StormKnightSera
LV.17Serra Angel
Comments
2,844 totalIt only takes one to make this an [card]Arcane Intellect[/card], and it's not like that card is useless. If Treant Druid works, this will be in it for sure.
Seems like a new staple for Token and/or Treant Druid; a card that fits more than one archetype well can't be that bad.
Resource generation is nothing to scoff at, especially in an aggressive deck that needs to keep up the momentum. Pairs well with [card]Skybarge[/card], 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 [card]Ship's Cannon[/card] 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 …
Looks good, but not OP. You risk overextending by dropping all of your Pirates right into an AoE. At least [card]Ancharrr[/card] 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 …
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 [card]Open the Waygate[/card] 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 …
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 [card]Ancestral Spirit[/card] would go over well with people. In the …
[card]Flame Lance[/card] 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 [card]Starfall[/card]: dump all of …
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, [card]Invocation of Frost[/card], 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 [card]Bomb Lobber[/card]? 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 [card]Lightforged Crusader[/card] as a value-engine in long games. With [card]Lightforged Zealot[/card] you're going to have to play by …
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 …
[card]Glacial Shard[/card] 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 [card]Corrupt the Waters[/card] 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 [card]Bloodlust[/card].
Inb4 Token Paladin strikes again? [card]Microbot[/card]s aplenty until The Boomsday Project rotates come April.
I'm getting PTSD flashbacks to Odd Paladin. An easy-to-proc and easy-to-control [card]Competitive Spirit[/card] makes for a great card.