With Earth Elemental, for the exact same overload and taunt, you pay 2 more mana and get +5 attack.
Makotoiscute has the right idea -- Drakkari Defender does not exist to be played in decks. Its sole purpose is to pop up as a result of randomized effects. But it would still make more sense at 2 mana so it could pop out of a totem.
3 mana, 2/8, overload 3 against 3 mana 4/6 splitted, overload 2. both doens't trade well gainst 3-cost minions, but help you stabilize the board.
The problem is: if you play both on curve, feral spirits let you still to powerfull playes on next turn, such as jade claws, flametongue totem, maelstrom portal. besides the bigger body, you will just have 1 mana cristal, that will not impact in the board at all. so i don't think it will fit in the more agressive / midrange lists of token / midrange shaman that we have right now.
seeing that even feral spirit let the shaman decks, since you don't have the trogg anymore, i can't see it being used on midrange lists
beeing a stonehill option can be good, since you hardly try to curve it out a taunt, and 3 overload after turn 5 can be worked around.
That's not how Overload works guys, this kind of statement is so dumb as people talking about power creep when comparing different class cards.
People saying it would be playable at 2 mana, or with 3 attack: again, really?
Chill guys, it may see no play but all this suggestions would make the card stupidly strong. Just chill.
It costs 6 mana in 99% of the cases, you just pay that cost in 2 turns. Saying it is 6-drop is stupid, true. Think its alot better than ppl give it credit for. Its not strong T3 play but its 1 that you may have to make from time to time. But honestly i expect that this card is mostly seen through Stonehill Defender. Wouldn't really call it nerf to stonehill tho.
Strong vs aggro, especially if you can coin it out. For most decks, dealing 8 damage on turn 3 isn't an easy task, so I think the overload is less of a drawback than you all are making it.
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Strong vs aggro, especially if you can coin it out. For most decks, dealing 8 damage on turn 3 isn't an easy task, so I think the overload is less of a drawback than you all are making it.
But skipping turn 4 can be tricky, especially against mages
Risk vs. Reward. By T3 you'll mostly likely know if you're facing aggro or not. If you're not, you can hold on to him until that overload cost doesn't hit you as hard. If it is aggro then they're just as likely to lose a turn getting rid of it because of the body size as you are because of the cost. To be clear though, I do think the overload cost is too much. Overall I think this is definitely playable in Wild because of the Trogg synergy. For Standard though I'm on the fence between bad and playable given my points above.
Strong vs aggro, especially if you can coin it out. For most decks, dealing 8 damage on turn 3 isn't an easy task, so I think the overload is less of a drawback than you all are making it.
But skipping turn 4 can be tricky, especially against mages
Aggro Mage is indeed a tricky deck to play against. /s
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This card would be really good with overload (2), but with overload (3) is between playable and bad, maybe can see some play if aggro decks infest the ladder, but even then I would ratter play: Feral Spirit, Tar Creeper and Hot Spring Guardian on turn 3 against aggro.
And I don't think this is a nerf for Stonehill Defender, because let's imagine that you played it on turn 3 and discovered Drakkari Defender, you will probably save to play this on turn 5+ and overload (3) is not thaaat painfull after turn 5, since you can still play something the turn after. It won't make Stonehill Defender better, that is for sure, but I don't think it makes it worst.
"Basically a 6 mana 2/8" people that are saying this don't know how the game works. Please go back to net decking no one needs your stupid comments. This card isn't that bad but it won't see play in constructed simply because it doesn't have enough attack to be worth playing late game. If you play it on curve you're left with 1 mana, which isn't enough to really do anything in Shaman. Sacrificing an entire turn just to play a 2 attack minion early isn't worth it and never will be.
Judging it one way, it is a 6 mana 2/8 taunt, and is outclassed by Ancient of Blossoms which never saw play.
If you're playing this, it can only be for tempo. So is this good tempo? If you drop this turn 3, you're also skipping turn 4. Will this beat out your opponent's 3 drop + 4 drop? I think not. Heck, this might not even have enough power to kill some two-drops. Heck, there are vanilla 3 drops that can trade with this card solo with a couple attacks... if you're a 6 mana card that loses to a Hired Gun, you're not a tempo play.
Good overload creatures are ones that gives you an effect that is still worth it's total mana cost *and* is a good tempo play. Totem Golem was a 3 mana 3/4. Flamewreathed Faceless is a 6 mana 7/7. Jinyu Waterspeaker is 5 mana for a tougher and more versatile Antique Healbot. All of these are solid prices for their effects, and then overload makes them better for tempo.
This is an Evolve buff. Totems you get off your Hero Power can turn into this after playing Thrall, Deathseer
the overload is too high
With Earth Elemental, for the exact same overload and taunt, you pay 2 more mana and get +5 attack.
Makotoiscute has the right idea -- Drakkari Defender does not exist to be played in decks. Its sole purpose is to pop up as a result of randomized effects. But it would still make more sense at 2 mana so it could pop out of a totem.
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People saying it costs 6: really?
That's not how Overload works guys, this kind of statement is so dumb as people talking about power creep when comparing different class cards.
People saying it would be playable at 2 mana, or with 3 attack: again, really?
Chill guys, it may see no play but all this suggestions would make the card stupidly strong. Just chill.
i think i can compare it with feral spirits.
3 mana, 2/8, overload 3 against 3 mana 4/6 splitted, overload 2. both doens't trade well gainst 3-cost minions, but help you stabilize the board.
The problem is: if you play both on curve, feral spirits let you still to powerfull playes on next turn, such as jade claws, flametongue totem, maelstrom portal. besides the bigger body, you will just have 1 mana cristal, that will not impact in the board at all. so i don't think it will fit in the more agressive / midrange lists of token / midrange shaman that we have right now.
seeing that even feral spirit let the shaman decks, since you don't have the trogg anymore, i can't see it being used on midrange lists
beeing a stonehill option can be good, since you hardly try to curve it out a taunt, and 3 overload after turn 5 can be worked around.
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Strong vs aggro, especially if you can coin it out. For most decks, dealing 8 damage on turn 3 isn't an easy task, so I think the overload is less of a drawback than you all are making it.
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Ok, 3 overload and you don't have the risk of bringing something big from opponent deck...
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Risk vs. Reward. By T3 you'll mostly likely know if you're facing aggro or not. If you're not, you can hold on to him until that overload cost doesn't hit you as hard. If it is aggro then they're just as likely to lose a turn getting rid of it because of the body size as you are because of the cost. To be clear though, I do think the overload cost is too much. Overall I think this is definitely playable in Wild because of the Trogg synergy. For Standard though I'm on the fence between bad and playable given my points above.
Probably not worth putting into your deck, but this will be a great option on turn 6 with stonehill defender to stop pirates cold.
Overall good for the game, even if "bad" for deck crafting.
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This card would be really good with overload (2), but with overload (3) is between playable and bad, maybe can see some play if aggro decks infest the ladder, but even then I would ratter play: Feral Spirit, Tar Creeper and Hot Spring Guardian on turn 3 against aggro.
And I don't think this is a nerf for Stonehill Defender, because let's imagine that you played it on turn 3 and discovered Drakkari Defender, you will probably save to play this on turn 5+ and overload (3) is not thaaat painfull after turn 5, since you can still play something the turn after. It won't make Stonehill Defender better, that is for sure, but I don't think it makes it worst.
2.8 is not worth 6 mana.
2/8 is not worth being a class card [power boost] and 4 extra mana over Dirty Rat.
2/8 is not worth being a class card and 3 extra mana over Deathlord.
This card is bad.
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Didn't they think about Flamewreathed Faceless when balancing this card? Seems way off balance if you take Flamewreathed Faceless as benchmark.
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For the benefit of wild, they should nerf tunnel trogg. That card always was ridiculous.
"Basically a 6 mana 2/8" people that are saying this don't know how the game works. Please go back to net decking no one needs your stupid comments. This card isn't that bad but it won't see play in constructed simply because it doesn't have enough attack to be worth playing late game. If you play it on curve you're left with 1 mana, which isn't enough to really do anything in Shaman. Sacrificing an entire turn just to play a 2 attack minion early isn't worth it and never will be.
Judging it one way, it is a 6 mana 2/8 taunt, and is outclassed by Ancient of Blossoms which never saw play.
If you're playing this, it can only be for tempo. So is this good tempo? If you drop this turn 3, you're also skipping turn 4. Will this beat out your opponent's 3 drop + 4 drop? I think not. Heck, this might not even have enough power to kill some two-drops. Heck, there are vanilla 3 drops that can trade with this card solo with a couple attacks... if you're a 6 mana card that loses to a Hired Gun, you're not a tempo play.
Good overload creatures are ones that gives you an effect that is still worth it's total mana cost *and* is a good tempo play. Totem Golem was a 3 mana 3/4. Flamewreathed Faceless is a 6 mana 7/7. Jinyu Waterspeaker is 5 mana for a tougher and more versatile Antique Healbot. All of these are solid prices for their effects, and then overload makes them better for tempo.
This card is not good.