The payout is nice but the condition may be pretty hard to activate consistently. It's also one of the more slow sidequests, which drawn in the late game is already slow enough. However, it fits well into a more elemental control style mage decks
The concept of this card is very nice, which allows for clearing of multiple small minions or one big one. The damage, however, is on the low side, which will greatly impact the playability of this card.
A card as another payoff for cycling spells in cyclone mage. In wild, however, this has to compete with Arcane Giant which although is more expensive, is easier to discount. With Ray of Frost and cards like Magic Trick you can discount the giant to a pretty lost cost pretty fast.
I get it should be used in deck with big minions and you should use small spells to help in the early game but I don't think there's enough support for big druid. The minion summoned I assume is like recruit which means you don't get the battlecries affect.
Hmm just a solid 2 mana 3/3 with treant synergy and board buff synergy due to the stats being split into 2 bodies. Would see play in token decks or even treant deck if it becomes a thing.
Most of the time it's gonna be a 1 mana 2/2, which is pretty good in token decks. The other choose one is not going to be used as often though. It's a solid starter in arena.
Although it doesn't fit quite well in token decks since the tokens summon won't have the buff, this still provides value in a more zoo style druid deck with strong standalone minion. However, drawing this later in the game will greatly reduce it's effectiveness but at least it's better than Surrender to Madness
I root for treants so I'm glad to see more treant support. The body is a nice defensive one and the +1/+1 buff is a nice addition that will help treant stick on the board longer. In arena, it's just a solid body
Does nothing except for invoking galakrond, which seems to be a pretty low effective card. The +1 attack affect I guess is much comparable to the rogue evoke card. The all minion buff, though, may be run 1 copy of in zoo to help with the aggressiveness
Comparable to Astromancer but on the more consistent side in terms of the minion generated. Works well in handlock and especially with the new hand size legenedary. The taunt is nice as a defensive tool.
It's just a card for invoking galakrond as the stats are terrible for that kind of deck. Even in some sort or an aggro deck the 1-health is really bad.
The stats is really nice as a reverse Chillwind Yeti worth of stats. Although warlock already has their own draw engine from their hero power, the additional draw can be nice but may be unnecessary or excessive
Finally an increased hand size, perfect for handlock both in standard and wild. I like the sprint attached to a 4/4 which is great value. Just some solid card draw that allows you to better hold resources in hand and have you draw less to get the value you needed
A pretty nice card in standard if dragon shaman becomes a thing. In wild, however, despite it being pretty good for early game removal, it may be difficult to fit into highlander shaman since it doesn't fit into even shaman.
Comparable to Shifter Zerus but as we all know those cards are too random to be consistent. Just a bad card for Shaman although greater consistency than Zerus due to the card pool being limited to legendary.
I like the concept of the cards. I wonder if the eggs are deathrattles or activations, if the former then I don't think the eggs have deathrattle that will hatch the dragons out. Although it seems like a solid control-ish style card in general.
A one-sided Chillmaw but without the taunt, which I would consider the taunt part to be very important in cards like these. The lower cost is good and the stats are fine. The one sided effect might not matter too much but if you're playing some sort of dragon tempo priest then it's going to be pretty good.
Very interesting choice as playing this on a big enemy minion still leaves it on so you would need additional removal to deal with it, which I think shouldn't be too hard to do. Silence can stop the effect but there are also the reincarnate minion to help you activate it immediately.
Seems alright I guess, but Hunter may not have the equivalent support some other classes has with their dragons. Otherwise, it seems like just like a strictly better Fiery War Axe to me
The payout is nice but the condition may be pretty hard to activate consistently. It's also one of the more slow sidequests, which drawn in the late game is already slow enough. However, it fits well into a more elemental control style mage decks
The concept of this card is very nice, which allows for clearing of multiple small minions or one big one. The damage, however, is on the low side, which will greatly impact the playability of this card.
A card as another payoff for cycling spells in cyclone mage. In wild, however, this has to compete with Arcane Giant which although is more expensive, is easier to discount. With Ray of Frost and cards like Magic Trick you can discount the giant to a pretty lost cost pretty fast.
I get it should be used in deck with big minions and you should use small spells to help in the early game but I don't think there's enough support for big druid. The minion summoned I assume is like recruit which means you don't get the battlecries affect.
Hmm just a solid 2 mana 3/3 with treant synergy and board buff synergy due to the stats being split into 2 bodies. Would see play in token decks or even treant deck if it becomes a thing.
Most of the time it's gonna be a 1 mana 2/2, which is pretty good in token decks. The other choose one is not going to be used as often though. It's a solid starter in arena.
If treants do become a thing, having just 1 already makes it an Arcane Intellect, which is already good. The further reduction only makes it better.
Although it doesn't fit quite well in token decks since the tokens summon won't have the buff, this still provides value in a more zoo style druid deck with strong standalone minion. However, drawing this later in the game will greatly reduce it's effectiveness but at least it's better than Surrender to Madness
I root for treants so I'm glad to see more treant support. The body is a nice defensive one and the +1/+1 buff is a nice addition that will help treant stick on the board longer. In arena, it's just a solid body
Does nothing except for invoking galakrond, which seems to be a pretty low effective card. The +1 attack affect I guess is much comparable to the rogue evoke card. The all minion buff, though, may be run 1 copy of in zoo to help with the aggressiveness
Comparable to Astromancer but on the more consistent side in terms of the minion generated. Works well in handlock and especially with the new hand size legenedary. The taunt is nice as a defensive tool.
It's just a card for invoking galakrond as the stats are terrible for that kind of deck. Even in some sort or an aggro deck the 1-health is really bad.
The stats is really nice as a reverse Chillwind Yeti worth of stats. Although warlock already has their own draw engine from their hero power, the additional draw can be nice but may be unnecessary or excessive
Finally an increased hand size, perfect for handlock both in standard and wild. I like the sprint attached to a 4/4 which is great value. Just some solid card draw that allows you to better hold resources in hand and have you draw less to get the value you needed
A pretty nice card in standard if dragon shaman becomes a thing. In wild, however, despite it being pretty good for early game removal, it may be difficult to fit into highlander shaman since it doesn't fit into even shaman.
Comparable to Shifter Zerus but as we all know those cards are too random to be consistent. Just a bad card for Shaman although greater consistency than Zerus due to the card pool being limited to legendary.
I like the concept of the cards. I wonder if the eggs are deathrattles or activations, if the former then I don't think the eggs have deathrattle that will hatch the dragons out. Although it seems like a solid control-ish style card in general.
A one-sided Chillmaw but without the taunt, which I would consider the taunt part to be very important in cards like these. The lower cost is good and the stats are fine. The one sided effect might not matter too much but if you're playing some sort of dragon tempo priest then it's going to be pretty good.
Very interesting choice as playing this on a big enemy minion still leaves it on so you would need additional removal to deal with it, which I think shouldn't be too hard to do. Silence can stop the effect but there are also the reincarnate minion to help you activate it immediately.
Seems alright I guess, but Hunter may not have the equivalent support some other classes has with their dragons. Otherwise, it seems like just like a strictly better Fiery War Axe to me