Galvadon is good because high chance he will live as you can adap to cant be targeted or stealth for a turn in addition to more attack and windfury for crazy face damage. Unfortunately at this time casting 6 spells on your minions requires you to build a deck that seems pretty bad on paper in order to do it.
Question: are people in here really serious about perfect answer for Galvadon ?
I still remember so many people come here and whining about how uninteractive (aka dont have any awnser) of conceal + Gadgetzan Auctioneer, you cant kill 4/4 stealth but now you think a custom beast is bad card ???
People always think the one perfect answer existing in the game makes a card bad. It has been years since anyone seriously played Cabal Shadow Priest and yet people still write "Let me change your mind" to every minion with two attack
Theoretically, if buffadin becomes a thing, that basically is going to mean your opponent can't save all their removal for galvadon because they'll need to use it on the buffed minions.
Question: are people in here really serious about perfect answer for Galvadon ?
I still remember so many people come here and whining about how uninteractive (aka dont have any awnser) of conceal + Gadgetzan Auctioneer, you cant kill 4/4 stealth but now you think a custom beast is bad card ???
People always think the one perfect answer existing in the game makes a card bad. It has been years since anyone seriously played Cabal Shadow Priest and yet people still write "Let me change your mind" to every minion with two attack
Probably the hardest quest to complete and the reward is just a minion which is easily countered by Devolve, that is way more popular than CSP. Why do people try to defend this card. It's obviously much worse than other quests. It's much harder than to discard 6 cards for warlock or 10 murlocs for shaman. And warlock gets potential infinite value and shaman a strong minion and full hand of cards(just compare that to Neptulon.
Probably the hardest quest to complete and the reward is just a minion which is easily countered by Devolve, that is way more popular than CSP. Why do people try to defend this card. It's obviously much worse than other quests. It's much harder than to discard 6 cards for warlock or 10 murlocs for shaman. And warlock gets potential infinite value and shaman a strong minion and full hand of cards(just compare that to Neptulon.
This. The hardest quest from the point of view that it force you to build a deck that is not competitive (if it was, it would be used already) and unless at least 2 of the remaining 4 paladin cards help specifically this archetype then the new expansion won't change that.
The reward is great but it can countered easily by some class and be extremely un-fun for others that don't have an AoE way to deal with it. And all the other classes until now have a quest which doesn't put all the eggs in an un-fun basket
A buff deck requires that you have a minion on the board to effectively give the buff "charge". This ruins your turn 1 play, so that will be hard against control decks and impossible against aggro. (bad against aggro)
Buff-centric decks are inherently weak to control since they'll get to do 2 for 1 trades with their removal. (bad against control)
The reward can mean a win on the next turn, but against aggro the game will be decided long before that happens, and against control it's a good chance that the opponent will either have an answer in the form of removal or taunt, or enough health to survive.
Probably the hardest quest to complete and the reward is just a minion which is easily countered by Devolve, that is way more popular than CSP. Why do people try to defend this card. It's obviously much worse than other quests. It's much harder than to discard 6 cards for warlock or 10 murlocs for shaman. And warlock gets potential infinite value and shaman a strong minion and full hand of cards(just compare that to Neptulon.
This. The hardest quest from the point of view that it force you to build a deck that is not competitive (if it was, it would be used already) and unless at least 2 of the remaining 4 paladin cards help specifically this archetype then the new expansion won't change that.
The reward is great but it can countered easily by some class and be extremely un-fun for others that don't have an AoE way to deal with it. And all the other classes until now have a quest which doesn't put all the eggs in an un-fun basket
At first I thought this would be easy. All Paladin is about is buffing his minions. But thinking about it, people already know not to let Paladin have any minions as it is. I always make sure to ping them if I can. So it seems tough. And I'm not sure all that work is worth the reward. I also don't know much about the adapt mechanic though.
The reward is not the problem, it is not strong than others but is ok because can win some games with correct adapt choosen, the problem is complete the quest, 6 spells is too much, remember, you start with a card less because of quest...
Probably the hardest quest to complete and the reward is just a minion which is easily countered by Devolve, that is way more popular than CSP. Why do people try to defend this card. It's obviously much worse than other quests. It's much harder than to discard 6 cards for warlock or 10 murlocs for shaman. And warlock gets potential infinite value and shaman a strong minion and full hand of cards(just compare that to Neptulon.
This. The hardest quest from the point of view that it force you to build a deck that is not competitive (if it was, it would be used already) and unless at least 2 of the remaining 4 paladin cards help specifically this archetype then the new expansion won't change that.
The reward is great but it can countered easily by some class and be extremely un-fun for others that don't have an AoE way to deal with it. And all the other classes until now have a quest which doesn't put all the eggs in an un-fun basket
Have you guys ever heard of Rogue's quest ?
Yes. As I wrote, my comparison was not about the strength of the reward, which I said is great (a cheap, super strong creature that you can customise) but about the weakness of the quest in general. I think I can implement with the rogue a deck that pulls off the quest and doesn't suck altogether without waiting for new card reveals while I don't believe I can do so with the paladin without some surprise in the remaining cards (making it anyway dependent on a couple of cards). The reward also is very different in concept: the rogue deck becomes stronger as a whole, the paladin get a powerful basket full of eggs: if the RNG give you a monster and your opponent doesn't have the answer, then pity him and have him lose without interaction. If he has an answer like devolve then...
To complete the quest one player will need to include at least 8 creature buffs in deck making it too inconsistent. Buffs are -just- fine if you're ahead, but terrible if you're behind. If Blizzard releases some crazy buffs that generate board presence or can be cicled (like power word shield) or usefull spare part generators, it will see play.
I've voted "bad", because the price is too high, and the rewards isn't worth it. To reliably cast 6 buff spells on your minions before the game ends (say prior to turn 10) you need at least 10 buffs in your deck. But even if you manage to play these buffs, you'll get something like 8/8 Poisonous Divine Shield Windfury, which is strong for sure, but won't save you from losing on the next turn :)
Of course you can get Taunt etc. etc., and you can play one of your buffs on Galvadon, as he's cheap, but there isn't anything game-breaking like setting your life to 40, and you still get only one creature that can be destroyed by many "destroy target creature" effects.
OOC, why is everyone seemingly thinking the quest has to do with just buffs? The card text says "spells", so shouldn't heal cards like Equality, Holy Light, Humility (if you're just going for the quest), and Forbidden Healing work?
OOC, why is everyone seemingly thinking the quest has to do with just buffs? The card text says "spells", so shouldn't heal cards like Equality, Holy Light, Humility (if you're just going for the quest), and Forbidden Healing work?
the targeted heals should work yes, but they barely help with completing the quest in Standard
Equality - dont know actually, it might not work
if it does it would help for sure, but what Pally is going to run it ? Anyfin is rotating out and a regular grindy control Pally in Standard seems like a tier 3 deck ?
Galvadon is good because high chance he will live as you can adap to cant be targeted or stealth for a turn in addition to more attack and windfury for crazy face damage. Unfortunately at this time casting 6 spells on your minions requires you to build a deck that seems pretty bad on paper in order to do it.
Theoretically, if buffadin becomes a thing, that basically is going to mean your opponent can't save all their removal for galvadon because they'll need to use it on the buffed minions.
A buff deck requires that you have a minion on the board to effectively give the buff "charge". This ruins your turn 1 play, so that will be hard against control decks and impossible against aggro. (bad against aggro)
Buff-centric decks are inherently weak to control since they'll get to do 2 for 1 trades with their removal. (bad against control)
The reward can mean a win on the next turn, but against aggro the game will be decided long before that happens, and against control it's a good chance that the opponent will either have an answer in the form of removal or taunt, or enough health to survive.
Bad card.
One word= HEX
Too much to ask for the quest in relation to the reward.
At first I thought this would be easy. All Paladin is about is buffing his minions. But thinking about it, people already know not to let Paladin have any minions as it is. I always make sure to ping them if I can. So it seems tough. And I'm not sure all that work is worth the reward. I also don't know much about the adapt mechanic though.
The reward is not the problem, it is not strong than others but is ok because can win some games with correct adapt choosen, the problem is complete the quest, 6 spells is too much, remember, you start with a card less because of quest...
To complete the quest one player will need to include at least 8 creature buffs in deck making it too inconsistent. Buffs are -just- fine if you're ahead, but terrible if you're behind. If Blizzard releases some crazy buffs that generate board presence or can be cicled (like power word shield) or usefull spare part generators, it will see play.
I will crush you!
as of right now the quest seems nigh-impossible to complete in Standard
so theres 2 options:
1) its actually meant for Wild (spare parts), intentionally
2) there are more cheap buffs in Ungoro we have yet to see
I've voted "bad", because the price is too high, and the rewards isn't worth it. To reliably cast 6 buff spells on your minions before the game ends (say prior to turn 10) you need at least 10 buffs in your deck. But even if you manage to play these buffs, you'll get something like 8/8 Poisonous Divine Shield Windfury, which is strong for sure, but won't save you from losing on the next turn :)
Of course you can get Taunt etc. etc., and you can play one of your buffs on Galvadon, as he's cheap, but there isn't anything game-breaking like setting your life to 40, and you still get only one creature that can be destroyed by many "destroy target creature" effects.
OOC, why is everyone seemingly thinking the quest has to do with just buffs? The card text says "spells", so shouldn't heal cards like Equality, Holy Light, Humility (if you're just going for the quest), and Forbidden Healing work?
Of course Heals work, has been mentioned several times in this thread
PS: damaging spells on your minions work too
could mukla tyrant of the vale work with this?