You need to cheat this card out early - maybe as a 1/1 with the other new legendary that draws 2 minions and makes them cost 1. Prob a good arena card but that's it.
I can definitely see why it is rare (because it is a spawner and it does have the way to make decent minions) but it does need cheated out. Consuming your whole turn to play this isn't smart when there are more powerful cards that have a stronger effect. With that being said, in Arena, this card will be a beast.
What is the hidden meaning behind summoning minions that cost 6 instead of any other mana cost?
I guess they settled on that to keep a tighter grip on the randomness of this game.
Historically the 6 drops were always the least played cards and sometimes considered the least powerful ones. Even today, we see a lot of decks that build up a curve up to 5 mana, then add a couple 7+ mana game breakers and often, leave the 6 mana slot completely empty.
I don't know if this is the reason why blizzard makes these cards, but I like it anyway. Anything that makes 6 drops more viable I welcome. It's frustrating when you click on the 6 mana button to see dozens of cards that have the stats and abilities to be powerful but never see any play because.. Well 5 years into Hearthstone I still don't know why exactly.
Bad for standard and okay for Arena, I guess. Especially if you are in top deck mode. But can't really give an opinion for the arena, since I don't play arena often.
Rollback Post to RevisionRollBack
“If you have an apple and I have an apple and we exchange these apples then you and I will still each have one apple. But if you have an idea and I have an idea and we exchange these ideas, then each of us will have two ideas.” ― George Bernard Shaw
EU Legend: S52 (ZooHeal Lock); S76 (Highlander Hunter);
Not good in the current meta, could be good after the rotation (after all the crazy OP cards have rotated out). It's slow but forces your opponent to clear it straight away, because you're bound to get a good 6 drop at some point....maybe.
Worth trying in a control deck.
Edit: thought it was a 10/10 - at 6/6 it's just not good enough to see play.
Quite ok effect but way to much mana for it. Could work in some meme/trick Deck but only 1 / 10 Times.
Voted Bad.
My current mage deck (wild,reno,otk,highlander)
My current hunter deck (wild,reno,highlander)
"The game is dead"
Every salty hearthstone player
great target to resurrect, but ends up flooding the resurrect pool with cards you don't want resurrected.
Win-more Arena card. Quite skeptical of this card’s success in Constructed.
Too bad they didn't add, '... and give it Taunt.' to the card.
Galavant Animation
Shite in constructed, but has some potential in arena.
Release the Kraken!
^^^ This ^^^
"The world outside is so big, but it's safe in my domain
Because to you I'm just a number and a clever screen name..."
I THINK FOR MYSELF, THEREFORE.... I'M AN ATHEIST !!!
You need to cheat this card out early - maybe as a 1/1 with the other new legendary that draws 2 minions and makes them cost 1. Prob a good arena card but that's it.
I can definitely see why it is rare (because it is a spawner and it does have the way to make decent minions) but it does need cheated out. Consuming your whole turn to play this isn't smart when there are more powerful cards that have a stronger effect. With that being said, in Arena, this card will be a beast.
It´s a card to build decks around it or to add it into big recruit type decks. Otherwise it´s just way too expensive.
Would have been a nice card if recruit warrior cards weren't rotating at the same time.
Kinda looks like a fair, weaker Y'shaarj that doesn't need as much build around.
Costs too much.
What is the hidden meaning behind summoning minions that cost 6 instead of any other mana cost?
I guess they settled on that to keep a tighter grip on the randomness of this game.
Historically the 6 drops were always the least played cards and sometimes considered the least powerful ones. Even today, we see a lot of decks that build up a curve up to 5 mana, then add a couple 7+ mana game breakers and often, leave the 6 mana slot completely empty.
I don't know if this is the reason why blizzard makes these cards, but I like it anyway. Anything that makes 6 drops more viable I welcome. It's frustrating when you click on the 6 mana button to see dozens of cards that have the stats and abilities to be powerful but never see any play because.. Well 5 years into Hearthstone I still don't know why exactly.
Find a way to cheese this and its ok. On its own it's not great
Bad for standard and okay for Arena, I guess. Especially if you are in top deck mode. But can't really give an opinion for the arena, since I don't play arena often.
“If you have an apple and I have an apple and we exchange these apples then you and I will still each have one apple. But if you have an idea and I have an idea and we exchange these ideas, then each of us will have two ideas.” ― George Bernard Shaw
EU Legend: S52 (ZooHeal Lock); S76 (Highlander Hunter);
Right now 6 sucks for random minions.
Also, who's playing this on 10?
Not good in the current meta, could be good after the rotation (after all the crazy OP cards have rotated out). It's slow but forces your opponent to clear it straight away, because you're bound to get a good 6 drop at some point....maybe.
Worth trying in a control deck.
Edit: thought it was a 10/10 - at 6/6 it's just not good enough to see play.
Not great. But a neat Neutral card.
I really like the design of this expansion. A whole bunch of interesting cards.
UGH I already know it's going to suck... but my monstrosity of a deck is coming together... Archmage, Archmage Arugal, Archmage Antonidas, Big Bad Archmage, Archmage Vargoth
Alone, this will not see play. Combos are coming...