Ok, so most of the attention to Un'Goro legendaries is centered on the quests. Makes sense - they are new, and the rewards have a bigger impact on the game. I haven't seen much discussion on the class legendary minions though - Lyra seems to be on the upswing, but that's about it. It's still super early, but which one do you think is the best so far? Why?
My vote goes to Sunkeeper Tarim. While the Paladin quest is terrible and people are still struggling to create a consistent Paladin archetype, at least they get a good legendary minion (yet again). Tarim can single-handedly change a board in your favor. Even if your opponent has 3 big minions and you have none, playing him is a huge help in catching up since all three potentially have to trade into him.
Lyra and Kalimos tie for second in my book. The others probably haven't even been played enough to rank at this point (in my limited experience). (Has anyone even played Pyros, ever?)
EDIT: I should add that I am mostly playing Wild, where the ease in generating Silver Hand Recruits really boosts Tarim's impact. He may suck in Standard.
1. Kalimos: It's the only legendary that's guaranteed to have a high impact on every game it gets to turn 8 against every matchup. Flexibility is still king in Hearthstone and no card has ever been this ridiculous in terms of utility. Sure Sherazin and Lyra are more likely to hard carry a game, but they also need more specific situations to make full use of their power, and rely on multiple other cards. All Kalimos needs is an elemental the turn before and you either get AoE, board swarm, heal, or burn, whatever is best for the situation.
2. Sherazin, Corpse Flower: Recurring threats are just so powerful. Like I said in the original discussion thread, people didn't realize this was basically Piloted Shredder that keeps dropping Shredders in the right situations. It's ranked over Lyra because it's easier to put down, as you don't care about protecting it. It'll always either get a value trade, pressure the opponent, or bait out removal. Against fast decks it'll usually get revived once for a 4 mana 10/6, and against control decks it can revive a stupid amount of times.
3. Lyra the Sunshard: If an overcosted minion statswise was ever going to work, it needed a powerful effect like generating multiple free spells. Thankfully, that happens to be Lyra's effect. This is a card advantage machine and can single handedly win you a control game. Unfortunately it's a slow card and you need the right pieces in your hand to take advantage of it, making it less flexible than the two cards ranked above. With enough patience, this thing is one of the most powerful card advantage machines this side of Megafin.
4. Clutchmother Zavas: I think the card was probably a bit overrated coming into the expansion and is not the meta warping Quest enabler many hyped it up to be. Going all out on the discard mechanic seems to be falling out of favour. However, it's still a solid role player in Zoo that can easily get value. Heck even as a "2 mana 4/4 block 1 discard" you're very happy to have put it in your deck. It and Silverware Golem have made the 4-6 discard effects that are being run now more consistent than ever.
5. Sunkeeper Tarin: It's a bit slow and very situational, but boy is it strong in those situations. Played correctly, it's a threat itself that immediately warps the boardstate in your favour, buffing your previously low impact recruits while neutering your opponent's big threats. Moreover, it's convenient statline means it'll pretty much always take 3 minions with it into the taunt, meaning you'll either catch up on board or force out hard removal.
6. King Mosh: It's incredibly slow, poorly costed, and extremely situational, which is why it hasn't become a staple legendary. However, the sheer power of this card when combined with Whirlwind is impressive and should the meta ever slow to a control-fest (I doubt it will), this card will effectively serve as another Brawl.
7. Swamp King Dred: I'd never actively look to include this in a deck, but having grabbed them off Jeweled Macaw before, it's actually pretty impactful in some situations. Being able to interact and disrupt with the opponent's plays on their turn is extremely powerful. The only issue is that Hunters putting 7 drop legendaries in their deck can lead to more clunky hands.
i can imagine king mosh is much stronger in wild than in standard, mostly because of death's bite, but i'm certainly not going to bite the bullet and craft him to find out
Looks like an overwhelming vote for Kalimos. And there is a clear bottom 4, with Pyros not getting even a single vote. Sherazin surprises me, to be honest.
I got Kalimos and Sunkeeper. Kalimos is a lot better.
None of the class legendaries are really amazing though.
Huh? Kalimos is one of the strongest legendaries ever printed. You get to choose between cheaper Onyxia, stronger Abyssal Enforcer, or more immediate impact Ragnaros Lightlord. Heck even the "bad" choice, Invocation of Fire, gives you a bit of extra reach to close out games against stall classes like Mage/Warrior. Sherazin and Lyra are doing tons of damage on the ladder as well.
Shaman got such a broken card as far as a legendary (not like shaman wasn't played enough) I'm annoyed that mages only got Pyros. I run pyros but it's hands down the worst legendary in this set. The effect is mediocre, you get some card advantage that you probably won't be able to take advantage of. I have yet to actually play the 3rd form. If it was a 9 mana 10/10 or had some sort of elemental effect Then maybe it could see play. As it is right now it's just a novelty that I probably shouldn't have crafted. However I still really want to pop N'Zoth with it just for laughs. In this infinite fireball mage meta who would expect and N'Zoth play lol.
Yeah definitely have to go with Kalimos as he is just that flexible and insane value. I was lucky and packed a golden King Mosh and whilst it is a powerful effect to have in the deck, half the time when it comes time to play him you've more or less lost the game already so I certainly wouldn't craft him. As for the others Sunkeeper Tarim and Sherazin have been the only cards i've had problems playing against, plus Clutchmother and Lyra do have a lot of potential.
I love Mosh, I have him in place of Deathwing at the top end of my taunt warrior. Usually Curator grabs him and Primordial Drake. Also have 2 Whirlwind and 2 Ghoul in there to compliment him.
1. Kalimos: it's super flexible and all the effects are really powerful, even the fire one that seemed udnerwhelming at first is used to get reach
2. Flower: this was super underated, you don't have to revive it every turn, if it revives twice during a game it already got a lot of value, it's not exactly ignorable because 5 attack is a decently sized number and sometimes it will just revive by accident while youa re looking to do another play
3. Lyra the sunshard: the radiant elementals make this legendary ridicously viable and it generates a lot of value
4. King Mosh, i pulled mosh from my packs and he's really slow, yes he can work sometimes and give you value but if you are running a similar effect it's better to run whirlwind+sleep with the fishes which saves you in the early game, or jsut flat out run deathwing.
5. Warlock, well since the discard mechanic in hearthstone is random zavas doesn't get a lot of value of it most of the time, but a couple of doomguards or fellhounds while granting a zavas discard thanks to having a small hand can go a long way in generating value, sometimes she'll even protect some of your important cards from beingdiscarded
6. Paladin, Tarim has taunt, makes your board stronger and your opponen'ts board weaker, you can absically read him as a pseudo flamestrike as long as you have some thrashy minions on board, which is not hard with paladin's hero power and flame elemental tokens
7. Swamp King Dread, it will eat a minion, sometimes two but it's not as hard or awkward t play around as i originally thought, many lsits don't even bother running hm, although his viability is in there.
8. Tyrantus, he's big and slow and almost unremovable, p but he's big and slow and doesn't get anything done the turn he's played, he'd be far better with taunt, and unlike Dred, he won't get anything done during your opponent's turn.
9. Pyros, he's fun and gives acces to a somewhat flexible elemental curve to elemental Mage and some sort of late game, although part of me thinks he'd be better backwards, if instead of returning to the hand with bigger mana costs and stats it should be lower, until you have a 0 mana 0/0 pyros, with that deathrattle that infinitely returns to your hand, well that's only if team 5 coded a proper safeguard to turn skip from animations, or just coded in the option to not show animations and put it in the options menu like every pokemon game has done forever,
OK, I was wrong - I change my vote to Kalimos. My original vote was based on playing a ton of Paladin and I guess I didn't run into Kalimos very much. I played a bit of Elemental Shaman today and Kalimos is absolutely insane. The flexibility is amazing. As someone above mentioned - this is one of the strongest legendaries in the history of the game. With that powerful a battlecry, the body should be a 5/5 at best.
My thoughts were exactly like the survey, I was thinking the Shaman, Priest and Rogues were the best ones. I played a lot of plant miracle rogue and the plant has proven quite useful, it just adds a nice bonus threat when you go off on your crazy turn and the plants awakens.
Ok, so most of the attention to Un'Goro legendaries is centered on the quests. Makes sense - they are new, and the rewards have a bigger impact on the game. I haven't seen much discussion on the class legendary minions though - Lyra seems to be on the upswing, but that's about it. It's still super early, but which one do you think is the best so far? Why?
My vote goes to Sunkeeper Tarim. While the Paladin quest is terrible and people are still struggling to create a consistent Paladin archetype, at least they get a good legendary minion (yet again). Tarim can single-handedly change a board in your favor. Even if your opponent has 3 big minions and you have none, playing him is a huge help in catching up since all three potentially have to trade into him.
Lyra and Kalimos tie for second in my book. The others probably haven't even been played enough to rank at this point (in my limited experience). (Has anyone even played Pyros, ever?)
EDIT: I should add that I am mostly playing Wild, where the ease in generating Silver Hand Recruits really boosts Tarim's impact. He may suck in Standard.
One of the few legendaries i found was tarim and i dont enjoy playing pally.
Anyway i voted lyra couse you can use it in any deck since you need to use spells in any prist deck anyway.
But corpse flower and kalimos are very strong legendaries
Kalimos so far. The versatility is just insane, the fact you get to pick from all 4 choices is just nuts.
For flavor I like Sherazin the best.
From what I've seen so far:
1. Kalimos: It's the only legendary that's guaranteed to have a high impact on every game it gets to turn 8 against every matchup. Flexibility is still king in Hearthstone and no card has ever been this ridiculous in terms of utility. Sure Sherazin and Lyra are more likely to hard carry a game, but they also need more specific situations to make full use of their power, and rely on multiple other cards. All Kalimos needs is an elemental the turn before and you either get AoE, board swarm, heal, or burn, whatever is best for the situation.
2. Sherazin, Corpse Flower: Recurring threats are just so powerful. Like I said in the original discussion thread, people didn't realize this was basically Piloted Shredder that keeps dropping Shredders in the right situations. It's ranked over Lyra because it's easier to put down, as you don't care about protecting it. It'll always either get a value trade, pressure the opponent, or bait out removal. Against fast decks it'll usually get revived once for a 4 mana 10/6, and against control decks it can revive a stupid amount of times.
3. Lyra the Sunshard: If an overcosted minion statswise was ever going to work, it needed a powerful effect like generating multiple free spells. Thankfully, that happens to be Lyra's effect. This is a card advantage machine and can single handedly win you a control game. Unfortunately it's a slow card and you need the right pieces in your hand to take advantage of it, making it less flexible than the two cards ranked above. With enough patience, this thing is one of the most powerful card advantage machines this side of Megafin.
4. Clutchmother Zavas: I think the card was probably a bit overrated coming into the expansion and is not the meta warping Quest enabler many hyped it up to be. Going all out on the discard mechanic seems to be falling out of favour. However, it's still a solid role player in Zoo that can easily get value. Heck even as a "2 mana 4/4 block 1 discard" you're very happy to have put it in your deck. It and Silverware Golem have made the 4-6 discard effects that are being run now more consistent than ever.
5. Sunkeeper Tarin: It's a bit slow and very situational, but boy is it strong in those situations. Played correctly, it's a threat itself that immediately warps the boardstate in your favour, buffing your previously low impact recruits while neutering your opponent's big threats. Moreover, it's convenient statline means it'll pretty much always take 3 minions with it into the taunt, meaning you'll either catch up on board or force out hard removal.
6. King Mosh: It's incredibly slow, poorly costed, and extremely situational, which is why it hasn't become a staple legendary. However, the sheer power of this card when combined with Whirlwind is impressive and should the meta ever slow to a control-fest (I doubt it will), this card will effectively serve as another Brawl.
7. Swamp King Dred: I'd never actively look to include this in a deck, but having grabbed them off Jeweled Macaw before, it's actually pretty impactful in some situations. Being able to interact and disrupt with the opponent's plays on their turn is extremely powerful. The only issue is that Hunters putting 7 drop legendaries in their deck can lead to more clunky hands.
8/9. Who cares they're both garbage unplayable.
i can imagine king mosh is much stronger in wild than in standard, mostly because of death's bite, but i'm certainly not going to bite the bullet and craft him to find out
my vote goes to tarim, but lyra is a close second
Vvreeeew.
Looks like an overwhelming vote for Kalimos. And there is a clear bottom 4, with Pyros not getting even a single vote. Sherazin surprises me, to be honest.
Lyra, but they're all not that great tbh.
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I got Kalimos and Sunkeeper. Kalimos is a lot better.
None of the class legendaries are really amazing though.
Shaman got such a broken card as far as a legendary (not like shaman wasn't played enough) I'm annoyed that mages only got Pyros. I run pyros but it's hands down the worst legendary in this set. The effect is mediocre, you get some card advantage that you probably won't be able to take advantage of. I have yet to actually play the 3rd form. If it was a 9 mana 10/10 or had some sort of elemental effect Then maybe it could see play. As it is right now it's just a novelty that I probably shouldn't have crafted. However I still really want to pop N'Zoth with it just for laughs. In this infinite fireball mage meta who would expect and N'Zoth play lol.
Yeah definitely have to go with Kalimos as he is just that flexible and insane value. I was lucky and packed a golden King Mosh and whilst it is a powerful effect to have in the deck, half the time when it comes time to play him you've more or less lost the game already so I certainly wouldn't craft him. As for the others Sunkeeper Tarim and Sherazin have been the only cards i've had problems playing against, plus Clutchmother and Lyra do have a lot of potential.
I love Mosh, I have him in place of Deathwing at the top end of my taunt warrior. Usually Curator grabs him and Primordial Drake. Also have 2 Whirlwind and 2 Ghoul in there to compliment him.
in order
1. Kalimos: it's super flexible and all the effects are really powerful, even the fire one that seemed udnerwhelming at first is used to get reach
2. Flower: this was super underated, you don't have to revive it every turn, if it revives twice during a game it already got a lot of value, it's not exactly ignorable because 5 attack is a decently sized number and sometimes it will just revive by accident while youa re looking to do another play
3. Lyra the sunshard: the radiant elementals make this legendary ridicously viable and it generates a lot of value
4. King Mosh, i pulled mosh from my packs and he's really slow, yes he can work sometimes and give you value but if you are running a similar effect it's better to run whirlwind+sleep with the fishes which saves you in the early game, or jsut flat out run deathwing.
5. Warlock, well since the discard mechanic in hearthstone is random zavas doesn't get a lot of value of it most of the time, but a couple of doomguards or fellhounds while granting a zavas discard thanks to having a small hand can go a long way in generating value, sometimes she'll even protect some of your important cards from beingdiscarded
6. Paladin, Tarim has taunt, makes your board stronger and your opponen'ts board weaker, you can absically read him as a pseudo flamestrike as long as you have some thrashy minions on board, which is not hard with paladin's hero power and flame elemental tokens
7. Swamp King Dread, it will eat a minion, sometimes two but it's not as hard or awkward t play around as i originally thought, many lsits don't even bother running hm, although his viability is in there.
8. Tyrantus, he's big and slow and almost unremovable, p but he's big and slow and doesn't get anything done the turn he's played, he'd be far better with taunt, and unlike Dred, he won't get anything done during your opponent's turn.
9. Pyros, he's fun and gives acces to a somewhat flexible elemental curve to elemental Mage and some sort of late game, although part of me thinks he'd be better backwards, if instead of returning to the hand with bigger mana costs and stats it should be lower, until you have a 0 mana 0/0 pyros, with that deathrattle that infinitely returns to your hand, well that's only if team 5 coded a proper safeguard to turn skip from animations, or just coded in the option to not show animations and put it in the options menu like every pokemon game has done forever,
My thoughts were exactly like the survey, I was thinking the Shaman, Priest and Rogues were the best ones. I played a lot of plant miracle rogue and the plant has proven quite useful, it just adds a nice bonus threat when you go off on your crazy turn and the plants awakens.