With shield slam, a 5 damage board clear for 6 mana and 1 card. That's Dragonfire Potion level, which means absolutely playable. And you could get it even higher with hero power - 7 damage for 8 mana now - an excellent late game sweep.
This card is extremely good. Put only a few giant demons in your deck and pull them at will. It's very comparable to voidcaller but doesn't need the demons to be in your hand.
You can get some huge mana savings on stuff using this card.
Very strange and very slow. I think people are vastly overrating this just because of the "infinite value" promise, when any number of things can break the chain.
Could you elaborate on why you think it's barely playable, though?
Assuming you've upgraded this by turn 7, it still too slow to really matter against fast decks and too specific to be better than Siphon Soul against control.
Uh, it can be upgraded by turn 2, especially with the two new zoo cards. Having a card stronger than fireball available on turn 4 or 5 is hardly "barely playable"
So the kobold tribe basically has little to no consistency with each other. Well played Blizzard!
...what kobold tribe?
There are other tribes in the game such as ogres and troggs. They usually do very similar things relative to each other. Just because they don't have a tag on the bottom of their cards doesn't make them any less of a tribe. The tag is their only for the purposes of the game knowing where to include synergies such as 'if your holding a dragon' and to assign buffs to the proper cards. I origianally bought Blizzard's BS when they said only kobolds would get the Recruit wording and not cards like Y'Shaarj. Then they started revealing the cards like this one. If kobolds can now have any mechanic in the game then why shouldn't Y'Shaarj have the word Recruit to condense the wording and keep consistency with other cards that have the same effect. My joke was about the consistency of kobolds against Blizzard's statements. When your game gets to include over a 1000 cards, consistency in wording and tribal effects becomes important for people to remember what the hell they do when deck building.
Ogre Magi wonders what connection there is between itself and the rest of the tribe... There are always outliers.
An Ogre Magi is obviously one of the smart ones....he can hit accurately.
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Great card
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With shield slam, a 5 damage board clear for 6 mana and 1 card. That's Dragonfire Potion level, which means absolutely playable. And you could get it even higher with hero power - 7 damage for 8 mana now - an excellent late game sweep.
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Whoah. Combo: draw 2 cards on a 3/2 body for 4 is excellent.
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It's meta defining in Kuun Avianna wild decks.
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This card is extremely good. Put only a few giant demons in your deck and pull them at will. It's very comparable to voidcaller but doesn't need the demons to be in your hand.
You can get some huge mana savings on stuff using this card.
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Very strange and very slow. I think people are vastly overrating this just because of the "infinite value" promise, when any number of things can break the chain.
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Deathrattle Rogue was killed when Unearthed Raptor got rotated out. Don't you remember Blizz, you're the one who did it.
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This card sickens me. It's just more support for high roll big priest garbage.
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It's scary how long its been since I've seen a Hunter secret in a regular game. Maybe cards like this will bring them back.
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I think it's really good. Completing the priest quest also becomes trivial.
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Wonder if Big Spell Mage + Elementals to fill out the early game (and Frost Lich Jaina for the end) is going to work out.
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If it hits something 4 or better it's well worth it.
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Uh, it can be upgraded by turn 2, especially with the two new zoo cards. Having a card stronger than fireball available on turn 4 or 5 is hardly "barely playable"
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Wow another legendary for Warrior that summons random minions.
Blizzard is running this game into the ground with RNG.