The problem with the priest galakrond is it is the only one of the 5 that's power generates no tempo. Shaman and warlock put minions directly into play, warriors allows for great board clearing, and rogues generates lackeys which generally are still tempo with the low cost of them.
Most of the invoke cards are terrible standalone. 4 mana 2/2 rush is terrible. But 4 mana 2/2 rush summon two 1/1's, another 2/1 rush, give your hero +3 attack, and add a lackey all of a sudden make it amazing. With priest it is 4 mana 2/2 rush, likely do nothing more this turn. The tempo loss from generating value instead of presence is just too great.
The unique thing about the priest galakrond is it actually has the best hero power of the 5 in the really late game. But priest had a hard time keeping board playing under-statted minions for the early turns of the game. You sometimes get into these situations where you are just holding a handful of clunk that you never get to play.
Also the priest hero power incentivizes you to build a deck without card draw because the value comes second hand to the invoke, and you generally don't run out of cards. But then you run into this weird issue where you don't draw into your invokes, and sometimes don't get to the 4.
And finally, priests galakrond is the only one of the 5 who's battlecry is reactive. There are many situations where he will be fully invoked and it's wasteful to play him. And the battlecry is also bad against swarm. Every single other galakrond is a big, swingy tempo play. The priest one generates you 0 presence.
4
Finally something that could force armor spamming warriors to stop and think every once in a while. The version of "remove your stuff and buff my health to infinity + infinite value" control deck has always been anti-fun. There's a reason why people call it "No fun allowed"-Warrior.
Now they need to think if they want to use another armor card and risk getting it burned off. No one in their right mind would ever include two of these in their decks so they can bait out the singleton and continue happily stacking armor.
This doesn't destroy warrior. Maybe the class will finally start playing the control game differently. It also finally gives a slight chance to win to combo decks vs warrior. I'm happy to see some cards are being printed to force the class to do something in the earlier stages of the game instead of just armor stack and brawl. Boring as fck.
1
Think it will be too slow. Don't see it work tbh.
1
Zoo priest is starting to look better and better.
2
Card like Frost Nova/Time Out and +1 mana since it's neutral. Could be nice in a zoo heavy meta. They can't break through with silence. Might make the cut imo.
1
Will see a lot of play. Essentially the heir to Swashburglar. Activates combo, gives cards from other classes and a 1-2 statline is a lot better than 1-1. Very good card.
-4
Can you play this w/o Antonidas? Kinda don't wanna craft Classic legendaries.
2
I think you need two vanguards for consistency. This list is an updated list from a former recruit hunter deck where you had two devilsaurs. Here we have Oondasta taking the place of one of em. That's just my two cents.
1
Member when first week of the new expansion used to be fun cuz everyone tried wacky new decks? I member...
1
There is a cap on the number of turns so I dont see the problem.
1
Mages got shafted this expansion.