I actually don't think Necrium Apothecary is the main problem, but rather cards like Necrium Blade, as they provide pretty much an instant trigger for the Deathrattle. I'd rather see nerfs to that weapon, maybe switching its Attack and Durability to slow down the deck a bit.
I'm preparing myself to play in Standard mode next rotation, hence I focused a bit on getting pieces for future Galakrond decks. Now, pretty much all of them have Kronx Dragonhoof in them in Standard. Should I disenchant some useless Wild cards to get him now or should I wait to gather more dust and maybe get him from the pack?
I do agree healing is not the best aspect of this deck, which leaves it vulnerable to burst. You can tech in Greater Healing Potion if needed to gain some more sustain versus high damage combos you anticipate.
Twilight Drake seems like an interesting addition, because you do have around 8 cards in your hand most of the time. I do wonder what can be replaced for it tho. I'd say not much.
Btw, I do run Wyrmrest Agent in my base deck, so you didn't have to worry if you thought you included that card just because you didn't craft other cards.
I'm glad that you are close to trying out my deck. It's going to be a great opportunity for me to see if it stands out amongst other strong decks. It's still in flux, but the core seems to be working.
I feel like this deck doesn't benefit from cost reduction, although it sometimes feels good to have. Also, not sure what cards [Hearthstone Card (Fateweaver) Not Found] could replace. I'm better off getting Kronx imo.
Getting Fateweaver also probably narrows down my hybrid deck to one direction - either Dragons or Deathrattles.
League of Legends no doubt. I really love playing multiplayer games, because I can talk with other people and communicate with them. LoL is just my top dog without any question - I've spent so much time on it, and despite any break I may take (like the one I'm currently taking to play some more HS), I'm sure I'll come back soon.
2nd place would be Overwatch and 3rd place would be Witcher 3 - one of few singleplayer games I loved. I especially found myself constant;y hunting for Gwent cards and ignoring the main plot altogether. xd
Haven't played Ranked in Standard mode, but I might play some in near future with more cards. Probably going to play Galakrond Priest if I get some more cards for Standard mode - got some pieces already (maybe getting Kronx soon will prove helpful).
Welcome to Shudderwock era once again, bois. I think he's quite the sole reason Galakrond Shaman is very strong, because you can summon a lot of minions, transform them into Shudderwocks because of Faceless Corruptor, add them to your hand through Barista Lynchen and add other broken Battlecries like of Kronx Dragonhoof on top.
There are a few solutions, I guess.
Move Shudderwock to Hall of Fame. Probably the most ridiculous option, but it may be required to drastically reduce the power level of Galakrond Shaman without nerfing it to oblivion for Wild, where they can already taste infinite Shudderwocks. The only problem I see with this option is that if Galakrond Shaman proves to be way too OP in Wild, then the move will become redundant, but I guess the power level of Wild is high enough that this deck may not be the strongest and on par with other Wild Decks.
Nerf Faceless Corruptor. I would love to have the effect of this card changed to transform a minion into another 5/4 Corruptor, not into a copy, because it then works with Shudderwock, enabling the infinite chain. If that interaction is nerfed, then Shaman is in a much better spot, as they can no longer go infinite in Standard. Wouldn't also mind an increase in Cost.
Change Galakrond's Battlecry a little. Instead of summoning two Elementals which get bigger with upgrades, he could instead summon one 4/4 Elemental and increase the amount of summoned minions. This would clunk up the Shudderwock chain a bit, as you would summon less minions from your other Invoke minions played earlier in the match. It would also slightly nerf the first form and be neutral to final Galakrond. But still, this is not the priority change.
This... is WAY broken in Standard Shudderwock Shaman decks, as this minion's Battlecry should presumably transform another friendly minion into Shudderwock when he is played. This, with other cards like Desert Hare and Barista Lynchen and some good order, brings back infinite Shudderwock chains. This should NOT be allowed.
Otherwise a solid card for token decks who care more about their small minions being transformed into big ones - two 5/4 minions who can trade right away is nothing to scuff at. But this has to be broken in Shaman unless the interaction is differend so that you transform a minion into that 5/4 during Shudderwock's Battlecry, which I hope Blizzard does to avoid the nuisance of infinite value.
I don't like this card, nor I don't think it will see a lot of play. The goal for Handlock is playing their Mountain Giant as soon as possible, and they should be able to play it on turn 4 when it costs (4). If you attempt to play this card before turn 4, you may get to reduce some face damage you get from aggro decks, but then you slow down your progress, and by turn 5 or 6 of you enemy, they have a much higher percentage to outright kill your Giant.
The fact it can also damages your own minions makes this quite redundant when you want to maybe clear a bit of enemy stuff, but you also have your board set up and you want to push more damage into your opponent's face. And it's quite a rare likehood you'll get to deal 11 damage in total with this card.
Overall a bad card, only usable if you pray to RNGesus or in the early game if you don't mind playing your Giant later, which I don't think it's the right mindset to play Handlock. I don't even think all new hand-related cards Warlock will get are going to change much for the class, but we shall see in near future.
Looks very interesting. While it seems slow, I think this can be pretty decent. It's not instant, but it does have decent synergy with some of other Priest cards like Shadowy Figure or Psychopomp. Also a decently nice Deathrattle for Da Undatakah - not that it breaks that card, but it's something to note nonetheless.
Should see play in Dragon decks, as their shell seems pretty decent with all new removal, their Galakrond and some cards from the previous year like Wyrmguard. They should be theoretically able to keep quite a lot of boards in check, perhaps they could take a slight Deathrattle approach for this card and previously mentioned ones.
Hmn... destroying up to four random minions is pretty nice, assuming you get to Invoke four times. This could compete with other board clears in Standard, and will rise in popularity in the next rotation. But enough of foretelling, this seems... ok.
His Battlecry kind of doesn't impress me, because you have to invest quite a lot of resources to get the final upgrade and even then it's not the entire board clear, but still a welcome one against boards where you are more certain you destroy their strongest minions.
About the Hero Power... it's relatively fine, defintely the best among other Galakronds in terms of average constant value (not counting Rogue's one if it generates tons of Dragonic Lackeys). Priest minions aren't usually the strongest, but I guess they do some nice stuff. Overall a solid Galakrond, being the most grindy one.
I guess this card seems pretty strong, because it does have Rush and that sweet synergy with Barista Lynchen for more late game-eqsue power. But it's only too good if you get to Invoke twice, which will likely not happen by turn three - maybe around turn six, seven or eight, which is still the time to get the mentioned combo. As a standalone card, it's alright, but you wouldn't want to include a worse Rabid Worgen in your deck and want a late-game 9/6 instead.
I don't think this will surpass Restless Mummy that much in terms of early game tempo, because Mummy has no restriction to get powerful, and is also a sticky minion when needed. This one deals more damage later (WAY more with cards like Warrior Galakrond), but can take more board space. That drawback seems very minor though.
It really depends on how the Warrior Galakrond plays out, as his Hero Power is giving you Attack instead of more defense, but has a powerful tutor. If you happen to tutor this, it becomes a scary foe. Also nice with Akali, the Rhino, but that card has seen no play due to how slow it is. Should see play overall.
This... looks to be pretty good. On average, it can give you a very good pile of stats when played, which is always welcome. There are definitely some weaker ones, but the medium is good enough to probably warrant running this card. But it feels a little win-more for me, because very few Dragons have Taunt. If you are behind, this Alex may help, but it's not an instant win if you opponent has been holding you on a leash.
Also very good with Shudderwock for card generation and additional bodies, tho it can clump your hand and board space pretty fast with Alex. But I'll definitely like it, especially with Hagatha the Witch.
I actually don't think Elysiana will work with my card bundle, because she does not shuffle cards, but replaces your entire deck, which I think is a big difference. And while the cards themselves aren't the best, Lake Seer does add a lot of power to them imo.
These are really cool! I like the concept. One thing I would change though, is the card text of lake seer, as it seems a bit confusing to me currently. Like I'm not sure if you are also shuffling the frog, or if you are shuffling it instead of the card supposed to be shuffled in. I'm leading towards the first option, so I'd add an 'also' in the card text. But overall, cool ideas!
also, it should say "lake frog" instead of just "frog" because the token is called lake fro
Shortening the name of Lake Frog in Lake Seer's card text was mainly made for aestethic purposes.
I actually don't think Necrium Apothecary is the main problem, but rather cards like Necrium Blade, as they provide pretty much an instant trigger for the Deathrattle. I'd rather see nerfs to that weapon, maybe switching its Attack and Durability to slow down the deck a bit.
I'm preparing myself to play in Standard mode next rotation, hence I focused a bit on getting pieces for future Galakrond decks. Now, pretty much all of them have Kronx Dragonhoof in them in Standard. Should I disenchant some useless Wild cards to get him now or should I wait to gather more dust and maybe get him from the pack?
Glad to see you having nice results with my deck.
I do agree healing is not the best aspect of this deck, which leaves it vulnerable to burst. You can tech in Greater Healing Potion if needed to gain some more sustain versus high damage combos you anticipate.
Twilight Drake seems like an interesting addition, because you do have around 8 cards in your hand most of the time. I do wonder what can be replaced for it tho. I'd say not much.
Btw, I do run Wyrmrest Agent in my base deck, so you didn't have to worry if you thought you included that card just because you didn't craft other cards.
I'm glad that you are close to trying out my deck. It's going to be a great opportunity for me to see if it stands out amongst other strong decks. It's still in flux, but the core seems to be working.
Right now, I've replaced both Azure Drakes with Big Ol' Whelp and Breath of the Infinite for Wretched Reclaimer. The 5/5 Dragon is basically Azure Drake, but slightly bigger, and Breath felt a bit underwhelming at times - same could be said about Chronobreaker.
There's just one rule to this deck. NEVER play Temporus if it comes out from Galakrond's Wit - I got into trouble by that card twice.
I feel like this deck doesn't benefit from cost reduction, although it sometimes feels good to have. Also, not sure what cards [Hearthstone Card (Fateweaver) Not Found] could replace. I'm better off getting Kronx imo.
Getting Fateweaver also probably narrows down my hybrid deck to one direction - either Dragons or Deathrattles.
League of Legends no doubt. I really love playing multiplayer games, because I can talk with other people and communicate with them. LoL is just my top dog without any question - I've spent so much time on it, and despite any break I may take (like the one I'm currently taking to play some more HS), I'm sure I'll come back soon.
2nd place would be Overwatch and 3rd place would be Witcher 3 - one of few singleplayer games I loved. I especially found myself constant;y hunting for Gwent cards and ignoring the main plot altogether. xd
Haven't played Ranked in Standard mode, but I might play some in near future with more cards. Probably going to play Galakrond Priest if I get some more cards for Standard mode - got some pieces already (maybe getting Kronx soon will prove helpful).
Welcome to Shudderwock era once again, bois. I think he's quite the sole reason Galakrond Shaman is very strong, because you can summon a lot of minions, transform them into Shudderwocks because of Faceless Corruptor, add them to your hand through Barista Lynchen and add other broken Battlecries like of Kronx Dragonhoof on top.
There are a few solutions, I guess.
This... is WAY broken in Standard Shudderwock Shaman decks, as this minion's Battlecry should presumably transform another friendly minion into Shudderwock when he is played. This, with other cards like Desert Hare and Barista Lynchen and some good order, brings back infinite Shudderwock chains. This should NOT be allowed.
Otherwise a solid card for token decks who care more about their small minions being transformed into big ones - two 5/4 minions who can trade right away is nothing to scuff at. But this has to be broken in Shaman unless the interaction is differend so that you transform a minion into that 5/4 during Shudderwock's Battlecry, which I hope Blizzard does to avoid the nuisance of infinite value.
5/5 if it works the first way
3.75/5 if it works the other way
4/5 for token decks
I don't like this card, nor I don't think it will see a lot of play. The goal for Handlock is playing their Mountain Giant as soon as possible, and they should be able to play it on turn 4 when it costs (4). If you attempt to play this card before turn 4, you may get to reduce some face damage you get from aggro decks, but then you slow down your progress, and by turn 5 or 6 of you enemy, they have a much higher percentage to outright kill your Giant.
The fact it can also damages your own minions makes this quite redundant when you want to maybe clear a bit of enemy stuff, but you also have your board set up and you want to push more damage into your opponent's face. And it's quite a rare likehood you'll get to deal 11 damage in total with this card.
Overall a bad card, only usable if you pray to RNGesus or in the early game if you don't mind playing your Giant later, which I don't think it's the right mindset to play Handlock. I don't even think all new hand-related cards Warlock will get are going to change much for the class, but we shall see in near future.
2/5
Looks very interesting. While it seems slow, I think this can be pretty decent. It's not instant, but it does have decent synergy with some of other Priest cards like Shadowy Figure or Psychopomp. Also a decently nice Deathrattle for Da Undatakah - not that it breaks that card, but it's something to note nonetheless.
Should see play in Dragon decks, as their shell seems pretty decent with all new removal, their Galakrond and some cards from the previous year like Wyrmguard. They should be theoretically able to keep quite a lot of boards in check, perhaps they could take a slight Deathrattle approach for this card and previously mentioned ones.
4/5
Hmn... destroying up to four random minions is pretty nice, assuming you get to Invoke four times. This could compete with other board clears in Standard, and will rise in popularity in the next rotation. But enough of foretelling, this seems... ok.
His Battlecry kind of doesn't impress me, because you have to invest quite a lot of resources to get the final upgrade and even then it's not the entire board clear, but still a welcome one against boards where you are more certain you destroy their strongest minions.
About the Hero Power... it's relatively fine, defintely the best among other Galakronds in terms of average constant value (not counting Rogue's one if it generates tons of Dragonic Lackeys). Priest minions aren't usually the strongest, but I guess they do some nice stuff. Overall a solid Galakrond, being the most grindy one.
Rating 3.75/5
I guess this card seems pretty strong, because it does have Rush and that sweet synergy with Barista Lynchen for more late game-eqsue power. But it's only too good if you get to Invoke twice, which will likely not happen by turn three - maybe around turn six, seven or eight, which is still the time to get the mentioned combo. As a standalone card, it's alright, but you wouldn't want to include a worse Rabid Worgen in your deck and want a late-game 9/6 instead.
I don't think this will surpass Restless Mummy that much in terms of early game tempo, because Mummy has no restriction to get powerful, and is also a sticky minion when needed. This one deals more damage later (WAY more with cards like Warrior Galakrond), but can take more board space. That drawback seems very minor though.
It really depends on how the Warrior Galakrond plays out, as his Hero Power is giving you Attack instead of more defense, but has a powerful tutor. If you happen to tutor this, it becomes a scary foe. Also nice with Akali, the Rhino, but that card has seen no play due to how slow it is. Should see play overall.
Rating 4/5
This... looks to be pretty good. On average, it can give you a very good pile of stats when played, which is always welcome. There are definitely some weaker ones, but the medium is good enough to probably warrant running this card. But it feels a little win-more for me, because very few Dragons have Taunt. If you are behind, this Alex may help, but it's not an instant win if you opponent has been holding you on a leash.
Also very good with Shudderwock for card generation and additional bodies, tho it can clump your hand and board space pretty fast with Alex. But I'll definitely like it, especially with Hagatha the Witch.
Muckmorpher anyone?
Back at tinkering my deck a bit. Decided to drop Maelstrom Portal and one Earth Shock for Sandstorm Elemental and Earthquake. Puts a bit further emphasis on this deck being good against decently fast decks.
Probably reaching rank 13 on an account I haven't played on after Karazhan and only after mid-July.
I actually don't think Elysiana will work with my card bundle, because she does not shuffle cards, but replaces your entire deck, which I think is a big difference. And while the cards themselves aren't the best, Lake Seer does add a lot of power to them imo.
Shortening the name of Lake Frog in Lake Seer's card text was mainly made for aestethic purposes.
I made the text similar to Augmented Elekk, so that might confuse you.