It doesn't look good enough to justify a spot in the deck. Still a nice card if discovered by some effect or added randommly in your hand (like the new 3/5 dragons that add 2 1 cost spells in your hand).
Maybe the absolute strongest invoke card? I think so, even if the cost is tied for the hightest for invoke cards, this one do it twice, and shaman's invoke is the strongest to begin with.
So this is a 3/3 that summons 2 2/1 with rush, and evolve Galakrond of 1 stage by itself.
You play this card and don't feel bad at all, this is a thing you generally don't say about the invoke cards
A good low cost board buffs for shaman is quite scaring, the overloard maybe will make it less powerful and make it feel a bit clunky to play; but shaman now don't even dislike of being overloarded that much (especially if they are only overloaded for 1)
Memes aside, 4 mana 7/7 didn't even see that much play. This is a dragon and that helps with the "dragon in hand" requirements, but i don't think this is enough at all to justify running this card. The spell power + 2 is nice, but i don't see how it will help in anyway
I think this card is nice, is a cheap invoke card, and that is already good. Freezing a minion and summoning a 2/1 with rush for 1 mana is super good, because it disrupt your opponent's tempo and helps you catch up if you are behind because it only cost 1 and doesn't take your whole turn. One of the best invoke card for sure
This Gakakrond seems very very good. It has a proactive battlecry (and reactive too, thans to rush), the reason i pointed out that is proactive is because Shudderwock will repeat it (unless it repeat all the invoke battlecries before and there is anymore space in the board).
Galakrond shaman is looking very good because it has the best invoke and the best invoke cards.
in standard is not that strong, but helps rogue with combo cards. In a pirate deck it would be played even if is a bad card to put out with Captain Hooktusk (i hope that that deck will be playable, because i opened a golden captain hooktusk and she looks amazing)
In standard it looks like a win-more card, because priest doesn't have any mana cheating right now, so for this card to be strong it has to hit a strong minion that you already played and that it survived.
This is a better card than the 7/7, because it impacts the board rigth away. Still, i don't think at all that these 2 cards are worth the trouble of not including neutral cards in your deck. Maybe in future expansions if the theme will have some new tools
I think this card is very good in a swarm deck, the only problem is that, if you have it in your starting hand for example, that those decks want to spend mana to put pressure on the board instead of playing this but playing the minions first will make this sidequest harder to complete.
Especially if this card is the reward, 5 random paladin cards is good, but paying 7 mana to add 5 cards that maybe will suck is not an easy thing to do because on turn 7 is just playing a 7 mana 7/7 and there is a reason the golem was never played in any deck
This card is cool, it gives you a 1 turn play and a low cost spell that synergies with your deck. In cyclone mage i'm pretty sure it will be played, because it works with the sidequest and makes the giant cost 1 less; is another target for Sandbinder but probably the target you don't want to hit
The reward is amazing, but the condition is not easy to complete. Even if you can complete it, maybe playing the elementals wasn't your best play so you still losing tempo.
Thanks to the new elementals in the new expansion maybe it will see play in cyclone mage.
This card is very interesting, mages in general have an easy time generating spells, and mage decks that purposely want to generate a lot of spells do it pretty well.
Maybe it will gives the cyclone mage the consistency of pressuring the opponent.
is still an elemental so Sandbinder has another target in those decks, the new legendary included
It doesn't look good enough to justify a spot in the deck. Still a nice card if discovered by some effect or added randommly in your hand (like the new 3/5 dragons that add 2 1 cost spells in your hand).
To add salt to the injury, they printed this card for the class that already has the best invoke mechanic. Very strong.
Maybe the absolute strongest invoke card? I think so, even if the cost is tied for the hightest for invoke cards, this one do it twice, and shaman's invoke is the strongest to begin with.
So this is a 3/3 that summons 2 2/1 with rush, and evolve Galakrond of 1 stage by itself.
You play this card and don't feel bad at all, this is a thing you generally don't say about the invoke cards
A good low cost board buffs for shaman is quite scaring, the overloard maybe will make it less powerful and make it feel a bit clunky to play; but shaman now don't even dislike of being overloarded that much (especially if they are only overloaded for 1)
Memes aside, 4 mana 7/7 didn't even see that much play. This is a dragon and that helps with the "dragon in hand" requirements, but i don't think this is enough at all to justify running this card. The spell power + 2 is nice, but i don't see how it will help in anyway
I think this card is nice, is a cheap invoke card, and that is already good. Freezing a minion and summoning a 2/1 with rush for 1 mana is super good, because it disrupt your opponent's tempo and helps you catch up if you are behind because it only cost 1 and doesn't take your whole turn. One of the best invoke card for sure
a 1/3 that has a way to gain a bit of attack is generally a good card, i think it will see some play in the right decks
This Gakakrond seems very very good. It has a proactive battlecry (and reactive too, thans to rush), the reason i pointed out that is proactive is because Shudderwock will repeat it (unless it repeat all the invoke battlecries before and there is anymore space in the board).
Galakrond shaman is looking very good because it has the best invoke and the best invoke cards.
in wild is very strong.
in standard is not that strong, but helps rogue with combo cards. In a pirate deck it would be played even if is a bad card to put out with Captain Hooktusk (i hope that that deck will be playable, because i opened a golden captain hooktusk and she looks amazing)
0 mana spells are always something you have to look for, this card seems to already go in the nomi priest decks.
In standard it looks like a win-more card, because priest doesn't have any mana cheating right now, so for this card to be strong it has to hit a strong minion that you already played and that it survived.
In wild is scary.
By itself, is the best invoke card. Too bad that the invoke for priest is the weakest, and that they have the weakest Galakrond deck too.
This is a better card than the 7/7, because it impacts the board rigth away. Still, i don't think at all that these 2 cards are worth the trouble of not including neutral cards in your deck. Maybe in future expansions if the theme will have some new tools
I think this card is very good in a swarm deck, the only problem is that, if you have it in your starting hand for example, that those decks want to spend mana to put pressure on the board instead of playing this but playing the minions first will make this sidequest harder to complete.
Is not a very good topdeck either.
Pretty strong card, and is even stronger with the new sidequest. It will probably see some amount of play
I don't see this "pure" paladin deck.
Especially if this card is the reward, 5 random paladin cards is good, but paying 7 mana to add 5 cards that maybe will suck is not an easy thing to do because on turn 7 is just playing a 7 mana 7/7 and there is a reason the golem was never played in any deck
This card is cool, it gives you a 1 turn play and a low cost spell that synergies with your deck. In cyclone mage i'm pretty sure it will be played, because it works with the sidequest and makes the giant cost 1 less; is another target for Sandbinder but probably the target you don't want to hit
In Highlander i'm not sure it will see play
The reward is amazing, but the condition is not easy to complete. Even if you can complete it, maybe playing the elementals wasn't your best play so you still losing tempo.
Thanks to the new elementals in the new expansion maybe it will see play in cyclone mage.
Cool card overall
This card is good, and is a card that highlander mages especially were looking for.
It clears a wide small board, two mid-rangey minions or a big minion, or a combination of those.
It even rewards you for playing around it, so it gives some interactivity, which is very nice.
5/5
This card is very interesting, mages in general have an easy time generating spells, and mage decks that purposely want to generate a lot of spells do it pretty well.
Maybe it will gives the cyclone mage the consistency of pressuring the opponent.
is still an elemental so Sandbinder has another target in those decks, the new legendary included