Well from what I gather you only need to invoke him 4 times to fully upgrade him and each evil class has access to 8 invokes with the exception of shaman since they have a card that invokes twice and is super OP
Personally I think there are enough, although some Galakronds benefit more from multiple Invokes than others, and some classes have an easier time with it.
If there would be more Invoke options it could make Galakronds too dominant. Now it seems you'll be more often faced with the decision when to play it.
I think the invoke options are plentiful and good enough. Warrior I think has the short of the stick with invokes, a more expensive whirlwind and a cheap/bad weapon, but even in that I think most classes are going to run the devoted maniac just for the rush and then both (or at least 2 copies of one class invoke; i'm looking at you shaman).
I think that the added hero power from invoke lends to that if there were more invokes it would be WAY too good, especially if they were cheaper or anything like that. I think most Galakrond decks will start off running in total 6 invoke cards except shaman will most likely run the double-invokex2 and maybe 1 devoted maniac and 1 of the taunt gala's just because the hero power isn't THAT good, just helps with board control; then as the expansion goes on and the decks get more refined most decks will run 4/5 invokes, just because Stage 2 Galakrond effect is pretty good in all classes, Stage 3 is usually overkill and not needed EVERY time.
They should of made some more neutral invokes instead of those trash meme cards
Devoted maniac? probably. Shield of Galakrond? 5 mana 4/5 taunt is pretty decent for a taunt of that mana cost. Then you add in the invoke which advances Galakrond and gives you a special effect and it's pretty good. Not amazing for every deck, but I could see it used in Priest galakrond.
I think the invoke options are plentiful and good enough. Warrior I think has the short of the stick with invokes, a more expensive whirlwind and a cheap/bad weapon, but even in that I think most classes are going to run the devoted maniac just for the rush and then both (or at least 2 copies of one class invoke; i'm looking at you shaman).
I think that the added hero power from invoke lends to that if there were more invokes it would be WAY too good, especially if they were cheaper or anything like that. I think most Galakrond decks will start off running in total 6 invoke cards except shaman will most likely run the double-invokex2 and maybe 1 devoted maniac and 1 of the taunt gala's just because the hero power isn't THAT good, just helps with board control; then as the expansion goes on and the decks get more refined most decks will run 4/5 invokes, just because Stage 2 Galakrond effect is pretty good in all classes, Stage 3 is usually overkill and not needed EVERY time.
The weapon is actually good. It's a War Ax. The whirlwind is bad swipe. But yeh its bad
One thing I thought was really important before evaluating Galakrond decks is to see what other Invoke cards will be released.
As it turns out, there are no additional neutral Invoke cards.
Do you think there are enough Invoke options to make Galakrond decks good enough?
Of course, Galakrond may be playable even without any Invoke cards, so I guess the answer is yes.
I still feel kinda bummed there are so few Invoke cards released.
Well from what I gather you only need to invoke him 4 times to fully upgrade him and each evil class has access to 8 invokes with the exception of shaman since they have a card that invokes twice and is super OP
They should of made some more neutral invokes instead of those trash meme cards
Personally I think there are enough, although some Galakronds benefit more from multiple Invokes than others, and some classes have an easier time with it.
If there would be more Invoke options it could make Galakronds too dominant. Now it seems you'll be more often faced with the decision when to play it.
I think the invoke options are plentiful and good enough. Warrior I think has the short of the stick with invokes, a more expensive whirlwind and a cheap/bad weapon, but even in that I think most classes are going to run the devoted maniac just for the rush and then both (or at least 2 copies of one class invoke; i'm looking at you shaman).
I think that the added hero power from invoke lends to that if there were more invokes it would be WAY too good, especially if they were cheaper or anything like that. I think most Galakrond decks will start off running in total 6 invoke cards except shaman will most likely run the double-invokex2 and maybe 1 devoted maniac and 1 of the taunt gala's just because the hero power isn't THAT good, just helps with board control; then as the expansion goes on and the decks get more refined most decks will run 4/5 invokes, just because Stage 2 Galakrond effect is pretty good in all classes, Stage 3 is usually overkill and not needed EVERY time.
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Devoted maniac? probably. Shield of Galakrond? 5 mana 4/5 taunt is pretty decent for a taunt of that mana cost. Then you add in the invoke which advances Galakrond and gives you a special effect and it's pretty good. Not amazing for every deck, but I could see it used in Priest galakrond.
The weapon is actually good. It's a War Ax. The whirlwind is bad swipe. But yeh its bad
They don't want you to play Highlander Galakronds.
“Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
I'm fine with Warrior's Invokes being bad when the Battlecry looks so insane.
Ya... except for Warlock (since they are unplayable)
It would be boring if you could always guarantee four invokes by turn 7.
Part of the strategy should be, "Do I play Galakrond now, or do I wait a bit longer for a better battlecry?"
If you never have to make that decision, it means there are too many invoke cards available.
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Warrior invoke basically deal 3 damage to a minion of choice or the face so it should be rare.
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There are only 2 class Galakrond cards, and basically 1 neutral (since Devoted Maniac is so trash).
6 cards to invoke Galakrond, and you need to invoke him 4 times by turn 7. That is definitely not enough. So Galakrond is unplayable.
Except for Shaman of course. And I guess this is good, since we don't see any Shaman in the meta .......
Oh the irony xD
Just because you don't play it on turn 7 doesn't make it unplayable. In fact, a lot of times you don't want to play it on 7 anyway.
How is a 3 mana 3/1 (at worst) that summons two 1/1s and furthers galakrond?
Or how is a 3 mana summons two 2/1's (again at worse) spell that furthers your galakrond terrible?