Clarifications
- Cards which are drawn while Wilfred is active will stay at 0 mana even after he dies. (Source)
Cards you draw from your Hero Power cost (0).
He can summon anything, even a FEARSOME DOOMGUARD*. *He's pretty sure this is going to work out.
Erm....why would you run it in a deck that plays 1-drops? Also, why would you concede to still getting free value? A 1 drop into 0 drop is still not bad...just far less than ideal.
So if each class will get one legendary same as GvG then this is kinda disappointing. I was counting to get next huge demon what we got is just a trifling gnome...
i was hoping of mannoroth ,archimonde ,kil'jaeden...
mannoroth was my espectative to, and his ability is "summon an injured garosh hellscream"
summon an injured garosh hellscream for your opponent
After i saw the demons in this expansion i don't want them to ever print Kil'jaeden or Archimonde.They tend to make demon cards trash don't know why.
I'm not sure about that. Like Loatheb interaction with Millhouse Manastorm depends on play order.
i like that card opens up some very interesting deck building
A lot of these Grand Tourney cards seem to cater greatly to the Warlock. Should be interesting to see how people incorporate them into their decks, and if they are as OP as they seem at first glance.
This card looks so cool in theory, but unfortunately I feel it's too slow for this meta as it doesn't immediately impact the board unless you play it on turn 8, in which case you're just as likely to get stuck with a 0-drop Mortal Coil as you are with a 0-drop Jaraxxus. :(
8 mana, 4/4, draw a card that will cost zero.
So, essentially it costs 4.5 mana to play any card in your deck immediately. Pull a giant or jaraxxus, you've had a great turn. imp gang boss or flame imp, not so much.
It's more like 2.5 mana. 2 mana you're spending to draw the card which shouldn't strictly be looken at as the cost to play it because drawing a card has value whether or not you play it that turn, or even at all for that matter. Even if you don't ever play the card you draw you get closer the card you DO need simply by drawing. In reality as long as the minion costs 2 or more you're probably getting okay value, especially if it's a card related to a combo in your deck
i just hope it has a special card interaction with jerraxxus :D
Warlock decks probably have the best chance of baiting out hard removal. It's easy enough to drop him behind some taunts, especially if discounted with Tharusian. At 4/4 Priest can't ruin your day. Druid and Shaman might have something left, but if they burn it on him you still have a Mal'Ganis/Maly or something equally scary that isn't silenced.
If he lives for more than 1 turn, he'll win the game in a control deck. And he encourages intelligent/thoughtful play vs. do XYZ win.
I really do think that this card will see play in the Warlock inspire deck,which should be one of the better ones considering the stand-alone power of the hero-power.
I wouldn't say "easy removed", with 4 attack it's save from a Priests shadow words and most of all BGH. Of course you want to get rid of an enemy Wilfrid as soon as possible and hit him with everything you got (easiest with sheep or hex or something that does at least 4 damage...) - somehow has a similar "virtual taunt" like the emperor :)
in general, maybe a 0 mana legendary that might come out is too OP and they should change the effect to "cards you draw from your hero power cost 2-3 mana LESS" ?
Like tharuissian you only need to get one draw turn out of it to get value though, also you might play it at 5 mana due to thaurissan which is even better obviously
Control Warlock Might've just became auto concede. This and Any Legend/Giant draw basically lost the game. Plus whatever deck this is in auto adds EmpThuro.
Yeah, turn 8 4/4 + on average 6/6 is going to insta-lose you the game when turn 4 8/8 won't.
If there's no special quotes when Jaraxxus is played, I'll be disappointed. But still, Wilfred Fizzlebang hype.