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TopicHearthstone Discussion Topic #2 - Descent of Dragons (Enter The Galakrond)
metroid composite
12/07/19 10:25:10 AM
#114:


3 mana

4/3 deathrattle shuffle two 1/1s into your opponent's deck. (Bad Luck Albatross). It's...interesting. It's kind of like Weasel Tunneler, but with ok stats when you play it. If your opponent draws a 1/1 this card was worth it, so it's ideal in midrangey decks that expect to last about 15 turns. Also worth it if they don't draw it but they're playing highlander or Paladin Paladin and you disable a couple of their cards. Seems...narrow though.

3/4 your opponent's next hero power costs 3. Meh. If you want to counter wild even decks, this is a pretty nasty turn 3 play, but this is pretty marginal against most other decks.

3/4 has +3 attack for each other of ~this~ you control. Are you looking for a Beast version of Spider Tank? This is a better option than Augmented Elek.

1/3 battlecry gain +1 attack for each card in your opponent's hand. The comparison I've seen is to Goblin Sapper, which is a 2/4 that gets +4 attack if your opponent is holding 6 cards. The 4 health matters a lot I think, and Goblin Sapper also sucked.

3/3 if you control a mech gain +1/+1 and rush. (Goboglide Tech). Sam this into your mech decks IMO.

3/4 your minions can't be frozen. Elemental. I do hate being frozen, so I kinda want that in a deck TBH. I probably shouldn't run it, buuuut...temptation is high.

3/3 Battlecry: if you're holding a dragon deal 2 damage (Scalerider). It's SI:7 for dragon decks, and literally the only dragon relevant card at 3 mana or below. Run this in your dragon decks.

4 mana

Devoted Maniac--2/2 rush invoke. Most of the invoke cards look really strong to me, where getting one of those hero powers actually makes the card sound worth playing on its own. This card is the exception. With the shaman galk it's...a 2/2 rush and a 2/1 rush. That's basically a 4 damage spell to enemy minions for 4 mana which is pretty...meh. With the Warlock Galk you get a 2/2 rush and two 1/1s. By comparsion at 4 mana you could get Hench Clan Hag for a 3/3 and two 1/1s (no rush but 3/3 is quite a bit bigger than 2/2). I'm...underwhelmed.

Dragonmaw Poacher--4/4 if your opponent controls a dragon gain +4/+4 and rush. Probably one of those cards you just slam into every deck on day 1, but becomes more niche as people realize dragons aren't as busted as they thought.

5/4 can't be targeted by spells or hero powers. Dragon. Don't think this makes the cut

Frizz Kindleroost: 5/4 battlecry reduce the cost of dragons in your deck by 2. I was having some debates with people on reddit about this card, but I think people are overhyping it when they call it the new keleseth. At some point, cost reduction stops mattering, when you run out of cards in hand (around 10 mana) so you have to draw this, and then after that draw important cost reduced dragons before you are just sitting on excess mana anyway. (Exceptions for combo malygos decks, but I don't think this is a great combo enabler since you need to not draw Malygos first to set up combos with this).

2/6 rush taunt. I...don't think this makes the cut in most decks, but it's a lot closer than all the other 2/6 taunts we've gotten recently.

4/2 equip one of your destroyed weapons. Pirate. I...am not sold on this card. Almost never good on turn 4 cause the weapons that are dead by that point are rarely worth reviving. Pretty sure it would equip a 1/3 Kingsbane, so that's not very useful. If you get like a firey war axe or better out of it, that's probably acceptable value for the mana, but you need to actually play and destroy that weapon first, which won't always happen fast.

3/3 deal 3 damage to a random enemy minion. (Troll Batrider) It's...technically neutral Flanking Strike if you're lucky. Bomb Lobber got some real play in constructed (5 mana 3/3 deal 4 damage to a random target) so this actually probably will too.

2/5 has +2 attack for each dragon in your hand. One dragon makes this a yeti. I am jaded and don't expect much from this style of card, though.

3/9 taunt, battlecry summon three 1-cost minions for your opponent. (Zudark Ritualist) Fairly garbage in a generic deck; if you assume all three summons will just attack into the taunt, it's like a 3/4 or 3/5 taunt. However...If you have a plan to resurrect it, cheat it into play without triggering battlecry, or just really hate wild big priest, though, I guess it might find a home? Arguably goes straight into wild Jade Druid as the taunt you want to summon off of Oaken Summons, and giving the middle finger to big priest is still relevant for wild jade druid.

5 mana

Big Ol Whelp: 5/5 battlecry: draw a card. Dragon. I'm slamming this card into basically every deck on launch, including non-dragon decks.

0/3 egg, secretly discover a dragon to hatch into. Deathrattle: hatch. ...Meh. We know what an egg needs to hatch into at 5 mana, and it's an 8/8 (Mechan'o'egg). This is going to hatch way smaller than 8/8 a lot of the time.

3/5 Dragon. Battlecry: add two 1-cost spells to your hand. (Cobalt Spellkin). This looks...pretty good actually? A 5 mana 3/5 is a bit slow, though, so not all decks will want it.

Faceless Corruptor: 5/4 rush, Battlecry: transform one of your minions into a copy of this. People have been hyping this card up as neutral oasis surger which...I mean, obviously you need a minion to transform and it's 5/4, but yeah, still plenty strong.

4/4 battlecry steal your opponent's weapon. Most decks would be happier with Harrison, I think. (Extra kick in the teeth to wild Kingsbane decks though?)

Platebreaker: 5/5 destroy your opponent's armour. Still shocked that this is a thing.

Shield of Galkarond: 4/5 taunt invoke. Really good card. Most of the invoke effects are worth adding about 2 mana to get, which makes this kind-of like a 4/5 taunt for 3. Just...pushed.

3/3 murloc, If you're holding a dragon summon two random murlocs. (Skyfin). I mean, power-level wise this is fine if you're holding a dragon. Like...I play Murloc Knight in my wild Even Paladin, and Murloc Knight into 1 mana hero power is a real solid turn 5 play and requires no other muloc synergy. This is pretty similar. But...man, I also remember Blackwing Technician, which like yeah it was a 3 mana 3/5, but often got cut from decks cause it wasn't a dragon. I'm skeptical if "make a decent pile of stats on the board" is enough of an incentive to run a non-dragon in a dragon deck.

6/5. Each player draws a card, swap their costs. (Tentacled Menace). Super niche for some weird druid ramp deck or big paladin deck or something. Most decks just run Big ol' Welp so you don't draw your opponent a card.

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