The effect can get your some great trades and hurt vital minions behind taunts, but he is 8 mana and doesn't have an immediate effect when it enters onto the board. It should draw premium removal though.
Unless the meta shifts to control this card seems much too slow to get much work done. By turn 8 (9 by the time you can swing with it) many games are pretty much decided.
There is other great legendaries at 8 that do more stuff, the piloted legendary from GvN for example... or Ragnaros that would deal 16 damage the same time this will do 12 (or less) to 2 foes. OFC Rag is RNG, its 8 power BGR romovable, but... just one example of imediate effect legendary.
finally a legendary with an unique effect! 6/9 for 8 mana is good value enough while dodging BGH. it's effect is essentially an AOE every turn until it dies. too bad charge costs 3 mana though.
so do the additional two minions he damages do damage to him?
You only take retaliation damage from things you attack. If it attacked the minions next to the minion it attacks that would cause an infinite loop, but it says he damages them so he does not attack and therefore does not take retaliation damage.
God if charge was 2 mana this cards value would go way up
Seems to be really strong, only thing though is that it's pretty slow at 8 mana, and is likely to get pull hard removal right after you play him. I could see a fit with slower control decks perhaps or like someone suggested ramp druid. Also, The 6 damage dodges BGH.
The art makes me think of a nightmarish mob-boss harvest golem. Yeah idk.
so do the additional two minions he damages do damage to him?
No, I'm pretty sure not. He will of course take damage from the minion he attacks directly, but the other two will just be dealt 6 damage and do not damage the Reaper.
Hey, it's the MTG equivalent of trample. A part of me was hoping that Blizzard would turn this into a new card mechanic. Nothing necessarily this powerful, but something like "Splash Damage +X (Minions damaged by this minion also have adjacent minions take X damage.)"
Regardless, this is literally the first neutral card that deals with your opponent's adjacent minions, meaning nearly all match-ups now should have to pay attention to minion placement. Placing taunts on the sides would be a start.
holy crapoli
think about what this means for placement of minons, and the effectiveness of taunts like Sludge Belcher to protect vital minions..
Slow and steady wins the game..
uhhh.... i sense the nerf bat swinging this way....
That RNG tho. BroncsRoc#1880
The effect can get your some great trades and hurt vital minions behind taunts, but he is 8 mana and doesn't have an immediate effect when it enters onto the board. It should draw premium removal though.
I think it may be a little too slow at 8 crystals
Unless the meta shifts to control this card seems much too slow to get much work done. By turn 8 (9 by the time you can swing with it) many games are pretty much decided.
There is other great legendaries at 8 that do more stuff, the piloted legendary from GvN for example... or Ragnaros that would deal 16 damage the same time this will do 12 (or less) to 2 foes. OFC Rag is RNG, its 8 power BGR romovable, but... just one example of imediate effect legendary.
this would be great in ramp tho
That RNG tho. BroncsRoc#1880
Trump would not approve. Might as well be an ogre except an ogre comes two turns earlier.
so do the additional two minions he damages do damage to him?
Those stats look great :)
finally a legendary with an unique effect! 6/9 for 8 mana is good value enough while dodging BGH. it's effect is essentially an AOE every turn until it dies. too bad charge costs 3 mana though.
At 7 Mana i would have said "Hell Yeah!!!", at 8 mana i say "interesting enough, eager to see the other mechs synergy".
Might see some play in Ramp Druids deck regardless of the Mech keyword!
About the artwork i really like it... the mother of all Harvest Golems :)
You only take retaliation damage from things you attack. If it attacked the minions next to the minion it attacks that would cause an infinite loop, but it says he damages them so he does not attack and therefore does not take retaliation damage.
God if charge was 2 mana this cards value would go way up
Seems to be really strong, only thing though is that it's pretty slow at 8 mana, and is likely to get pull hard removal right after you play him. I could see a fit with slower control decks perhaps or like someone suggested ramp druid. Also, The 6 damage dodges BGH.
The art makes me think of a nightmarish mob-boss harvest golem. Yeah idk.
No, I'm pretty sure not. He will of course take damage from the minion he attacks directly, but the other two will just be dealt 6 damage and do not damage the Reaper.
This card itself isnt good. The number of situations where it wouldnt be good are just too much.
still decent tho, I wouldnt instantly disenchant this as I would with others.
This card, however, makes it so Sneed's becomes even better, which is something I like about it.
Medium quality card. Can see play.
Retired Hearthstone Columnist
PS: Harvest Golem goes to the gym!
Retired Hearthstone Columnist
If you read the effect it implies that it only triggers when foe reaper attacks. Remember that attacking and retaliating are different.
Hey, it's the MTG equivalent of trample. A part of me was hoping that Blizzard would turn this into a new card mechanic. Nothing necessarily this powerful, but something like "Splash Damage +X (Minions damaged by this minion also have adjacent minions take X damage.)"
Regardless, this is literally the first neutral card that deals with your opponent's adjacent minions, meaning nearly all match-ups now should have to pay attention to minion placement. Placing taunts on the sides would be a start.
Is this life?
I don't think this is that good, basically glorifed grull imo. I'd much rather have rag