Resource generation is nothing to scoff at, especially in an aggressive deck that needs to keep up the momentum. Pairs well with Skybarge, obviously, and could be amusing to pull some Rogue Pirates off this.
The extra Health might make all the difference between Ship's Cannon and this card. Slower than the Cannon, though, which is a problem for a deck that wants to be aggressive. Maybe this will translate to some kind of mid-range situation.
Looks good, but not OP. You risk overextending by dropping all of your Pirates right into an AoE. At least Ancharrr isn't pathetically out-of-place anymore.
Might be too little too late, now that the primary Elemental expansion (Un'Goro) is out of Standard. Are there enough left that you'd really want to run, the kind you want to play two in a row? Hard to do when you're sitting on them for a specific reason (Mana Cyclone). The reward is amazing, just not sure about the requirement in Standard.
A free 8/8 in an Open the Waygate deck; maybe it will find a home in Wild there whilst working toward Cyclone Mage in Standard. Keep in mind it doesn't specify the card must be a spell, so cards like Messenger Raven count too.
Wow in my custom Lich class I made this spell cost 6, 'cause I was super worried about abusing it. Didn't think a simple "double effect = double cost" over Ancestral Spirit would go over well with people. In the right deck, I think this card will be disgusting.
Flame Lance saw no play in-part because 8 damage to one minion is occasionally overkill; this allows you to blast the adjacent minions as well, which makes it incredibly flexible. It's practically a "Choose One", like Starfall: dump all of the damage into one heavy, or clear a board of smaller stuff. I love it.
Honestly amazed that the card lacks an Overload. It's a fantastic addition for Galakrond Shaman. With the Taunts, Invocation of Frost, and the Rush tokens, Galakrond Shaman seems a little Control-y, no?
Still too much work for the payoff. Worse than the other card because you want to play this early, whereas I see Lightforged Crusader as a value-engine in long games. With Lightforged Zealot you're going to have to play by the (harsh) rules.
New build-around cards are always appreciated, although this one is a bit wonky. If I were to play this card, I would probably save it for a late-game value-engine and hope I draw all of my Neutrals before I truly need it. I don't trust such an archetype to work out.
Also might be the closest we get to seeing Yrel in-game.
Seems really strong. With Corrupt the Waters you could have four 8/8s with Rush on the table. And has been noted, anything that can produce token minions is strong in a class with Bloodlust.
With the Shaman's ability to flood the board, this is a no-brainer card for certain decks. The Overload keeps it in check a little...except you can also find synergy with the Overload, so the right deck will abuse both aspects of the card.
Resource generation is nothing to scoff at, especially in an aggressive deck that needs to keep up the momentum. Pairs well with Skybarge, obviously, and could be amusing to pull some Rogue Pirates off this.
Not enough to make the Priest + Lackey combination matter. It's just too little too late.
The extra Health might make all the difference between Ship's Cannon and this card. Slower than the Cannon, though, which is a problem for a deck that wants to be aggressive. Maybe this will translate to some kind of mid-range situation.
Looks good, but not OP. You risk overextending by dropping all of your Pirates right into an AoE. At least Ancharrr isn't pathetically out-of-place anymore.
Might be too little too late, now that the primary Elemental expansion (Un'Goro) is out of Standard. Are there enough left that you'd really want to run, the kind you want to play two in a row? Hard to do when you're sitting on them for a specific reason (Mana Cyclone). The reward is amazing, just not sure about the requirement in Standard.
Good enough to see play, given it's a perfectly fine 1-drop that generates a spell. Obvious inclusion for Cyclone Mage.
A free 8/8 in an Open the Waygate deck; maybe it will find a home in Wild there whilst working toward Cyclone Mage in Standard. Keep in mind it doesn't specify the card must be a spell, so cards like Messenger Raven count too.
Wow in my custom Lich class I made this spell cost 6, 'cause I was super worried about abusing it. Didn't think a simple "double effect = double cost" over Ancestral Spirit would go over well with people. In the right deck, I think this card will be disgusting.
Flame Lance saw no play in-part because 8 damage to one minion is occasionally overkill; this allows you to blast the adjacent minions as well, which makes it incredibly flexible. It's practically a "Choose One", like Starfall: dump all of the damage into one heavy, or clear a board of smaller stuff. I love it.
Fantastic Invoke card and a solid turn-1 play. It's cheap, it's simple, and you can drop it whenever you need to for the value.
Honestly amazed that the card lacks an Overload. It's a fantastic addition for Galakrond Shaman. With the Taunts, Invocation of Frost, and the Rush tokens, Galakrond Shaman seems a little Control-y, no?
Random is a hard sell for me, but at least it's cheaper than Bomb Lobber? I just don't see you wasting a slot (or two) in your deck for this.
Still too much work for the payoff. Worse than the other card because you want to play this early, whereas I see Lightforged Crusader as a value-engine in long games. With Lightforged Zealot you're going to have to play by the (harsh) rules.
New build-around cards are always appreciated, although this one is a bit wonky. If I were to play this card, I would probably save it for a late-game value-engine and hope I draw all of my Neutrals before I truly need it. I don't trust such an archetype to work out.
Also might be the closest we get to seeing Yrel in-game.
Glacial Shard with Rush, as others have noted. Glacial Shard saw a lot of play, so this seems like a no-brainer in a Galakrond deck.
Seems really strong. With Corrupt the Waters you could have four 8/8s with Rush on the table. And has been noted, anything that can produce token minions is strong in a class with Bloodlust.
Inb4 Token Paladin strikes again? Microbots aplenty until The Boomsday Project rotates come April.
I'm getting PTSD flashbacks to Odd Paladin. An easy-to-proc and easy-to-control Competitive Spirit makes for a great card.
With the Shaman's ability to flood the board, this is a no-brainer card for certain decks. The Overload keeps it in check a little...except you can also find synergy with the Overload, so the right deck will abuse both aspects of the card.
I was down on the card until I read the comments; combining him with Earthen Might or an early Overload is a solid play, I think.