Comments
1,192 totalFun way to enable wacky miracle turns. Get ready for videos of the biggest Edwin's ever.
Draw 3 is typically worth 5, so getting that for 4 and adding on a vanilla minion is pretty nuts.
Solid neutral if you want to be invoking.
Already a good card with Dragon Shaman - way better when you pair it with [card]Electra Stormsurge[/card] or [card]Zentimo[/card].
Should make for some wacky shuffle combos, or just an insane tempo fiesta - I'm looking forward to it!
Seems like a fair, auto-include in Galakrond Rogue
Druid is great at drawing cards, so this seems like a fairly strong play. Even if you get average dragons, they're typically medium to large.
Destroying minions is good, getting more resources in the late game is good. This seems like a solid way to close a game with Control Priest.
Great in Arena, maybe decent as a one-of in a dragon deck.
Bad, maybe even in a Galakrond Rogue because this card is so low impact. Yeah, you'd get a lackey, but is that worth the opportunity cost of this card?
Vanilla stats and an interesting ability - could certainly see play simply because it's average in the worst case.
Interesting invoke effect to synergize with the various "kill imp" synergies we've seen in the last couple of expansions. Could be pretty good.
Playable if and only if Galakrond Warlock is good. Impact here is way too low otherwise.
Bundle enough stats and keywords and a card will be good. Maybe this is playable, it's certainly a good card to pull from a random effect.
Even without the discover this is a solid card. If Dragon Druid is a thing, this will see play.
Amazing 1-drop that helps hunter control the board in the early game without committing additional resources. Could be a staple for control styles of hunter
Old Wild Growth but better so long as your playing the most fun tribal synergy in the game...seems great.
The other thing worth noting here is that in Galakrond Dragon Priest, you can potentially lower the cost of this to 4 (2 for 2x [card]Fate Weaver[/card] and 2 for [card]Frizz Kinderoost[/card]). Obviously there's a little luck at play if …
4 mana 8/8 rush...yeah, that's pretty broken...
I'm not convinced [card]Dark Skies[/card] is good enough, but it's very flexible. In a Handlock this could pretty consistently be 3 mana 6+ damage. Comparing to [card]Cinderstorm[/card] (which has seen play), that looks like a good deal, but [card]Dark Skies[/card] …