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This card seems pretty sub par.
It's a 4 mana 4/10, which is pretty nice stats, but it's just a vanilla dude at that point so it might just make a couple trades. Which is good, don't get me wrong, but it isn't amazing. If you compare it to Ancient Shieldbearer it looks like crap. And it also has the option to just be a Chillwind Yeti, which is never bad. Yeti is one of the best arena commons for a reason.
The thing is that this will never be turned on by turn 4. You'd have to literally play like 2 Beckoners of Evil back to back to make it work on turn 4, and even then I'm pretty sure Druid would rather just play Wild Growth skipping turn 3 and going straight to 4. And later in the game if you can play it as a 4/10, it won't even be super impactful against big guys like Ragnaros, Mysterious Challenger, or what-have-you.
But who knows, maybe C'thun Druid can be a thing with Defender of Argus to taunt up this beefy guy.
looks too slow, but if any class could make it work, it's druid.
I really like this card, one of my favourites so far. I completely hated Dread Wastes but it didnt stop me from liking those insectoids- Klaxxi( and other mantid too). But can anyone tell me, why the hell Mantid, creation and servant of Y'shaarj, one of the old gods we will see this expansion, has mechanic realting him to C'Thun? I can seen o smallest sense there.
No more Yeti's in Standard mode, xD
Klaxxi, Fandral, Mire Keeper, Savage Combatant... best 4-drops.
I don't know shit about Warcraft lore, but it kinda bothers me how the other old gods are not getting any attention until now. I know it is too early to say, but focusing that much on C'Thun may be disappointing, specially considering arena picks after the expansion is released.
All cards that refer to C'Thun won't be available in arena.
Nice to know that, thank you!
Not if Priest's properly use their Entombs.
Can someone please answer this for me, what does the text "gain +5 health" mean. Does that give your hero health, does the card itself gain 5 health, or does C'Thun get the health. I would guess that the card gets the health, thanks in advance for any helpful information.
The minion gets +5 health, essentially making it a 4/10 given that you've met the prerequisite :)
You guys dont understand, it has nothing to do with a 4 10 unit, this card only plays to show dominance. At the moment you play this card sucessfully, it basically tells your opponent "you are about to get f***ed, as if you dont have anything on board from now on, ready to take at least 10 damage to the face from my C'Thun"
But C'Thun shows up as it is buffed, for you and for your oponent, so I don't know if the Klaxxi Amber-Weaver would change something about your "dominance".
where does the +5 health go? chtun? the minion? or heal the hero?
If you compare it to the warrior card it uses the same wording to give armor, which can obviously only go to the hero.
The writing makes me think of the minion gaining health, but as wording isn't Blizzard's best friend...
There a) is no reference to giving the health to C'Thun - as there is on every card that does -. b)Yeah sure, a card that increases your health cap to 35. If it meant restore 5 health, it would say "restore 5 health".
So we've had a better River Crocolisk (for 7/9 classes) a new Spider Tank, and now a better Yeti, so a better Pit Fighter is next?
Yea the power creep is real....
remember gvg? yes this has been a thing for a long time