this dude is playing the devil's advocate, and he's mostly right, but the part we left out is that he plays wild. (I do too its fun as hell), his argument is mostly based around the fact that the wild meta doesn't really shift much when a new expansion drops, and that the galakronds aren't as good as what we currently have in the format (hyper aggro and hyper control, as opposed to the midrange-y deck galakronds build).
unless of course he is saying that it also sucks in standard, in which case, only time can tell.
this dude is playing the devil's advocate, and he's mostly right, but the part we left out is that he plays wild. (I do too its fun as hell), his argument is mostly based around the fact that the wild meta doesn't really shift much when a new expansion drops, and that the galakronds aren't as good as what we currently have in the format (hyper aggro and hyper control, as opposed to the midrange-y deck galakronds build).
unless of course he is saying that it also sucks in standard, in which case, only time can tell.
That seems to be the case, I also think. Wild is completely different from standard in terms of game pace. Things like quests and invoking don't have a chance in wild. I mean, either you die by turn 5-6 or your opponent outvalues you with more powerful stuff...
I still didn't play standard but I think, except for the Warlock (and maybe Priest), all the other Galakronds will find a good spot in the meta. We'll see in the following weeks
"Please explain how galakrond can compete with shaman quest."
You realize they synergize insanely well together right? And before you reply with "you lose your double battlecry hero power for the rest of the game." Four 8/8 rush minions is going to be the end of the game in a lot of cases.
I easily beat one in wild with my Renolock. He played the quest and completed it mid game only to overwrite his OP double battlecry with galakrond(he only invoked once that game). He did HP first so he got 4x of the 2/2 rush, but that didn't do much and he had a much worse new HP and conceded. I said galakrond was not viable in quest shaman and that game proved it to me.
Lmao how does literally the most shit player in the game prove anything? So you beat a scrub, that doesn't prove anything
Besides the fact that no one gives a shit about Wild, the fact that he made the incredibly stupid play of dropping it before invoking was entirely PEBKAC, not a deck issue
I agree that the 4 mana 2/2 rush minion is terrible tho.
It's terrible until you finish Shaman quest, in which case it's 6 mana 6/4 rush off of one card.
The only one that's bad in Shaman is the 1 mana spell, the 5 mana 3/3 with double invoke is insane because it's basically 4x Hunting Mastiff and then you can Mutate the 3/3 into a good six drop.
Even in other decks it's okay. You get the body plus two 1/1s, 3 hero attack, 1 lackey in hand, or add a random Priest minion to hand.
Um, it sounds like you don't understand that you proc their battlecries when you play them. When you take that into account all the invoke minions and spells (especially the class ones) are much better than C'thun's followers and are about on par with most cards, depending on the class. (i.e. Devoted Maniac just doesn't really work in Galakrond priest decks while it's great in Warlock or Shaman Galakrodn decks, but Shield of Galakrond on the other hand is pretty good in Priest Galakrond but not as good in Warlock or Shaman Galakrond.)
"Please explain how galakrond can compete with shaman quest."
You realize they synergize insanely well together right? And before you reply with "you lose your double battlecry hero power for the rest of the game." Four 8/8 rush minions is going to be the end of the game in a lot of cases.
I easily beat one in wild with my Renolock. He played the quest and completed it mid game only to overwrite his OP double battlecry with galakrond(he only invoked once that game). He did HP first so he got 4x of the 2/2 rush, but that didn't do much and he had a much worse new HP and conceded. I said galakrond was not viable in quest shaman and that game proved it to me.
You should teach logical reasoning, you're just so good at it....
"Please explain how galakrond can compete with shaman quest."
You realize they synergize insanely well together right? And before you reply with "you lose your double battlecry hero power for the rest of the game." Four 8/8 rush minions is going to be the end of the game in a lot of cases.
I easily beat one in wild with my Renolock. He played the quest and completed it mid game only to overwrite his OP double battlecry with galakrond(he only invoked once that game). He did HP first so he got 4x of the 2/2 rush, but that didn't do much and he had a much worse new HP and conceded. I said galakrond was not viable in quest shaman and that game proved it to me.
"I saw something happen once and that proves my point". Jeez....
Quest Galakrond Shaman is wrecking standard at the moment. How does that fare against your point?
"Please explain how galakrond can compete with shaman quest."
You realize they synergize insanely well together right? And before you reply with "you lose your double battlecry hero power for the rest of the game." Four 8/8 rush minions is going to be the end of the game in a lot of cases.
I easily beat one in wild with my Renolock. He played the quest and completed it mid game only to overwrite his OP double battlecry with galakrond(he only invoked once that game). He did HP first so he got 4x of the 2/2 rush, but that didn't do much and he had a much worse new HP and conceded. I said galakrond was not viable in quest shaman and that game proved it to me.
....wild. Everyone is thinking STANDARD. Zalae got top legend with Quest Galalkrand Shaman.
You are dead wrong in a lot of your points. First of all, a smart player will run dragons alongside Galakrond. My Galakrond Shaman deck is killing it right now.
Second, you can still use Galakrond’s summon ability with Shaman and keep your double battlecry hero power. You make sure that summoning Galakrond is your 6th triggered battlecry, then you get Galakrond’s summon ability, then you get your 2x battlecry hero power. This way you get to still use your op battlecry minions and unleash multiple “Devastations”. Also, I’ve cleared the field multiple times just from invoking four times in a turn thanks to double battlecry, so the rush minions are better and easier to utilize than you think.
I agree that the 4 mana 2/2 rush minion is terrible tho.
It's terrible until you finish Shaman quest, in which case it's 6 mana 6/4 rush off of one card.
The only one that's bad in Shaman is the 1 mana spell, the 5 mana 3/3 with double invoke is insane because it's basically 4x Hunting Mastiff and then you can Mutate the 3/3 into a good six drop.
Even in other decks it's okay. You get the body plus two 1/1s, 3 hero attack, 1 lackey in hand, or add a random Priest minion to hand.
You’re doing it wrong. Make sure summoning Galakrond is your 6th battlecry. You will get Galakrond’s summon ability and then get your quest hero power.
I disagree, hero cards always see play in tier 1-3 decks. We will see these for years, quest too.
Why would I play the Shaman Galakrond over the quest? I did mention Galakrond has potential in priest and warrior(sans invoke package), too weak in Rogue and warlock.
I think you’re being VERY pessimistic about the quality of the class invoke cards, but I see your point about the neutrals and the future for these cards without any upcoming support. Galakrond, should it be overshadowed by a future strategy, will likely become dead for a few of the classes. Of the 5 now I think Rogue is the only one with no hope whatsoever. Priest and Warrior (and possibly shaman) will have the most longevity with their versions, but who knows? Maybe dragons/pirates just squashes everything come the end of the month. Hopefully those 35 new adventure cards support some aspect of these decks to keep them relevant.
Tell me which Galakrond class cards are good? I would much rather be running dragons or removal or board clears instead. You do agree on priest and warrior and that's because they get the best hero power. Link to the 35 new adventure cards? Blizz hasn't offered adventures in years, just 3x expansions a year.
It is not even remotely the same. Galakronds minions come with hero power effects to back them up, some of which are tempo based. Cthuns minions had no immediate benefit and were mostly just vanilla in stats if not worse.
Galakrond also has a neutral minion to help you draw him. Many cthun games you wouldn't even draw cthun because if he was near bottom deck it was horrible.
Galakrond also does not require as much improving as cthun did. Once galakrond has been invoked 4 times, you're done. Cthun needed to reach massive stats to win you the game, and often times you needed to drop him early to catch-up on board.
It's just not the same. You can tell on paper that galakrond will be more impactful than cthun was, just like you can tell that blizzard learned from their mistakes with cthun.
You must have meant battlecry effects. Good luck surviving long enough to invoke Galakrond 4x to gain the maximum battlecry and 5/2 weapon. The meta will be full of aggro and midrange dragon decks which will out tempo the slower Galakrond decks. Yes there's a 6/6 to draw him but if you play him on curve turn 7, he will probably not be invoked, something that's fine for priest and warrior because they mostly just want to upgrade their bad hero power. Invoking Galakrond 4x is quite difficult, there's only 8x invoke cards, 4x if you go highlander so a maximum Galakrond will be quite late in the game. C'thun would just keep growing, often OTKing you late game. The meta sped up in response to C'thun and will do the same vs. Galakrond.
I disagree with most of what you're saying, to be honest. Galakrond are just powerful hero cards. C'Thun was completely different. The invoke cards also activate your Galakrond's hero power regardless if you've played Galakrond or not, so they're a lot stronger than the cards you're comparing them to IMO.
I think at least 2 or 3 of the Galakrond cards will be tier 1 or 2.
You mean battlecry and once you play Galakrond, it doesn't change if I am correct.
"Please explain how galakrond can compete with shaman quest."
You realize they synergize insanely well together right? And before you reply with "you lose your double battlecry hero power for the rest of the game." Four 8/8 rush minions is going to be the end of the game in a lot of cases.
I easily beat one in wild with my Renolock. He played the quest and completed it mid game only to overwrite his OP double battlecry with galakrond(he only invoked once that game). He did HP first so he got 4x of the 2/2 rush, but that didn't do much and he had a much worse new HP and conceded. I said galakrond was not viable in quest shaman and that game proved it to me.
That guy doesn’t know how to play the deck then. You are basing all your evaluations of the card based off beating one noob. You can get Galakrond and still keep the quest hero power.
Galakrond, the Nightmare has many potentials for combo, deathrattle and bigminions. The lackey hero power is just an added flavor because it's draw 0 cost is already powerful.
Galakrond, the Tempest is very powerful because of the board presence when invoking it, especially the dual invokers.
"Please explain how galakrond can compete with shaman quest."
You realize they synergize insanely well together right? And before you reply with "you lose your double battlecry hero power for the rest of the game." Four 8/8 rush minions is going to be the end of the game in a lot of cases.
I easily beat one in wild with my Renolock. He played the quest and completed it mid game only to overwrite his OP double battlecry with galakrond(he only invoked once that game). He did HP first so he got 4x of the 2/2 rush, but that didn't do much and he had a much worse new HP and conceded. I said galakrond was not viable in quest shaman and that game proved it to me.
Lmao dude thats wild of course you will beat it. Talk for standart
this dude is playing the devil's advocate, and he's mostly right, but the part we left out is that he plays wild. (I do too its fun as hell), his argument is mostly based around the fact that the wild meta doesn't really shift much when a new expansion drops, and that the galakronds aren't as good as what we currently have in the format (hyper aggro and hyper control, as opposed to the midrange-y deck galakronds build).
unless of course he is saying that it also sucks in standard, in which case, only time can tell.
That seems to be the case, I also think. Wild is completely different from standard in terms of game pace. Things like quests and invoking don't have a chance in wild. I mean, either you die by turn 5-6 or your opponent outvalues you with more powerful stuff...
I still didn't play standard but I think, except for the Warlock (and maybe Priest), all the other Galakronds will find a good spot in the meta. We'll see in the following weeks
Plenty of Quests are played in Wild.
Time Warp has its own combo decks, and is also played in Reno Mage.
Supreme Archeology is played in Mecha'thun Warlock
Corrupt the Waters is played in Shudderwock Shaman.
In addition to the above, which are all meta decks, Sulfuras barely misses competitive play and Streamers have some limited success with Carnassa since the introduction of Magic Carpet.
Crystal Core also used to be played a lot before being nerfed into oblivion. I actually think it could work great with the Rogue Galakrond, instead of weak fodder minions to bounce, you just play Lackeys, of which you will draw plenty. Aside from the Invoke cards use the freed deckspace for higher cost cards that benefit from crystal core such as Ziliax.
However aside from the Rogue and Warlock ones ones I can't think of a GAMEPLAN for the others and that's what dictates wild. All the Galakronds don't really match with their Invoke cards.
Warrior for example. The tons of +3 Attack and the Synergy between handbuff and charge minions suggest face Aggro, but the Invoke cards don't support that aside from the weapon. Arguably the Rush Dragon is just really powerful regardless of deck type, but the overcosted Whirlwind and the neutral cards don't fit aggro.
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Yeah but shaman invoke generates rush minions that help clear board so not understated at all, in fact overpowered
Shield of Galakrond is actually kinda good.
I agree that the 4 mana 2/2 rush minion is terrible tho.
It is amazing in zoo. 4 mana 2/2 rush that summons two 1/1 imps.
this dude is playing the devil's advocate, and he's mostly right, but the part we left out is that he plays wild. (I do too its fun as hell), his argument is mostly based around the fact that the wild meta doesn't really shift much when a new expansion drops, and that the galakronds aren't as good as what we currently have in the format (hyper aggro and hyper control, as opposed to the midrange-y deck galakronds build).
unless of course he is saying that it also sucks in standard, in which case, only time can tell.
That seems to be the case, I also think. Wild is completely different from standard in terms of game pace. Things like quests and invoking don't have a chance in wild. I mean, either you die by turn 5-6 or your opponent outvalues you with more powerful stuff...
I still didn't play standard but I think, except for the Warlock (and maybe Priest), all the other Galakronds will find a good spot in the meta. We'll see in the following weeks
Lmao how does literally the most shit player in the game prove anything? So you beat a scrub, that doesn't prove anything
Besides the fact that no one gives a shit about Wild, the fact that he made the incredibly stupid play of dropping it before invoking was entirely PEBKAC, not a deck issue
It's terrible until you finish Shaman quest, in which case it's 6 mana 6/4 rush off of one card.
The only one that's bad in Shaman is the 1 mana spell, the 5 mana 3/3 with double invoke is insane because it's basically 4x Hunting Mastiff and then you can Mutate the 3/3 into a good six drop.
Even in other decks it's okay. You get the body plus two 1/1s, 3 hero attack, 1 lackey in hand, or add a random Priest minion to hand.
while cthun forced 1 archetype, galakrond serves more as a support card+ to various archetypes with its invokes.
Its similar in the sense that its a card that is built up by other cards, but it is much more flexible in every way.
Um, it sounds like you don't understand that you proc their battlecries when you play them. When you take that into account all the invoke minions and spells (especially the class ones) are much better than C'thun's followers and are about on par with most cards, depending on the class. (i.e. Devoted Maniac just doesn't really work in Galakrond priest decks while it's great in Warlock or Shaman Galakrodn decks, but Shield of Galakrond on the other hand is pretty good in Priest Galakrond but not as good in Warlock or Shaman Galakrond.)
You should teach logical reasoning, you're just so good at it....
"I saw something happen once and that proves my point". Jeez....
Quest Galakrond Shaman is wrecking standard at the moment. How does that fare against your point?
Get fucked, racist.
....wild. Everyone is thinking STANDARD. Zalae got top legend with Quest Galalkrand Shaman.
Hi my dood.
You are dead wrong in a lot of your points. First of all, a smart player will run dragons alongside Galakrond. My Galakrond Shaman deck is killing it right now.
Second, you can still use Galakrond’s summon ability with Shaman and keep your double battlecry hero power. You make sure that summoning Galakrond is your 6th triggered battlecry, then you get Galakrond’s summon ability, then you get your 2x battlecry hero power. This way you get to still use your op battlecry minions and unleash multiple “Devastations”. Also, I’ve cleared the field multiple times just from invoking four times in a turn thanks to double battlecry, so the rush minions are better and easier to utilize than you think.
You’re doing it wrong. Make sure summoning Galakrond is your 6th battlecry. You will get Galakrond’s summon ability and then get your quest hero power.
You would use the quest and Galakrond together.
That guy doesn’t know how to play the deck then. You are basing all your evaluations of the card based off beating one noob. You can get Galakrond and still keep the quest hero power.
Galakrond, the Nightmare has many potentials for combo, deathrattle and bigminions. The lackey hero power is just an added flavor because it's draw 0 cost is already powerful.
Galakrond, the Tempest is very powerful because of the board presence when invoking it, especially the dual invokers.
Lmao dude thats wild of course you will beat it. Talk for standart
Plenty of Quests are played in Wild.
Time Warp has its own combo decks, and is also played in Reno Mage.
Supreme Archeology is played in Mecha'thun Warlock
Corrupt the Waters is played in Shudderwock Shaman.
In addition to the above, which are all meta decks, Sulfuras barely misses competitive play and Streamers have some limited success with Carnassa since the introduction of Magic Carpet.
Crystal Core also used to be played a lot before being nerfed into oblivion. I actually think it could work great with the Rogue Galakrond, instead of weak fodder minions to bounce, you just play Lackeys, of which you will draw plenty. Aside from the Invoke cards use the freed deckspace for higher cost cards that benefit from crystal core such as Ziliax.
However aside from the Rogue and Warlock ones ones I can't think of a GAMEPLAN for the others and that's what dictates wild. All the Galakronds don't really match with their Invoke cards.
Warrior for example. The tons of +3 Attack and the Synergy between handbuff and charge minions suggest face Aggro, but the Invoke cards don't support that aside from the weapon. Arguably the Rush Dragon is just really powerful regardless of deck type, but the overcosted Whirlwind and the neutral cards don't fit aggro.