Another definite must have in any Dragon Warlock deck. Again, as with Crazed Netherwing whether a Dragon Warlock deck has enough going for it to be competitive remains to be seen. The Lifesteal is great since Warlock’s appreciate all the healing they can get and the fact this can hit face as well is just icing.
Seems bad. It has an Invoke effect but not much else going for it. It only gains Attack so it will always be very frail, picked off by hero powers or any minions your opponent has.
It’s good. AoE on a stick, also deals chip damage to face. Not flashy or unique since Duskbreaker was similar, but still good. Definite must have in any Dragon Warlock deck. Whether any such deck will emerge is another question.
Seems…really bad. Maximum amount of damage you can deal is 9 (maybe 11 with Valdris?). Sort of comparable to Spreading Madness in terms of how unpredictable and inconsistent it is. I doubt it will see any play since Warlock has better options for face damage and better options for removal.
Obviously a hugely powerful draw effect attached to a decently statted body. The question then is will there be enough worthwhile and early Invoke cards available to reliably activate this card and also what you are actually planning to draw into, since Galakrond, the Wretched doesn’t seem powerful or consistent enough to be an endgame goal in and of itself. Again, might be useful as quick refuel for a Galakrond Zoolock.
Probably worth running just for the card draw effect. The increase to the hand size is nice for preventing overdraw too. Also consider that if you fill your hand to the new max of 12 off the battlecry you might be able to drop a super-cheap Mountain Giant in the same turn.
Probably the weakest of all the Galakronds. The hero power of adding two 1/1 Imps isn’t fantastic and the Battlecry of summon random demons has a lot of low-roll potential compared to the relative consistency of the others. Maybe used as the high-end of some kind of Galakrond Zoolock.
Slow but powerful card. Play him on 10 mana for a 4/12 and a 6/6 and a card draw. Assuming the Warlock doesn’t just die, this card will provide a huge threat reminiscent of Lord Jaraxxus.
Tunnel Trogg’s elemental cousin. Less dramatic of an attack boost but a 1 mana 2/3 with no downside is nothing to sneeze at. Might actually be more suited for trading in securing an early board rather than punching face. Either aggro or midrangey decks will probably like this guy.
Blizzard is really slow-rolling us with this Moorabi synergy. In my opinion not good enough to see play. Corrupt Elementalist is far more powerful and even some of the Neutral cards are probably better than this as far as Invoke goes. Even summoning a single 2/1 Elemental with Rush doesn’t feel like enough to me.
Insert obligatory “4 mana 7/7” joke here. Almost certainly going to see play purely off of its fantastic stats and the threatening +2 Spell Damage is basically icing on the cake, making even something as basic as Beakered Lightning or Zap horrifying to play against.
Kinda awkward to use. Shaman can definitely generate tokens courtesy of things like Voltaic Burst or Thunderhead, but the Overload will really start to pile up and those 1/1 tokens are only going to get up to 2/2s off a single Storm’s Wrath.
Fantastic card in any Shaman deck that uses Galakrond. Invoking twice in a single card makes upgrading Galakrond a lot more efficient and presumably gives you access to multiple uses of his hero power, so this is not only a 5 mana 3/3 but also brings TWO 2/1 Elementals with Rush. So think of it almost as a 5 mana 3/3 that says “Battlecry: Deal 4 damage to an enemy minion”.
Pretty straightforward card, basically Feral Spirit if the Overload was converted to extra mana cost. Pretty awful in comparison though since the whole point of the Overload mechanic is to help take an early tempo advantage. On the flip side, if you fulfill the condition it becomes fantastic.
A lot of the cards with Overload released over the past few expansions only Overload for 1, so the condition is not to hard to fulfill. We also have two cards (Beakered Lightning and Zap!) that cost 0, so presumably you could even get this guy activate on turn 5 by playing one those 0-cost cards first. Solid card all-around, good stats, battlecry is not too hard to trigger, 5 damage is a good amount whether removing a minion or going face.
Meme-tier card. Basically falls into the same pitfalls as Shifter Zerus and Chameleos in that it is too unpredictable to make use of with any consistency. Certain to be the star of a Trolden clip or two.
Probably the same drawbacks as Boommaster Flark in that it is a relatively expensive card that summons 0-attack tokens. The fact that the eggs will presumably have a triggered ability a la Doomsayer and not a Deathrattle also means that if your opponent has any AoE or enough minions to trade with, the eggs can be destroyed without popping out the 4/4 Drakes inside. Classic “win-more” problem. If you’re already ahead, then you can develop Nithogg at your leisure and get a huge board next turn, but you’d probably win anyway. If you’re behind, it probably won’t be enough to save you since your opponent being ahead will either be able to kill you or eliminate the Eggs.
Really great version of Galakrond. The 2/1 Rush elementals from Invoke effects provide immediate impact on board and synergize with any kind of buffs you can provide (Vessina in particular comes to mind) while the Battlecry reward of bigger and bigger Rush elementals provides either further board control or presents a threatening beatdown to the face the following turn.
A Pirate that makes more cheap Pirates is interesting. Rogue has always appreciated cheap cards that help activate combo effects too. Might not be good enough in Standard but in Wild along with Ship’s Cannon I could see it being scary.
Another definite must have in any Dragon Warlock deck. Again, as with Crazed Netherwing whether a Dragon Warlock deck has enough going for it to be competitive remains to be seen. The Lifesteal is great since Warlock’s appreciate all the healing they can get and the fact this can hit face as well is just icing.
Seems bad. It has an Invoke effect but not much else going for it. It only gains Attack so it will always be very frail, picked off by hero powers or any minions your opponent has.
It’s good. AoE on a stick, also deals chip damage to face. Not flashy or unique since Duskbreaker was similar, but still good. Definite must have in any Dragon Warlock deck. Whether any such deck will emerge is another question.
Seems…really bad. Maximum amount of damage you can deal is 9 (maybe 11 with Valdris?). Sort of comparable to Spreading Madness in terms of how unpredictable and inconsistent it is. I doubt it will see any play since Warlock has better options for face damage and better options for removal.
Obviously a hugely powerful draw effect attached to a decently statted body. The question then is will there be enough worthwhile and early Invoke cards available to reliably activate this card and also what you are actually planning to draw into, since Galakrond, the Wretched doesn’t seem powerful or consistent enough to be an endgame goal in and of itself. Again, might be useful as quick refuel for a Galakrond Zoolock.
Probably worth running just for the card draw effect. The increase to the hand size is nice for preventing overdraw too. Also consider that if you fill your hand to the new max of 12 off the battlecry you might be able to drop a super-cheap Mountain Giant in the same turn.
Probably the weakest of all the Galakronds. The hero power of adding two 1/1 Imps isn’t fantastic and the Battlecry of summon random demons has a lot of low-roll potential compared to the relative consistency of the others. Maybe used as the high-end of some kind of Galakrond Zoolock.
Galakrond rating: 5th best
Slow but powerful card. Play him on 10 mana for a 4/12 and a 6/6 and a card draw. Assuming the Warlock doesn’t just die, this card will provide a huge threat reminiscent of Lord Jaraxxus.
Tunnel Trogg’s elemental cousin. Less dramatic of an attack boost but a 1 mana 2/3 with no downside is nothing to sneeze at. Might actually be more suited for trading in securing an early board rather than punching face. Either aggro or midrangey decks will probably like this guy.
Blizzard is really slow-rolling us with this Moorabi synergy. In my opinion not good enough to see play. Corrupt Elementalist is far more powerful and even some of the Neutral cards are probably better than this as far as Invoke goes. Even summoning a single 2/1 Elemental with Rush doesn’t feel like enough to me.
Insert obligatory “4 mana 7/7” joke here. Almost certainly going to see play purely off of its fantastic stats and the threatening +2 Spell Damage is basically icing on the cake, making even something as basic as Beakered Lightning or Zap horrifying to play against.
Kinda awkward to use. Shaman can definitely generate tokens courtesy of things like Voltaic Burst or Thunderhead, but the Overload will really start to pile up and those 1/1 tokens are only going to get up to 2/2s off a single Storm’s Wrath.
Shadowbolt with a huge upside if you have a Dragon. It’s really good. Obviously.
Fantastic card in any Shaman deck that uses Galakrond. Invoking twice in a single card makes upgrading Galakrond a lot more efficient and presumably gives you access to multiple uses of his hero power, so this is not only a 5 mana 3/3 but also brings TWO 2/1 Elementals with Rush. So think of it almost as a 5 mana 3/3 that says “Battlecry: Deal 4 damage to an enemy minion”.
Pretty straightforward card, basically Feral Spirit if the Overload was converted to extra mana cost. Pretty awful in comparison though since the whole point of the Overload mechanic is to help take an early tempo advantage. On the flip side, if you fulfill the condition it becomes fantastic.
A lot of the cards with Overload released over the past few expansions only Overload for 1, so the condition is not to hard to fulfill. We also have two cards (Beakered Lightning and Zap!) that cost 0, so presumably you could even get this guy activate on turn 5 by playing one those 0-cost cards first. Solid card all-around, good stats, battlecry is not too hard to trigger, 5 damage is a good amount whether removing a minion or going face.
Meme-tier card. Basically falls into the same pitfalls as Shifter Zerus and Chameleos in that it is too unpredictable to make use of with any consistency. Certain to be the star of a Trolden clip or two.
Probably the same drawbacks as Boommaster Flark in that it is a relatively expensive card that summons 0-attack tokens. The fact that the eggs will presumably have a triggered ability a la Doomsayer and not a Deathrattle also means that if your opponent has any AoE or enough minions to trade with, the eggs can be destroyed without popping out the 4/4 Drakes inside. Classic “win-more” problem. If you’re already ahead, then you can develop Nithogg at your leisure and get a huge board next turn, but you’d probably win anyway. If you’re behind, it probably won’t be enough to save you since your opponent being ahead will either be able to kill you or eliminate the Eggs.
Really great version of Galakrond. The 2/1 Rush elementals from Invoke effects provide immediate impact on board and synergize with any kind of buffs you can provide (Vessina in particular comes to mind) while the Battlecry reward of bigger and bigger Rush elementals provides either further board control or presents a threatening beatdown to the face the following turn.
Galakrond rating: 2nd best
A Pirate that makes more cheap Pirates is interesting. Rogue has always appreciated cheap cards that help activate combo effects too. Might not be good enough in Standard but in Wild along with Ship’s Cannon I could see it being scary.