Interesting take on the classic 1 mana 1/3, although it has potential to grow even bigger if left untreated. The delay health gain makes it much weaker than if it were to be "end of turn". Therefore, this is too slow for wild, especially for mech paladin as they already have a magnetic 1/3 mech
With Desert Spear it allows for two minions removal, which can heavily swing the game in your favor. In wild, it might be a niche addition to Highlander Hunter but its cost will make it hard to effectively use it to its full potential. The effect is one-sided, which means you can still use it despite having minions of your own.
In wild this may replace Antique Healbot in paladin deck are requires it so; however, it loses the mech synergy but the dragon synergy may be better for control. Still, not really much viable non-aggro paladin decks in wild right now. In standard since paladin already has dragon support, this added to the power level of it—good stats and effect for its cost
Okay stats for its cost, but the effect is the game changer here. Tutor AND curves into your Galakrond, although you may draw it before it's fully evoked, which you lose some potential value if you play it early. The devastation are spectacular, good for many situations. In wild the Galakrond will have to compete with existing hero cards, which in my opinion are superior.
Seems pretty strong for some dragon/deathrattle midrange deck—good aggressive stats for it's cost and a reoccurring that is a threat. In wild this will not with within deathrattle rogue as Sneed's Old Shredder provides more instantaneous value. A possible include in odd rogue as it may work well with Myra's Unstable Element by providing some fatigue protection.
Possible synergy with Waxadred or you know, strong deathrattles in general. In wild this struggles to compete with Kobold Illusionist, which allows more control of deathrattles by limiting it to your hand and making it easy to activate as a 1/1. In arena, it's a solid coin turn 3 with decent deathrattle in your deck but otherwise it was be a little tricky to activate.
Just with other mini-quests, it seems powerful-ish early but sucks late game. Heropower hunter might be a possible include but it doesn't seem aggressive enough. Doesn't fit into any wild-hunter decks; in addition it also doesn't synergies with Genn Greymane
Some memes with Gonk, the Raptor, however, I don't see this being put into any other druid deck—too slow for token and unnecessary for quest. Wild already has much better card generation—no synergy with jade or combo
An okay card to get some additional pressure in when playing rush minions like Springpaw. Getting it running early can help snowball the game with cards like Scavenging Hyena. Otherwise, drawing it late is extremely bad. Wild just no
Seems to be for aggressive decks but it has less on-the-spot impact than other Galakrond. The hero power is quite powerful for finishing up small minions and getting consistent face damage in. Hitting the buffs on the right minions such as Zilliax can help with life lost from hitting minions with heropower
It's not the same with Warlock as right now Zoo support is already effective enough—not seeing much other control build around in standard. Wild just has better removals and the decks of warlock in wild right now don't need mediocre board clears.
This is gonna wreck havoc in arena—great stats and value generator, although the decline in class cards in discover will make it harder to discover itself, which is probably a good thing. Wild doesn't really see dragon deck—unlikely
Powerful effect but I'm unsure about the hero power—infinite value less but some priest minions are just meh. In wild there's Shadow Anduin already and enough removals to not need the extra removals
Health is hard to remove but one zephyrs or mossy horror can destroy or steal this card. Seems better in arena by providing a very constant threatening effect
A bit slow and RNG-reliant but we'll have to see more dragons released to fully judge this card. Would say OG Ysera is better due to better consistency
Interesting take on the classic 1 mana 1/3, although it has potential to grow even bigger if left untreated. The delay health gain makes it much weaker than if it were to be "end of turn". Therefore, this is too slow for wild, especially for mech paladin as they already have a magnetic 1/3 mech
With Desert Spear it allows for two minions removal, which can heavily swing the game in your favor. In wild, it might be a niche addition to Highlander Hunter but its cost will make it hard to effectively use it to its full potential. The effect is one-sided, which means you can still use it despite having minions of your own.
In wild this may replace Antique Healbot in paladin deck are requires it so; however, it loses the mech synergy but the dragon synergy may be better for control. Still, not really much viable non-aggro paladin decks in wild right now. In standard since paladin already has dragon support, this added to the power level of it—good stats and effect for its cost
Okay stats for its cost, but the effect is the game changer here. Tutor AND curves into your Galakrond, although you may draw it before it's fully evoked, which you lose some potential value if you play it early. The devastation are spectacular, good for many situations. In wild the Galakrond will have to compete with existing hero cards, which in my opinion are superior.
Seems pretty strong for some dragon/deathrattle midrange deck—good aggressive stats for it's cost and a reoccurring that is a threat. In wild this will not with within deathrattle rogue as Sneed's Old Shredder provides more instantaneous value. A possible include in odd rogue as it may work well with Myra's Unstable Element by providing some fatigue protection.
Possible synergy with Waxadred or you know, strong deathrattles in general. In wild this struggles to compete with Kobold Illusionist, which allows more control of deathrattles by limiting it to your hand and making it easy to activate as a 1/1. In arena, it's a solid coin turn 3 with decent deathrattle in your deck but otherwise it was be a little tricky to activate.
Just with other mini-quests, it seems powerful-ish early but sucks late game. Heropower hunter might be a possible include but it doesn't seem aggressive enough. Doesn't fit into any wild-hunter decks; in addition it also doesn't synergies with Genn Greymane
Some memes with Gonk, the Raptor, however, I don't see this being put into any other druid deck—too slow for token and unnecessary for quest. Wild already has much better card generation—no synergy with jade or combo
An okay card to get some additional pressure in when playing rush minions like Springpaw. Getting it running early can help snowball the game with cards like Scavenging Hyena. Otherwise, drawing it late is extremely bad. Wild just no
Seems to be for aggressive decks but it has less on-the-spot impact than other Galakrond. The hero power is quite powerful for finishing up small minions and getting consistent face damage in. Hitting the buffs on the right minions such as Zilliax can help with life lost from hitting minions with heropower
It can go face, keep that in mind. In other aspects, it's a worse darkbomb without synergy but an excellent small removal/healing with dragon
It's not the same with Warlock as right now Zoo support is already effective enough—not seeing much other control build around in standard. Wild just has better removals and the decks of warlock in wild right now don't need mediocre board clears.
Really want to try this with even hunter in wild—a possible new deck, although snip-snap will still reign if nothing is done about it
This is gonna wreck havoc in arena—great stats and value generator, although the decline in class cards in discover will make it harder to discover itself, which is probably a good thing. Wild doesn't really see dragon deck—unlikely
Hello again, "wild growth", power level depends on future dragons—has potential in wild for a 2 mana cycle/ramp for malygos combo decks
Good for tempo and some shenanigans combo with shuffling cards into deck with banker.
Powerful effect but I'm unsure about the hero power—infinite value less but some priest minions are just meh. In wild there's Shadow Anduin already and enough removals to not need the extra removals
Random demons can range form absolute bad to multiple big boys—if invoke cards are aggressive enough then there's a possible chance to put this in zoo
Health is hard to remove but one zephyrs or mossy horror can destroy or steal this card. Seems better in arena by providing a very constant threatening effect
A bit slow and RNG-reliant but we'll have to see more dragons released to fully judge this card. Would say OG Ysera is better due to better consistency