High five man! :D
If you want to pursuit the path of Purrfection, I recommend crafting Back alley Barkeep and Counterfeit Copies to get an amazgin combo for value generation. The cards you get are oddly consistent, as you get mostly from your chosen regions.
Got a response from Riot Support a few minutes ago. They do say servers are overloaded.
I want to play now, but the game seems to mock me. I can't get into action because of the "Service error" bug. Is there any solution except sending a ticket to Riot?
Spiteful Summoner Shaman anyone?
In all seriousness, this is alright. It gives tons of defensiveness, but it's usually dealt with pretty easily after the turn you play - you commit your entire turn to summon some decent minions and pray your opponent doesn't kill them instantly. It's not on levels of N'Zoth or Warlock DK, but for Standard - it may be alright.
Some Salty Thoughts
Welcome to my new episode of SST, which should've been made as videos on YouTube, but I don't bother doing so. xd Now on the more serious side. I quite agree with other comments, but I'll also say some thoretical counters to Mecha'thun Warlock.
Loatheb and Rebuke can slow down their combo by a turn or two, because if you increase the cost of Bloodbloom, they can't do their combo. It's not as consistent, but considerable.
I would even consider fighting fire with fire, except by playing a Mecha'thun variant of King Togwaggle Priest. You do your usual combo except you wait before your opponent's deck is running low. Then just do it, wait a few turns to get your combo ready and win. Priest in general also has a bit of tools to slow them down with cards like Psychic Scream.
Hmn... do I always remain specitcal? Maybe, but I remain slightly optimistic for Reno. I think Mage decks might run him mainly for his mass removal, be it either functioning like Vanish or Plague of Death, but probably the latter, as the usual balance for Hero cards is 2 mana for the Hero Power, 1 mana for 5 Armor and the rest for the Battlecry - this one mentions a Passive HP, so it could account 9 Mana for Plague and 1 for 5 Armor.
Now onto his Hero Power, which amuses me. I understand that having a random spell every turn feels bad, but I'd stll take it, as it provides constant value - arguably better than from Raid the Sky Temple. You just can't underestimate that while RNG will not always bestow hope upon you, you have so many chances to get good rolls and gain an advantage over your opponent.
I'd say this is a pretty good Hero Card who can definitely buy you time and maybe sometimes screw you up, but should be usually a rather good hero throughout the game.
Can't exactly say how good or bad this card is. It seems very average - probably decent enough for Arena, but it seems to kind of have no place in Standard if included in your deck. Sure, you could argue Combo Priest would include this, as it gives a pretty high Health minion, but I don't find anything worth replacing in that deck for this card. Maybe as a one-of, and maybe once cards like Bwonsamdi, the Dead rotate.
Of course, I could be wrong. This could be aswell used in a little more mid-range version of Combo Priest where they do not have tons of 1-drops to draw with Bwonsamdi - in such case, I could see this card being more playable.
We have quite an interesting 2-drop collection for Standard right now. You can either snowball so hard with Millhouse Manastorm and Injured Tol'vir, secure the Health bonus with Cloakscale Chemist or make a Deathrattle minion like EVIL Conscripter feel like Carrion Grub. With new 2-drops on the horizon, this could be either better or worse. But I'd say the current pool is fine, just not good enough to make this broken to include in your deck.
Quote From JackJimsonQuote From ThonsonKronx was the very first craft I did on day one! I figured we all got the five Galakrond hero cards free, so I'd be playing around with those archetypes. And his effect of either drawing the hero card, or unleashing a devastation is something you'd want in any Galakrond build. Even on my f2p account that lives in poverty I crafted him immediately.He was my first craft as well. Definitely worth it.I personally doubt Galakron decks will be nerfed to un-playability. The theme of the expansion are E.V.I.L. classes (revolving around Galakrond) vs "Good" classes (revolving around Highlander decks and side quests). I think the target is to nerf gala decks just enough to be at par with highlander decks from the "good" classes.
Quote From ThonsonKronx was the very first craft I did on day one! I figured we all got the five Galakrond hero cards free, so I'd be playing around with those archetypes. And his effect of either drawing the hero card, or unleashing a devastation is something you'd want in any Galakrond build. Even on my f2p account that lives in poverty I crafted him immediately.
Kronx was the very first craft I did on day one! I figured we all got the five Galakrond hero cards free, so I'd be playing around with those archetypes. And his effect of either drawing the hero card, or unleashing a devastation is something you'd want in any Galakrond build. Even on my f2p account that lives in poverty I crafted him immediately.
He was my first craft as well. Definitely worth it.
I personally doubt Galakron decks will be nerfed to un-playability. The theme of the expansion are E.V.I.L. classes (revolving around Galakrond) vs "Good" classes (revolving around Highlander decks and side quests). I think the target is to nerf gala decks just enough to be at par with highlander decks from the "good" classes.
I think the same. Galakrond decks are almost good in terms of power level - only some other cards need a bit of nerfs.
@KANSAS @RavenSunHS my N'Zoth Dragon Galakrond Priest would like to talk with you xd
Quote From DoubleSummonGalakrond decks might be nerfed to unplayability.. So maybe he is not such a safe craft anymore...
Galakrond decks might be nerfed to unplayability.. So maybe he is not such a safe craft anymore...
Maybe only a notch. I remain optimistic about Galakrond decks in the next rotation after all bullshit like Shudderwock rotate out, because some cards from Year of the Raven swing the balance of Galakronds. Especially having faith in Galakrond Priest, as they will probably want him for some mass removal before new AoE like Plague of Death come out.
Let's not forget about a potential Hall of Fame rotation.
Well I did craft Kronx even before comments from guys after @Ballsdeeper and went on a nice tear through lower ranks in Wild with Galakrond Warlock. Thanks for advice anyway.
I'm preparing myself to play in Standard mode next rotation, hence I focused a bit on getting pieces for future Galakrond decks. Now, pretty much all of them have Kronx Dragonhoof in them in Standard. Should I disenchant some useless Wild cards to get him now or should I wait to gather more dust and maybe get him from the pack?
League of Legends no doubt. I really love playing multiplayer games, because I can talk with other people and communicate with them. LoL is just my top dog without any question - I've spent so much time on it, and despite any break I may take (like the one I'm currently taking to play some more HS), I'm sure I'll come back soon.
2nd place would be Overwatch and 3rd place would be Witcher 3 - one of few singleplayer games I loved. I especially found myself constant;y hunting for Gwent cards and ignoring the main plot altogether. xd
Haven't played Ranked in Standard mode, but I might play some in near future with more cards. Probably going to play Galakrond Priest if I get some more cards for Standard mode - got some pieces already (maybe getting Kronx soon will prove helpful).
Welcome to Shudderwock era once again, bois. I think he's quite the sole reason Galakrond Shaman is very strong, because you can summon a lot of minions, transform them into Shudderwocks because of Faceless Corruptor, add them to your hand through Barista Lynchen and add other broken Battlecries like of Kronx Dragonhoof on top.
There are a few solutions, I guess.
This... is WAY broken in Standard Shudderwock Shaman decks, as this minion's Battlecry should presumably transform another friendly minion into Shudderwock when he is played. This, with other cards like Desert Hare and Barista Lynchen and some good order, brings back infinite Shudderwock chains. This should NOT be allowed.
Otherwise a solid card for token decks who care more about their small minions being transformed into big ones - two 5/4 minions who can trade right away is nothing to scuff at. But this has to be broken in Shaman unless the interaction is differend so that you transform a minion into that 5/4 during Shudderwock's Battlecry, which I hope Blizzard does to avoid the nuisance of infinite value.
5/5 if it works the first way
3.75/5 if it works the other way
4/5 for token decks
I don't like this card, nor I don't think it will see a lot of play. The goal for Handlock is playing their Mountain Giant as soon as possible, and they should be able to play it on turn 4 when it costs (4). If you attempt to play this card before turn 4, you may get to reduce some face damage you get from aggro decks, but then you slow down your progress, and by turn 5 or 6 of you enemy, they have a much higher percentage to outright kill your Giant.
The fact it can also damages your own minions makes this quite redundant when you want to maybe clear a bit of enemy stuff, but you also have your board set up and you want to push more damage into your opponent's face. And it's quite a rare likehood you'll get to deal 11 damage in total with this card.
Overall a bad card, only usable if you pray to RNGesus or in the early game if you don't mind playing your Giant later, which I don't think it's the right mindset to play Handlock. I don't even think all new hand-related cards Warlock will get are going to change much for the class, but we shall see in near future.
Looks very interesting. While it seems slow, I think this can be pretty decent. It's not instant, but it does have decent synergy with some of other Priest cards like Shadowy Figure or Psychopomp. Also a decently nice Deathrattle for Da Undatakah - not that it breaks that card, but it's something to note nonetheless.
Should see play in Dragon decks, as their shell seems pretty decent with all new removal, their Galakrond and some cards from the previous year like Wyrmguard. They should be theoretically able to keep quite a lot of boards in check, perhaps they could take a slight Deathrattle approach for this card and previously mentioned ones.
Hmn... destroying up to four random minions is pretty nice, assuming you get to Invoke four times. This could compete with other board clears in Standard, and will rise in popularity in the next rotation. But enough of foretelling, this seems... ok.
His Battlecry kind of doesn't impress me, because you have to invest quite a lot of resources to get the final upgrade and even then it's not the entire board clear, but still a welcome one against boards where you are more certain you destroy their strongest minions.
About the Hero Power... it's relatively fine, defintely the best among other Galakronds in terms of average constant value (not counting Rogue's one if it generates tons of Dragonic Lackeys). Priest minions aren't usually the strongest, but I guess they do some nice stuff. Overall a solid Galakrond, being the most grindy one.
I guess this card seems pretty strong, because it does have Rush and that sweet synergy with Barista Lynchen for more late game-eqsue power. But it's only too good if you get to Invoke twice, which will likely not happen by turn three - maybe around turn six, seven or eight, which is still the time to get the mentioned combo. As a standalone card, it's alright, but you wouldn't want to include a worse Rabid Worgen in your deck and want a late-game 9/6 instead.
I don't think this will surpass Restless Mummy that much in terms of early game tempo, because Mummy has no restriction to get powerful, and is also a sticky minion when needed. This one deals more damage later (WAY more with cards like Warrior Galakrond), but can take more board space. That drawback seems very minor though.
It really depends on how the Warrior Galakrond plays out, as his Hero Power is giving you Attack instead of more defense, but has a powerful tutor. If you happen to tutor this, it becomes a scary foe. Also nice with Akali, the Rhino, but that card has seen no play due to how slow it is. Should see play overall.