you already have a weapon equipped. You can do this multiple times in a turn if you already have a Supercollider on the field, or another Ramming Speed in your hand. And it costs less.
Cons: The effect only happens once and then the card is gone.
Looks like the pros outweigh the cons, granted, some of the pros are going to be irrelevant most of the time, but they are still there.
Really, this card seems super powerful. Killing a minion costs 5 mana, and this can potentially kill 2 minions, or kill one and damage another. Due to the number of minions on the field and the positioning of minions this card won't always be very consistent. But doing this on turn 3 can do a lot to slow down an aggro deck, and it can also kill multiple giants at once, an with the return of handlock plus the new mage giant, that will also be very helpful.
Another thing to consider, dealing 2 damage to two enemy minions is worth 2 mana, this card costs one extra mana and you are able to control what gets hit.
All in all this card is very powerful and it will see play in multiple warrior decks even thought they already have a bunch of options. This card is just too good for its mana cost.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 5 years ago
basically, a Whirlwind that hits heroes. It isn't bad, but it is kinda weird, I really have no idea where to use this. Considering the rest of warlocks set, it looks like this is a card you would want to use against other warlocks as it kills all of their tokens.
I think the best way to use this is to take advantage of the fact that it hits your hero to upgrade your spellstone, or summon a 3 drop or a 6/6.
I guess it could be used as a small board clear to use in the first few turns against aggro decks, but this card just seems too underwhelming to be used in a control deck, and not relevant enough to use in a midrange deck. You wouldn't play this in handlock as you are losing a card from your hand to do such a small effect, and you wouldn't run this in zoo/galakrond warlock because it kills all of your tokens.
This card is just all around an odd card, and yet something about it makes me want to play it in every single one of my warlock decks, just something about the card is very appealing to me.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 5 years ago
Basically, this is what Tunnel Trogg should have been.
1 mana 1/3 is just good, getting the extra attack is even better. Imagine playing this on turn one and then playing Voltaic Burst on turn two. Or imagine playing this on turn 1, and then Likkim and Zap! on turn 2.
This helps shamans to control the board early on, and there is plenty of cheap synergy to basically make this a 1 mana River Crocolisk.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 5 years ago
FREEZE SHAMAN IS BACK EVERYBODY!!! 5/5 CARD!!! NOW I CAN SHOW ALL THOSE HATERS WHO'S BOSS!!! FREEZE SHAMAN FOR THE WIN!!!
Not but seriously, I wasn't expecting this. It is pretty good, it is just like Glacial Shard but with rush. There isn't a battlecry, so it doesn't have any synergy with shudderwock, but it is still a decent tempo play and it does invoke galakrond. This is better than a lot of the invoke cards we have seen so far simply because shaman has such a proactive galakrond power. Imagine freezing one minion and than trading into another. A 2/1 rush is a pretty good 1 drop, just look at Springpaw, this deals the same damage for half the cost, it is less flexible not being able to deal the damage to two separate targets, but is also can free whatever it wants.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 5 years ago
The spell damage seems a little bit weird, I am not sure exactly what to do with it. Maybe just extra reach on your burn spells? It is also a dragon which does have some merit to it. But let us not get distracted by the text box, this is a 4 mana 5/7. I know that is not as powerful as [Hearthstone Card (Flamewreath faceless) Not Found], but that is still super beefy for a 4 drop. In fact, I almost like this cost/stat distribution more, maybe it is just me, but seeing minions with more health than attack is always very satisfying, even if it isn't as good.
This card is pretty powerful with a fairly good effect, and a very useful tribe. I will not be the slightest bit surprised to see this card appearing in some midrange/aggro/burn/dragon shaman lists.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 5 years ago
Giving all minions +1/+1 will be very helpful even if it only hits a couple of minions. And with Vessina in play, this works like a 1 mana Bloodlust. The overload can be used to your advantage, and the +1/+1 is just good.
Because this card is both overload, a wide board buff, and a cheap spell, it can fit into several different decks. It can buff all of your Murlocs, it can help trigger your Vessina/[Hearthstone Card (lickim) Not Found], or you can just cycle it with Spirit of the Frog.
This card seems like a pretty fair one, it can be used in several ways, and it can be powerful, but it isn't OP or a super crucial card to a decks success.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 5 years ago
Invoking twice not only means that you will summon twice the number of 2/1 rushers, it also means that you have now your galakrond is half way to completion. you could just play two of these and now you have a full galakrond, and if you have the quest, then you can just play one guy and you will fully invoke galakrond.
This card will play a huge roll in galakrond shaman's success and it will also be a big help in getting a fully invoked galakrond on turn 7.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 5 years ago
With that one card that invokes twice, this card can very consistently be two 5/6's with taunt on turn 6-7 (or 5 with the coin). This is a very powerful and impactful card, you will want to keep this in mind when fighting against shaman.
If we just had a bunch of mini rush minions plus two big rush minions I would be convinced, now I am 100% sure galakrond shaman will be a part of the meta.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 5 years ago
This is one of the best galakronds we have seen so far, not just for the fact that it summons dos 8/8's with rush, but also because you can get those 8/8's with rush very consistently thanks to that sweet sweet double invoker. This galakrond looks very proactive and relevant throughout the whole game. This deck will be very powerful, especially with the quest. I know that playing galakrond will change your hero power, but imagine getting quadruple invokes with a single card, or using the quest reward on the same turn as galakrond to make four 8/8's with taunt.
This will be a powerful deck, and I am very excited to play it.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 5 years ago
Multiple cards packed into one card, this will be nice with combo stuff or edwin. Or if you care about pirates than this card is pretty cool. Or maybe you just want multiple bodies or some flexible one drop to round out your curve.
All in all this is a pretty nice 1 drop.
Really, all of the 1 drops in this set seem pretty amazing. All of them are either good tempo or good value, or maybe a little bit of both.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 5 years ago
Not too powerful, this is literally just a random lackey, but also being a 0 mana spell does have benefits. Lyra the Sunshard, Dragon Soul, Gadgetzan Auctioneer, plus a couple of others I cannot think of right now, these cards aren't all too good, but maybe you enjoy playing them anyways.
This card is just nice and flexible and will be in any priest deck that cares about either lackeys or casting spells, or maybe you just have an extra slot to fill.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 5 years ago
This card is too good. Priest doesn't need more ways to copy Convincing Infiltrator, or more ways to summon Khartut Defender. I already hate this card and want it to be nerfed. This will be very frustrating to play against, but there are probably some priest players very excited about this, and I am happy for all of you.
But DANG. This card will be very obnoxious when dropped on a taunt deathrattle minion, specifically Khartut Defender.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 5 years ago
Very powerful, there are so many ways to summon multiple bodies without spending a lot of cards, this will almost always hit at least three guys, and it can very easily be done the turn after it is played assuming you didn't play this on turn 1. And if nothing else there is always wild odd paladin.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 5 years ago
Multiple bodies, and a way to make those bodies bigger, whats to hate?
Mech paladin is already kind of a thing (or at least could be). And aggro/swarm paladin is also a deck, this card can fit into both.
There is of course the new sidequest to make this better, summoning 3 bodies at once means you will likely finish the quest upon playing this minion, which makes this a 2/3 and two 3/2's. That is pretty good for just a 2 card combo that can be done as early as turn 4. Swarm paladin will be a thing, at least in wild with Baku.
To be honest, I am very disappointed that there wasn't a 0 mana 1/1 dragon in this expansion.
Amazing.
I really like all of the 1-drops in this set. They are all either very good value, very good tempo, or a bit of both.
Any 1 drop that adds something to your hand is worth playing. This is no exception.
Babbling Book, Fire Fly, Pharaoh Cat, Shimmerfly, all of these are good cards. This has decent stats for a 1 drop and it also gives you value later in the game.
This card might be the reason pirate decks work.
The whirlwind effect might not be too good unless you care about damaging your own stuff, but that on top of the 3 attack your hero is getting will mean that you can do 4 damage to any minion, and 1 damage to the rest, kind of like Swipe.
This card looks kinda wonky, but it will be a very useful card.
When you invoke you gain +3 attack, so this will allow you to deal 4 damage the turn you play it.
Pirate warriors could possibly run galakrond so they can take advantage of the extra face damage you get from invoking. Plus, cards like Dread Corsair and Bloodsail Raider could take advantage of having a 4/2 weapon on turn 2.
I am interested to see how warrior does this set, there are a lot of new cards for warriors to play around with. We will just have to wait and see, but I am confident that a pirate/galakrond deck will see some level of play, and this card will be in it.
Dealing 2 damage whenever you summon a pirate is a pretty powerful effect, especially with the new patches. 5 health is significant enough that it should survive a turn if you drop it on turn 3-4, and the attack value being low isn't as important when most of the damage is coming from the effect anyway.
Will pirate warrior be good? I really don't know, we have some very powerful tools to help pirate warrior, namely Ancharrr, Skybarge, and Patches 2.0. But we still have yet to see if the meta will allow a deck like this to work. But I do know that if pirate warrior is good it will be because of this card, this is basically flamewalker but for pirates.
This is like Supercollider only not a weapon. The fact that it is not a weapon can be good, or it can be bad.
Pros: You don't take damage. You can still play this if you already have a weapon equipped. You can do this multiple times in a turn if you already have a Supercollider on the field, or another Ramming Speed in your hand. And it costs less.
Cons: The effect only happens once and then the card is gone.
Looks like the pros outweigh the cons, granted, some of the pros are going to be irrelevant most of the time, but they are still there.
Really, this card seems super powerful. Killing a minion costs 5 mana, and this can potentially kill 2 minions, or kill one and damage another. Due to the number of minions on the field and the positioning of minions this card won't always be very consistent. But doing this on turn 3 can do a lot to slow down an aggro deck, and it can also kill multiple giants at once, an with the return of handlock plus the new mage giant, that will also be very helpful.
Another thing to consider, dealing 2 damage to two enemy minions is worth 2 mana, this card costs one extra mana and you are able to control what gets hit.
All in all this card is very powerful and it will see play in multiple warrior decks even thought they already have a bunch of options. This card is just too good for its mana cost.
basically, a Whirlwind that hits heroes. It isn't bad, but it is kinda weird, I really have no idea where to use this. Considering the rest of warlocks set, it looks like this is a card you would want to use against other warlocks as it kills all of their tokens.
I think the best way to use this is to take advantage of the fact that it hits your hero to upgrade your spellstone, or summon a 3 drop or a 6/6.
I guess it could be used as a small board clear to use in the first few turns against aggro decks, but this card just seems too underwhelming to be used in a control deck, and not relevant enough to use in a midrange deck. You wouldn't play this in handlock as you are losing a card from your hand to do such a small effect, and you wouldn't run this in zoo/galakrond warlock because it kills all of your tokens.
This card is just all around an odd card, and yet something about it makes me want to play it in every single one of my warlock decks, just something about the card is very appealing to me.
Basically, this is what Tunnel Trogg should have been.
1 mana 1/3 is just good, getting the extra attack is even better. Imagine playing this on turn one and then playing Voltaic Burst on turn two. Or imagine playing this on turn 1, and then Likkim and Zap! on turn 2.
This helps shamans to control the board early on, and there is plenty of cheap synergy to basically make this a 1 mana River Crocolisk.
FREEZE SHAMAN IS BACK EVERYBODY!!! 5/5 CARD!!! NOW I CAN SHOW ALL THOSE HATERS WHO'S BOSS!!! FREEZE SHAMAN FOR THE WIN!!!
Not but seriously, I wasn't expecting this. It is pretty good, it is just like Glacial Shard but with rush. There isn't a battlecry, so it doesn't have any synergy with shudderwock, but it is still a decent tempo play and it does invoke galakrond. This is better than a lot of the invoke cards we have seen so far simply because shaman has such a proactive galakrond power. Imagine freezing one minion and than trading into another. A 2/1 rush is a pretty good 1 drop, just look at Springpaw, this deals the same damage for half the cost, it is less flexible not being able to deal the damage to two separate targets, but is also can free whatever it wants.
The spell damage seems a little bit weird, I am not sure exactly what to do with it. Maybe just extra reach on your burn spells? It is also a dragon which does have some merit to it. But let us not get distracted by the text box, this is a 4 mana 5/7. I know that is not as powerful as [Hearthstone Card (Flamewreath faceless) Not Found], but that is still super beefy for a 4 drop. In fact, I almost like this cost/stat distribution more, maybe it is just me, but seeing minions with more health than attack is always very satisfying, even if it isn't as good.
This card is pretty powerful with a fairly good effect, and a very useful tribe. I will not be the slightest bit surprised to see this card appearing in some midrange/aggro/burn/dragon shaman lists.
Giving all minions +1/+1 will be very helpful even if it only hits a couple of minions. And with Vessina in play, this works like a 1 mana Bloodlust. The overload can be used to your advantage, and the +1/+1 is just good.
Because this card is both overload, a wide board buff, and a cheap spell, it can fit into several different decks. It can buff all of your Murlocs, it can help trigger your Vessina/[Hearthstone Card (lickim) Not Found], or you can just cycle it with Spirit of the Frog.
This card seems like a pretty fair one, it can be used in several ways, and it can be powerful, but it isn't OP or a super crucial card to a decks success.
Invoking twice not only means that you will summon twice the number of 2/1 rushers, it also means that you have now your galakrond is half way to completion. you could just play two of these and now you have a full galakrond, and if you have the quest, then you can just play one guy and you will fully invoke galakrond.
This card will play a huge roll in galakrond shaman's success and it will also be a big help in getting a fully invoked galakrond on turn 7.
With that one card that invokes twice, this card can very consistently be two 5/6's with taunt on turn 6-7 (or 5 with the coin). This is a very powerful and impactful card, you will want to keep this in mind when fighting against shaman.
If we just had a bunch of mini rush minions plus two big rush minions I would be convinced, now I am 100% sure galakrond shaman will be a part of the meta.
This is one of the best galakronds we have seen so far, not just for the fact that it summons dos 8/8's with rush, but also because you can get those 8/8's with rush very consistently thanks to that sweet sweet double invoker. This galakrond looks very proactive and relevant throughout the whole game. This deck will be very powerful, especially with the quest. I know that playing galakrond will change your hero power, but imagine getting quadruple invokes with a single card, or using the quest reward on the same turn as galakrond to make four 8/8's with taunt.
This will be a powerful deck, and I am very excited to play it.
Multiple cards packed into one card, this will be nice with combo stuff or edwin. Or if you care about pirates than this card is pretty cool. Or maybe you just want multiple bodies or some flexible one drop to round out your curve.
All in all this is a pretty nice 1 drop.
Really, all of the 1 drops in this set seem pretty amazing. All of them are either good tempo or good value, or maybe a little bit of both.
Not too powerful, this is literally just a random lackey, but also being a 0 mana spell does have benefits. Lyra the Sunshard, Dragon Soul, Gadgetzan Auctioneer, plus a couple of others I cannot think of right now, these cards aren't all too good, but maybe you enjoy playing them anyways.
This card is just nice and flexible and will be in any priest deck that cares about either lackeys or casting spells, or maybe you just have an extra slot to fill.
I will just copy what I said about arcane birdy
This has okay stats and will still be relevant later in the game. Plus, invoking galakrond means you are one invoke closer to the final form.
This card is too good. Priest doesn't need more ways to copy Convincing Infiltrator, or more ways to summon Khartut Defender. I already hate this card and want it to be nerfed. This will be very frustrating to play against, but there are probably some priest players very excited about this, and I am happy for all of you.
But DANG. This card will be very obnoxious when dropped on a taunt deathrattle minion, specifically Khartut Defender.
Very powerful, there are so many ways to summon multiple bodies without spending a lot of cards, this will almost always hit at least three guys, and it can very easily be done the turn after it is played assuming you didn't play this on turn 1. And if nothing else there is always wild odd paladin.
Multiple bodies, and a way to make those bodies bigger, whats to hate?
Mech paladin is already kind of a thing (or at least could be). And aggro/swarm paladin is also a deck, this card can fit into both.
There is of course the new sidequest to make this better, summoning 3 bodies at once means you will likely finish the quest upon playing this minion, which makes this a 2/3 and two 3/2's. That is pretty good for just a 2 card combo that can be done as early as turn 4. Swarm paladin will be a thing, at least in wild with Baku.