A truly oddball card. Feels like it wanted to be released in the days of Karazhan when Blizzard flirted with “Menagerie” cards that buffed Murlocs, Beasts and Dragons. Those decks fell apart because it was difficult to make a functional deck that used multiple tribal synergies and the same is probably still true today. Murlocs run the gamut of statlines so even at the highroll outcome, this card is probably too weak to play.
Going to be an annoying card for sure. The reduction is potentially huge but like Keleseth, like Pocket Galaxy, there’s going to be games where this card just doesn’t show up until it’s too late. Almost certainly still worth running if you have a critical mass of dragon cards.
Hugely powerful legendary. Specifically draws you Galakrond for an on-curve follow-up play on turn 7. If you already drew Galakrond, then you get a powerful Devastation effect instead. Even is stats are excellent. There’s literally no downside to adding this card. So long as Galakrond is good enough to put into a deck, so is Kronx.
Very expensive for such a weak body. It generates wide boards of tokens but decks that like tokens want to flood the board much earlier than turn 7. Probably bad.
Runs into similar issues as Ysera, Unleashed in that it generates value but is hugely expensive. Alexstrasza at least has the upside of putting the cards into your hand so any of the numerous powerful Dragon battlecry effects you might get can be played. Definitely a “high-roll, low-roll” card though.
We’ve already seen this card see play since it was released early. A true “win-more” card. Ends up being greedy overkill in most situations. Probably still won’t see much play.
Makes for a pseudo-Swipe by dealing 1 damage to everything and then enabling your hero to attack for 3. I don’t know if the dealing 1 damage to enemy minions matters enough but perhaps the damage dealt to your own minions can be leveraged in a deck with Frothing Berserker or Bloodsworn Mercenary.
A really good card that might be sadly be lacking a home. Odd Warrior can run it and any slower warrior will probably appreciate the combination of Lackey generation plus armor, but it might not be impactful enough to change Warrior’s fortunes.
The Invoke effect means this weapon has 4 attack when you first play it but then only 1 attack afterward. Probably still good enough to see play purely as a 2 mana, deal 4 damage card.
Has obvious synergy with Pirates, a really annoying statline that makes it hard to kill. An excellent card for Pirate Warrior. Going to be an absolute terror in Wild when played alongside it’s little brother Ship’s Cannon.
Decent removal tool on it’s own, useful for not needing a prerequisite to activate it like Execute and Shield Slam do. Even without the potential bonus of armor, I think this card is worth including as midrange removal.
Probably not worth running when Supercollider is also available? There is the option of targeting your own minions but I can’t imagine that’s particularly useful when Warrior has plenty of Whirlwind-style effects to damage their own stuff in a more controlled fashion.
Decent as is played on curve as a 3/2 with Rush. Also has the Dragon tag and if you activate it, it becomes fantastic, dealing 9 damage for 3 mana and you can distribute the damage in chunks of 3. Once again Warrior’s best card is looking to be an Epic, so you just know you’re going to open only 1 copy and then you’ll cave and craft the second copy, only to get a third copy a week later and you’ll hate life :P
Card draw for Pirates is very interesting and potentially very powerful, but I’m wondering if playing this card is too low-tempo for an aggressive Pirate Warrior deck. The base attack is relatively low and the 3-drop slot in Pirate Warrior is kind of crowded with Southsea Captain, Bloodsail Cultist, and Frothing Berseker.
Drawing cards is nice. Drawing specifically minions is even better. Buffing those minions with +4/+4 is huge. It’s slower than the Rogue and Shaman versions, but it’s well-suited for a slow, grindy war of attrition playing one huge thing after another, which feels very flavorful for slower Warrior decks. The Battlecry of gaining 3 attack on your hero is also relevant for keeping the board under control in the early game with Invoke effects.
Can be considered effectively a Twisting Nether on a stick. Warrior is not lacking in removal tools though, so this is probably not enough to make Warrior relevant again. More of a tech card than a build around card, for when you want AoE and also a Dragon activator.
Really boring card. Basically Hellfire but dramatically scaled down. Some limited synergy with Zeeraku I guess? Even that probably doesn’t amount to much. The AoE effect is really weak too unless there’s a ton of 1/1 tokens running around. And any deck that generates 1/1 tokens will try to buff them ASAP for precisely that reason.
I am assuming from the wording the Invoke effect goes off first, summon two 1/1 Imps from Galakrond’s hero power before the buff is applied. So at the very least this is paying 3 mana to get two 2/1 Imps on the board. Probably good enough to use as an Invoke card if nothing else.
The fact that the summoned Demon will have Taunt is relevant since it presents a body that cannot simply be ignored. Obvious synergy with Valdris and Veiled Worshipper. Might still be too fair to make the cut or be redundant when Twilight Drake and Mountain Giant are also available and can be played much earlier.
A truly oddball card. Feels like it wanted to be released in the days of Karazhan when Blizzard flirted with “Menagerie” cards that buffed Murlocs, Beasts and Dragons. Those decks fell apart because it was difficult to make a functional deck that used multiple tribal synergies and the same is probably still true today. Murlocs run the gamut of statlines so even at the highroll outcome, this card is probably too weak to play.
Going to be an annoying card for sure. The reduction is potentially huge but like Keleseth, like Pocket Galaxy, there’s going to be games where this card just doesn’t show up until it’s too late. Almost certainly still worth running if you have a critical mass of dragon cards.
Hugely powerful legendary. Specifically draws you Galakrond for an on-curve follow-up play on turn 7. If you already drew Galakrond, then you get a powerful Devastation effect instead. Even is stats are excellent. There’s literally no downside to adding this card. So long as Galakrond is good enough to put into a deck, so is Kronx.
Very expensive for such a weak body. It generates wide boards of tokens but decks that like tokens want to flood the board much earlier than turn 7. Probably bad.
Runs into similar issues as Ysera, Unleashed in that it generates value but is hugely expensive. Alexstrasza at least has the upside of putting the cards into your hand so any of the numerous powerful Dragon battlecry effects you might get can be played. Definitely a “high-roll, low-roll” card though.
We’ve already seen this card see play since it was released early. A true “win-more” card. Ends up being greedy overkill in most situations. Probably still won’t see much play.
Good statline for a 1-cost Pirate and “draws” a card by adding another Pirate to your hand. Helps fill out the early game and make it more aggressive.
Makes for a pseudo-Swipe by dealing 1 damage to everything and then enabling your hero to attack for 3. I don’t know if the dealing 1 damage to enemy minions matters enough but perhaps the damage dealt to your own minions can be leveraged in a deck with Frothing Berserker or Bloodsworn Mercenary.
A really good card that might be sadly be lacking a home. Odd Warrior can run it and any slower warrior will probably appreciate the combination of Lackey generation plus armor, but it might not be impactful enough to change Warrior’s fortunes.
The Invoke effect means this weapon has 4 attack when you first play it but then only 1 attack afterward. Probably still good enough to see play purely as a 2 mana, deal 4 damage card.
Has obvious synergy with Pirates, a really annoying statline that makes it hard to kill. An excellent card for Pirate Warrior. Going to be an absolute terror in Wild when played alongside it’s little brother Ship’s Cannon.
Decent removal tool on it’s own, useful for not needing a prerequisite to activate it like Execute and Shield Slam do. Even without the potential bonus of armor, I think this card is worth including as midrange removal.
Probably not worth running when Supercollider is also available? There is the option of targeting your own minions but I can’t imagine that’s particularly useful when Warrior has plenty of Whirlwind-style effects to damage their own stuff in a more controlled fashion.
Decent as is played on curve as a 3/2 with Rush. Also has the Dragon tag and if you activate it, it becomes fantastic, dealing 9 damage for 3 mana and you can distribute the damage in chunks of 3. Once again Warrior’s best card is looking to be an Epic, so you just know you’re going to open only 1 copy and then you’ll cave and craft the second copy, only to get a third copy a week later and you’ll hate life :P
Card draw for Pirates is very interesting and potentially very powerful, but I’m wondering if playing this card is too low-tempo for an aggressive Pirate Warrior deck. The base attack is relatively low and the 3-drop slot in Pirate Warrior is kind of crowded with Southsea Captain, Bloodsail Cultist, and Frothing Berseker.
Galakrond, the Unbreakable
Drawing cards is nice. Drawing specifically minions is even better. Buffing those minions with +4/+4 is huge. It’s slower than the Rogue and Shaman versions, but it’s well-suited for a slow, grindy war of attrition playing one huge thing after another, which feels very flavorful for slower Warrior decks. The Battlecry of gaining 3 attack on your hero is also relevant for keeping the board under control in the early game with Invoke effects.
Galakrond rating: 3rd best
Can be considered effectively a Twisting Nether on a stick. Warrior is not lacking in removal tools though, so this is probably not enough to make Warrior relevant again. More of a tech card than a build around card, for when you want AoE and also a Dragon activator.
Really boring card. Basically Hellfire but dramatically scaled down. Some limited synergy with Zeeraku I guess? Even that probably doesn’t amount to much. The AoE effect is really weak too unless there’s a ton of 1/1 tokens running around. And any deck that generates 1/1 tokens will try to buff them ASAP for precisely that reason.
I am assuming from the wording the Invoke effect goes off first, summon two 1/1 Imps from Galakrond’s hero power before the buff is applied. So at the very least this is paying 3 mana to get two 2/1 Imps on the board. Probably good enough to use as an Invoke card if nothing else.
The fact that the summoned Demon will have Taunt is relevant since it presents a body that cannot simply be ignored. Obvious synergy with Valdris and Veiled Worshipper. Might still be too fair to make the cut or be redundant when Twilight Drake and Mountain Giant are also available and can be played much earlier.