I was thinking about galakrond,the nightmare hp and how little inmediate impact it has on the early game ( specially for a tempo class ) like rouge , yeah the lackeys are cool and all , but maybe the 1 cost are just too much ( maybe galakrond's guile should offers lackeys for 0 mana just for tempo/combo plays and add even more value on the late game once you are already galakrond ... in this moment the hp is like pay 3 mana for a efect that should cost 1 or 2 at his best.
Also except for the 1 mana spell the invoke card are kinda overprized ( 3 mana deal 3 ad a lackey to an "undamaged" minion ) and the neutral options are ok if you take in mind the efect for the others galakronds.
All the other galakrond's hp have an inmediate impact ( except the priest one , but is ok because is a hp for value on a heavy control deck ).
Maybe blizz see this as a problem and nerf this hp before it was release .
I do agree that the Galagrond for rogue appears to be weaker, especially in terms of the hero power. However, it seems to me like most of the point of playing Galakrond Rogue is the battlecry - drawing 4 cards and changing their mana cost to 0 can be very game-changing. Unfortunately, this effect is not consistent and doesn't work together well with the invoke synergy cards for Rogue, which are 1,3,and 4 mana respectively. It seems that the galakrond is pushing a miracle rogue style that just doesn't have the tools it needs at the moment.
Lackeys are pretty OP, especially having a lot of them, but I think you’re right that the hp cost plus the lackey is just too much late game. Maybe drop the hp to 1 mana and see if that works.
The problem with the rogue Galakrond invokes is that the base spells are weak and don't produce tempo. The discover a legendary spell is a cool cantrip, but the +1 attack and 3 damage spells just aren't powerful enough to justify their inclusion. If they buffed the attack buff to +3 and damage to 5, the entire archetype would become very powerful because the spells would produce independent effects that are playable.
TLDR: The lackeys are just fine, although the base spell effects for rogue invokes suck.
The problem with the rogue Galakrond invokes is that the base spells are weak and don't produce tempo. The discover a legendary spell is a cool cantrip, but the +1 attack and 3 damage spells just aren't powerful enough to justify their inclusion. If they buffed the attack buff to +3 and damage to 5, the entire archetype would become very powerful because the spells would produce independent effects that are playable.
TLDR: The lackeys are just fine, although the base spell effects for rogue invokes suck.
I agree that the cards are quite weak. However, it's difficult to buff it - Blessing of Might and Shadow Strike exist, and buffing the spells to the levels you suggest would make the cards power creep those. Besides, the rogue spell tax must be taken into account. I believe that the cards are really designed for miracle rogue, which would easily explain their otherwise lackluster effects.
I was thinking about galakrond,the nightmare hp and how little inmediate impact it has on the early game ( specially for a tempo class ) like rouge , yeah the lackeys are cool and all , but maybe the 1 cost are just too much ( maybe galakrond's guile should offers lackeys for 0 mana just for tempo/combo plays and add even more value on the late game once you are already galakrond ... in this moment the hp is like pay 3 mana for a efect that should cost 1 or 2 at his best.
Also except for the 1 mana spell the invoke card are kinda overprized ( 3 mana deal 3 ad a lackey to an "undamaged" minion ) and the neutral options are ok if you take in mind the efect for the others galakronds.
All the other galakrond's hp have an inmediate impact ( except the priest one , but is ok because is a hp for value on a heavy control deck ).
Maybe blizz see this as a problem and nerf this hp before it was release .
OR maybe i was thinking too much about a nonsence.
I do agree that the Galagrond for rogue appears to be weaker, especially in terms of the hero power. However, it seems to me like most of the point of playing Galakrond Rogue is the battlecry - drawing 4 cards and changing their mana cost to 0 can be very game-changing. Unfortunately, this effect is not consistent and doesn't work together well with the invoke synergy cards for Rogue, which are 1,3,and 4 mana respectively. It seems that the galakrond is pushing a miracle rogue style that just doesn't have the tools it needs at the moment.
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Lackeys are pretty OP, especially having a lot of them, but I think you’re right that the hp cost plus the lackey is just too much late game. Maybe drop the hp to 1 mana and see if that works.
The problem with the rogue Galakrond invokes is that the base spells are weak and don't produce tempo. The discover a legendary spell is a cool cantrip, but the +1 attack and 3 damage spells just aren't powerful enough to justify their inclusion. If they buffed the attack buff to +3 and damage to 5, the entire archetype would become very powerful because the spells would produce independent effects that are playable.
TLDR: The lackeys are just fine, although the base spell effects for rogue invokes suck.
I agree that the cards are quite weak. However, it's difficult to buff it - Blessing of Might and Shadow Strike exist, and buffing the spells to the levels you suggest would make the cards power creep those. Besides, the rogue spell tax must be taken into account. I believe that the cards are really designed for miracle rogue, which would easily explain their otherwise lackluster effects.
www.twitch.tv/mistermath314
Check out some of my decks: