- Galakrond Turbo~!
- Tempo Warrior
TREMBLE BEFORE THE ALL MIGHTY MASTER OF SMORC:
THE MIGHTY GALAKROND HAS RISEN. NOW WEEP, AS YOUR LIFE TOTAL FALLS...
So yeah, this might be one of the more straight-forward, easy to see archetypes that we're getting coming out of Descent, it's Galakrond Tempo, a variant of the current standard Tempo Warrior shell that jams in all the snazzy new Galakrond and Invoke support to create one aggressive powerhouse of a tempo deck. Lotta neat little tricks you can pull with good ol' Gala, with the overall idea being to smash your opponents face as hard as possible turn after turn to the point where the moment you go to become Galakrond, the game immediately ends.~
The most important thing to realize with Galakrond is just how much INSTANT DAMAGE you can potentially do with him, beginning on the very turn you play him. Of the 4 minions that Galakrond draws, if even one of them is Southsea Deckhand, you've already netted yourself a sweet 11 points of immediate charge damage for the low low price of 8 mana. Honestly, Galakrond and Southsea seem like a match made in card game heaven (or hell, depending) and I'd be shocked if aggro galakrond warrior decks DIDN'T run them together. It just seems too easy.
And South Sea isn't the only promising target for Galakrond! Sn1p-Sn4p, Korkron, Leeroy and even Red Band Wasp, all cards Aggro Warrior is ALREADY running before Descent has even dropped, benefit greatly from that +4/+4 buff. Even Grommash, coming in and swinging for a nice easy 16 DAMAGE WITH INNER RAGE, makes it VERY EASY to close out games against all but the most controlling, healing and taunt-loving of opponents. Taunt is cheat btw.
Flex Cards / Alternate Card Considerations
- Zilliax: Not very hard to understand this one. Wins the aggro mirrors. Good Synergy with Galakrond while just being good all around.
- Akali the Rhino: It's kinda like a re-roll on your Galakrond tbh. And Akali as a 9/9 is a bit more likely to stick around and net you EXTRA value later. Still a bit to slow tho, and RUINS invoke consistency ala Town Crier and Devoted Maniac. Control meta's only.
- Kronx Dragonhoof: Now okay, I know what you're thinking. "Sky, how can you NOT run Kronx!?! He's Insane!!!". And while yeah, he does do a lot, from fixing that Galakrond Draw in the late game to offering a lot of flexibility once you do 'Krond up, I just think he might be a biiiiiit too slow for this style of deck. Remember that drawing Galakrond with this deck is SORTA supposed to end the game on spot if not the turn after, so his devastation's won't really get that much use time. Which... just leaves his tutoring effect and I mean, sure, it would be a very nice effect to have... if it were cheaper than 6 mana or came with some immediate impact on the board state. After all, we are an aggressive tempo deck. Spending 6 mana to draw a card that draws us more cards... isn't really how we want to spend two turns. Think of Galakrond here as just a really efficient, 8 mana Pyroblast at times that also helps you refuel and stabilize. Giving your opponent the breathing room they need to heal up on turn 6 just sounds way too risky to me, so I'd really rather avoid it if possible. Who knows tho, maybe he is actually core. Makes for Good control tech at least.
- EVIL Quartermaster: Just a solid 3 drop with some sustain for almost no tempo loss. Also lets you offset the damage you take from invoking all the time.
- Rampage: The key card at the heart of today's tempo warrior, surprisingly absent here. Galakrond kinda does what Rampage did and more in all regards but the early game. Another one of those "something has to get cut" issues where we'd really like to have it but... everything else just seems more essential.
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