Playing this on turn 8 without any other minions is very good for tempo. With other enemy minions on the board it's good as some sort of removal. With Commanding Shout it can clear the entire board to leave at least a 12/1 on the board.
I guess it works with the new handsize legendary but the damage doesn't seem to be enough to effective enough to clear the minions on the board. It can also effect your own minions, which often isn't a good thing.
Comparable to a worse Tunnel Trogg, which has better ability to scale. But the 1/3 body is nice early game with the additional possibility of gaining additional attack to help control the early game board.
Freeze for shaman is pretty bad but the additional rush guy from the hero power is useful for controlling the board more. However, it's not much compare to other invoke card for shaman.
Somewhat comparable for Flamewreathed Faceless except you trade off the 2-attack for 2 spell damage. This is good for additionally controlling the board.
Comparable to Mark of the Lotus, which is insane. This just shows how overpowered that card was back in the time. However, the overload isn't necessary a bad thing for shaman.
With the additional rush minions summoned from the invoke, it's very good for controlling the board. Also good for really upgrading galakrond very fast.
The rush Storms generated from the card is valuable for taking good control of the board. The hero power to generating 2/1 rush is very good with other invoke cards.
Zero cost spells can be dangerous, but this one doesn't have any scalable impact like moonfire. Priest also can't really make use of zero cost spells as much as rogue or druid can do.
Although it doesn't trigger any battlecries and its power is dependent on what the opponent played last turn, it has high potential to turn the game around pretty fast. I see this being run in some sort of control priest for additional board and value generation.
I think in wild adding this to odd paladin can be pretty powerful sometimes—comparable to the time [Hearthstone Card (Never Surrender) Not Found] was added to the deck against early game board removals. This is more controlled by the player itself, which means the card can be used with more optimization.
Despite it seems to be a little niche addition to mech paladin, I can see thing being run in wild mech paladin is a way to go more wide with the board—not put all their eggs in one basket. I think it's just a solid statted car, I mean at worst it's a 3 mana 3/4 worth of stats
Nice value generation as 5 cards is A LOT. However, I don't really think you can completely rely on paladin cards alone to build a very good deck. Don't even think about making this work in arena unless you have Wyrmrest Purifier
Playing this on turn 8 without any other minions is very good for tempo. With other enemy minions on the board it's good as some sort of removal. With Commanding Shout it can clear the entire board to leave at least a 12/1 on the board.
I guess it works with the new handsize legendary but the damage doesn't seem to be enough to effective enough to clear the minions on the board. It can also effect your own minions, which often isn't a good thing.
Doesn't seem too affective as some sort of mini-clearing for warlock as they already have other methods of clearing. Pretty useless.
Comparable to a worse Tunnel Trogg, which has better ability to scale. But the 1/3 body is nice early game with the additional possibility of gaining additional attack to help control the early game board.
Freeze for shaman is pretty bad but the additional rush guy from the hero power is useful for controlling the board more. However, it's not much compare to other invoke card for shaman.
Somewhat comparable for Flamewreathed Faceless except you trade off the 2-attack for 2 spell damage. This is good for additionally controlling the board.
Comparable to Mark of the Lotus, which is insane. This just shows how overpowered that card was back in the time. However, the overload isn't necessary a bad thing for shaman.
With the additional rush minions summoned from the invoke, it's very good for controlling the board. Also good for really upgrading galakrond very fast.
Even without the fully invoked value of the card, total of 4/6 stats with taunt is pretty good. With the invoke value, it's a lot of stats for 5 mana.
The rush Storms generated from the card is valuable for taking good control of the board. The hero power to generating 2/1 rush is very good with other invoke cards.
Comparable to Fire Fly but with lower stats for its cost. The pirate synergy is nice. Possibly run in wild odd rogue as small minion generation.
Zero cost spells can be dangerous, but this one doesn't have any scalable impact like moonfire. Priest also can't really make use of zero cost spells as much as rogue or druid can do.
A pretty aggressive card for priest, which also generates value. Could be a nice addition to a more tempo style of priest deck.
Somewhat comparable to making the minion a Carnivorous Cube itself or a more controlled by delayed version of Conjurer's Calling, which is pretty good
Although it doesn't trigger any battlecries and its power is dependent on what the opponent played last turn, it has high potential to turn the game around pretty fast. I see this being run in some sort of control priest for additional board and value generation.
I think in wild adding this to odd paladin can be pretty powerful sometimes—comparable to the time [Hearthstone Card (Never Surrender) Not Found] was added to the deck against early game board removals. This is more controlled by the player itself, which means the card can be used with more optimization.
Despite it seems to be a little niche addition to mech paladin, I can see thing being run in wild mech paladin is a way to go more wide with the board—not put all their eggs in one basket. I think it's just a solid statted car, I mean at worst it's a 3 mana 3/4 worth of stats
Pure paladin is going to be hard to pull off, especially in wild where there are lots of strong neutral cards to put into the deck.
Nice value generation as 5 cards is A LOT. However, I don't really think you can completely rely on paladin cards alone to build a very good deck. Don't even think about making this work in arena unless you have Wyrmrest Purifier
Pretty nice 1-drop that helps with generating spell for cyclone mage. Also nice with the new spell giant card for discounting it.