Reward
Card Clarifications
- The reward for this quest is Galvadon.
- Only spells that target a specific friendly minion will count towards the quest! Cards such as Avenge or Competitive Spirit will not work.
- You are able to choose the same Adaption multiple times.
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Well they're obviously going to be rolling out some new buff spells to incentivise people to play the card. I imagine this is the perfect time for a true Pants Paladin deck to make its mark.
Djinni of Zephyrs, I miss you already.
Shit, that deck would have been sick...
the problems is:
You could always give Galvadon stealth or divine shield or protection from spells. Stealth seems to be popular choice when also giving him as much attack as possible and windfury.
I agree you on that he doesn't do anything the turn (unless he's taunting) he is played but he can be useful when adapted correctly (even with luck, since adapting five times guarantees something good).
Plus saying there are many counters to him is redundant since tons of good minions have counters to them. Same ones in fact.
For reference, here's a list of Standard Paladin spells that can be cast on your own minions: (Buff Spells, Healing spells, Damaging/Detrimental spells)
0 Mana: Forbidden Healing
1 Mana: Blessing of Might, Blessing of Wisdom, Divine Strength, Hand of Protection, Humility
2 Mana: Holy Light
4 Mana: Blessing of Kings, Hammer of Wrath, Silvermoon Portal
5 Mana: Blessed Champion, Holy Wrath
8 Mana: Lay on Hands
The only minion (to my awareness) that offers reliable spell generation is Mukla, Tyrant of the Vale. Other spell generators are much more gimmicky, and include Grimestreet Informant and Lorewalker Cho.
You were the chosen one, you were supposed to bring paladins back to the meta, not leave them at tier 4.
If you think about it, this questand Galvadon works a lot like Kazakus. Love the flexibility.
Might just be being stupid, but I don't get the comparison. Wasn't one of the best Kazakus effects AOE / Resurrect i.e. catch up mechanics? This card seems to rely too much on having board already, and dodging hard removal for Galvadon himself (or getting can't be targeted by spells). I agree it's flexible, as fits the adapt mechanic, but I think its more of a win-more card, personally.
I like Galvadon, I dont like the quest.
So, play with stealth, divine shield, windfury, +3 atk and +1/+1. Then play Blessed Champion on it for 36 dmg face? seems pretty good, unless your opponent runs Twisting Nether, Deadly Shot, Mass Dispel or Devolve and potentially the new Volcano.
Realistically (if the quest is not to hard to complete) you just need to worry about warlock and shaman, then play a bunch of dangerous looking stuff against them to bait the Devolve or Twisting Nether, then there is literally no way for it to be removed. (perhaps choose +3 health instead of divine shield against shaman to play around Volcano).
That feel when you forget completely about Brawl because Control Warrior is too slow to be a viable deck in the Reno control/Patches aggro meta. Feelsbadman
Also, there's literally never going to be a time where a Shaman is holding Devolve or a Warlock is holding AoE and they say to themselves " hey, lemme just play this now so i have nothing to deal with the 5 mana 14/8 windfury/stealth that's going to drop at some point" if they're playing control, their gameplan is going to be to get to the late game, the perfect time for you to finish the quest. Expect this to be more of a removal bait or die card.
I really like the idea of this since Buffing can definitely work, it just needs help. For instance, a minion that battlecries buff spells into your hand so the card disadvantage doesn't sting so much. There probably should be a Deathrattle spell for paladin along the same lines as Explorer's Hat. If these types of cards don't make it into this expansion then I have a hard time seeing this be more than a fun card.
Galvadon is sure to win some games the turn after it comes into play but I have a hard time seeing it happen before turn 7-8 most games (even then, need to be pretty lucky.) It still won't be easy but at least the buffed minions will reduce removal spells from opponents.
Alright time to revive eggladin deck in wild once i get my hands on this bad boy.
Solution to that problem is to mulligan for your 1 drop and just play the quest with your first buff card. If we end up getting enough buffs into one deck, you might even just be able to wait until your 3rd buff to play it.
I think people are underestimating this card. Paladin has some of the best buffs in the game. By the time this comes into play, your opponent could be nearly dead or have no more removal. Factor in the setup, not just the card alone.
I did the math and there is a 0.003% chance you wont be able to get stealth on this guy and a 0.06% chance you wont be able to get both stealth and windfury. So unless Galvadon gets devolved an OTK deck might just work
Aren't you able to get double attack/defence adapt? So shouldn't that % chance be way higher?
Source wikia: Multiple Adapts from the same minion, such as through Brann Bronzebeard, or with minions such as Volcanosaur, are processed separately and have a chance to produce the same options, regardless of the player's previous choice.
Also if anyone is interested with the adapt options:
The choices of the adapt type are cards (monsters) from this set.