As far as the whole set of cards go, they will definitly shift the game in favor of control decks. This card in particular will help along big minion decks.
As it stands, Kel' will rez any friendly minion that dies, at the end of each round. This means you can be playing a druid and have an 8/8 ironbark protector out and he will rez it if you play and trade with a large minion such as molten giant or mountain giant etc. This works on ALL friendly minions, on YOUR turn. If you have a large board but need to trade with the opponent, this card makes those losses negligible. Deathrattle minions gain even MORE value, as they can die, proc their uses, and come back ( Cairne Bloodhoof, Sylvannus, and others) to be abused again and again. Silencing Kel leaves an 6/8 body, and he is out of BGH range. Mind Control on him would be good, or abusive sgt. into BGH. However, this card as it stands is GAME CHANGING!
My prediction is that he will turn out too strong, and they will nerf him at least once. Possibly changing the effect to the start of your turn, giving the opponent some time to stop it. For example, Kel'thuzad is played, then you trade a ton of minions. Instead of rezzing instantly upon end turn, the opponent gets a turn to silence or kill him and prevent the Resurrection. Much like the Nat Pagle nerf.
This card will be insane in arena as there tends to be a lot of trading and it's body is not irrelevant but it might have a hard time finding a constructed deck that can abuse it as it's really expensive. Still a very powerful card though, it just needs to find a home.
Just thinking... If you Poison Seeds and then Innervate + Kel'Thuzad your guys will come back to life and you will still have a bunch of 2/2... Oh boy those combos
As it stands, Kel' will rez any friendly minion that dies, at the end of each round. (...)
Any official info that it will work this way? Gruul has different text for his effect that triggers at the end of each turn. To me it looks like Kel'Thuzad triggers once.
"At the end of the turn, summon all friendly minions that died this turn." It is worded to include both players turns. It is not a deathrattle or battlecry so it will happen at the end of every turn. If you have other minions on the board, it is pointless for the opponent to kill them. Silencing or killing Kel'Thuzad first is the only option.
Different text from Gruul is interesting. Maybe this isn't the case.
With Shaman you could build a big board, drop a Flametongue Totem for 2 mana and summon Kel'Thuzad on the same turn. Trade your entire board using the Flametongue and you get the whole thing back at the end of the turn. Insane.
Obviously Cairne and Sylvanas benefit a lot. Drop Cairne and if the opponent doesn't kill him on the first turn out, then you drop Kel'Thuzad - trade Cairne yourself. You then get a 4/5 Baine and your 4/5 Cairne back at the end of the turn! Wow.
Handlock: Taunt up your Molten Giants and if they aren't killed in a single turn play Kel'Thuzad = win.
I think it's the owner's turn. If both then it's too OPed because if you kill a taunt, he will revive next turn so it's impossible to pass the taunt wall.
Question: It's turn 10. You already have a Cairne on the board. You play Kel'Thuzad and then play Reincarnate on the Cairne. How many Cairnes do you get?
Kel'Thuzad Has just been announced!
Kel'Thuzad's effect can double up with a Faceless Manipulator.
https://twitter.com/bdbrode/status/493440146784940033
Insane. Basically a huge Taunt minion that punishes you if you dare to ignore him. I'm trying to not say it, but I can't > OP.
So, you'd use this card perferrably during a board clear?
As far as the whole set of cards go, they will definitly shift the game in favor of control decks. This card in particular will help along big minion decks.
As it stands, Kel' will rez any friendly minion that dies, at the end of each round. This means you can be playing a druid and have an 8/8 ironbark protector out and he will rez it if you play and trade with a large minion such as molten giant or mountain giant etc. This works on ALL friendly minions, on YOUR turn. If you have a large board but need to trade with the opponent, this card makes those losses negligible. Deathrattle minions gain even MORE value, as they can die, proc their uses, and come back ( Cairne Bloodhoof, Sylvannus, and others) to be abused again and again. Silencing Kel leaves an 6/8 body, and he is out of BGH range. Mind Control on him would be good, or abusive sgt. into BGH. However, this card as it stands is GAME CHANGING!
My prediction is that he will turn out too strong, and they will nerf him at least once. Possibly changing the effect to the start of your turn, giving the opponent some time to stop it. For example, Kel'thuzad is played, then you trade a ton of minions. Instead of rezzing instantly upon end turn, the opponent gets a turn to silence or kill him and prevent the Resurrection. Much like the Nat Pagle nerf.
Trade all your board into the opponents then summon this guy easy win.
This card will be insane in arena as there tends to be a lot of trading and it's body is not irrelevant but it might have a hard time finding a constructed deck that can abuse it as it's really expensive. Still a very powerful card though, it just needs to find a home.
Just thinking... If you Poison Seeds and then Innervate + Kel'Thuzad your guys will come back to life and you will still have a bunch of 2/2... Oh boy those combos
Any official info that it will work this way? Gruul has different text for his effect that triggers at the end of each turn. To me it looks like Kel'Thuzad triggers once.
Poison Seeds + Innervate + Kel'Thuzad = What? A lot of Treants a 6/8 and all of your minions that died?
I Designed A Card This Week
The flavour! It blinds me! It is niche Legend, but very, very powerful within that deck.
"At the end of the turn, summon all friendly minions that died this turn." It is worded to include both players turns. It is not a deathrattle or battlecry so it will happen at the end of every turn. If you have other minions on the board, it is pointless for the opponent to kill them. Silencing or killing Kel'Thuzad first is the only option.
Different text from Gruul is interesting. Maybe this isn't the case.
This!
what happens if you twisting nether this card and the others on the board?
Protect this guy with taunters and he'll be a damn nightmare.
You can trade your board with a lot of deathrattle minions and then then play Kel'Thuzad + Undertaker for a super buffed up Undertaker.
With Shaman you could build a big board, drop a Flametongue Totem for 2 mana and summon Kel'Thuzad on the same turn. Trade your entire board using the Flametongue and you get the whole thing back at the end of the turn. Insane.
Obviously Cairne and Sylvanas benefit a lot. Drop Cairne and if the opponent doesn't kill him on the first turn out, then you drop Kel'Thuzad - trade Cairne yourself. You then get a 4/5 Baine and your 4/5 Cairne back at the end of the turn! Wow.
Handlock: Taunt up your Molten Giants and if they aren't killed in a single turn play Kel'Thuzad = win.
I think it's the owner's turn. If both then it's too OPed because if you kill a taunt, he will revive next turn so it's impossible to pass the taunt wall.
Question: It's turn 10. You already have a Cairne on the board. You play Kel'Thuzad and then play Reincarnate on the Cairne. How many Cairnes do you get?
I really hope this is a one-off effect that just looks like it would be an ongoing effect.
(Also, Faceless Manipulator)
Battlefiled = Kel'Thuzad + Cairne
Play Reincarnate on Cairne, then
Battlefiled = Kel'Thuzad + Cairne + Bairne
End of the turn,
Battlefield = Kel'Thuzad + Cairne + Bairne + Cairne ( brought back by Kel'Thuzad)