I don't mind losing with that. But EIGHTH!
I'm not really a fan of the direction. I understand that Bliz wants to monetize this a bit more, that's fine. Well, as fine as anything under Caplitalism, I guess. But overall, I feel like the cost is perhaps a bit steep, and the non-BGs rewards a bit weak.
Costs: I like that the old way allowed someone to build up rewards incrementally, and not just in one go. Someone could buy half the packs needed, earn more gold, and buy the other half. With the way they moved to four choices being shown for your hero, it'd be really easy to have a midway point at 3 heroes shown, for part of the purchase. Taking advantage of that would allow someone to make a smaller initial purchase, same way that packs can be bought by the 7 or the 60.
Rewards: Four Arena runs is a pretty slim benefit, but the old system was that you wound up with 20 packs. That's a really big difference, since Arena won't be a reward for a lot of folks, but a chore. Splitting the benefit up between some Arena runs and some latest-expansion packs wouldn't be bad. I'm willing to "overpay" for some HS packs for BGs perks, but I'd appreciate getting more for the purchase. The adventures last year struck a good balance, I think, in providing enough packs and cards as a reward to justify the price.
What I'd have been more comfortable with:
Two layers of Tavern Pass. Buy one or two, buying both at once has a discount, say $12.50 USD each, or $20 for the pair, or 1500/2500 gold. The contents would be 3 packs and 3 arena runs, and one extra hero to choose at start of game for each Pass purchased (so 2 heroes without, 3 heroes with one Tavern Pass, 4 heroes with two Tavern Passes). That's not a huge difference, but it'd be easier to have a smaller buy-in for half-benefit, and the non-BGs rewards are a little bit better.
Side point: BG wins should provide a bit more gold. Maybe that's more credit towards the "3 wins = 10 gold" ticker, maybe that's better quest interaction so that it's easier to claim quest gold from BGs. Doesn't need to be a tonne, but it'd be nice if it were a little better.
One difference between Maly and someone like Leeroy Jenkins is that Malygos' relationship to the decks which run him is always changing. Leeroy dropped into anything aggressive, but the tricks which make Maly work will rotate. Dreampetal Florist and Floop are out of Druid with the rotation, and Galakrond will go away.
Granted, I'd HoF 95% of Classic if I had my way, just so things are different, but I can understand leaving Maly while removing Leeroy.
There's a lot of strange edge-cases where this is probably busted-strong. Copy a Ysera, and trade your current board into it, to have the last Ysera standing. Your opponent has an Astromancer Solarian or Lady Vashj on board? You get to shuffle the Primes into your deck, too.
Not going to happen every time, but most of the time everything dies, and sometimes you get something absurdly strong happening.
Well, they did just add Shadow Word: Ruin, Holy Nova costs only 4 (same as Consecration), and Plague of Death is still in Standard. I think there's room for one which is sometimes inconsistent, but sometimes has outright game-winning potential.
A quite good minion. Ping to finish stuff off, or make it really easy for your own minions to go 2-for-1 with Divine Shield, or help protect something from damage-based AOE. On top of that, premium stats.
However... it's still just a 1-drop. Premium-stats 1-drops with useful abilities are strong for what they are, but ultimately they're still just 1-drops. Something can be very good without breaking the game.
Is this overpowered in the sense that it does more than a 1-drop should? Without a doubt.
Is it game-breaking? Heck no. It'll probably be fairly easy to have this in the wrong position in hand to be used on-demand as card draw (particularly Turn 1), and even then, it's still just a 2/1 body. Very good for 1 mana, but not more than just "very good."
I feel like folks are sleeping on the fact that if there was a non-legendary 2/1 Divine Shield Murloc card, it'd be an automatic two-of card in any murloc or aggro Paladin. The initial body is solid.
If you play the prime as a reload in the late game, great. But even without the deathrattle, this would still be good. Exciting as a legendary? Maybe not, but still a good card.
Counterpoint: Murgur Murgurgle is a strong on-curve body. He's basically Shotbot or Shielded Minibot, which were both playable even without resorting to tribal synergies, and this dude will line up well with other murlocs. If it was just a non-legendary 2-cost 2/1 Divine Shield Murloc with no other text, it'd be a 2-of in any Murloc paladin.
Meanwhile, due to the Prime deathrattle mechanic, you probably won't get the prime until later in the game anyhow, and that's when a huge 8-mana reload would be most important.
Even Murlocs feel the pull of the light. I mean, there's a reason the Diablo III Crusader Johanna chose Murky to be her apprentice.
To be sure, this is one of the most playable 10-mana minions Blizzard has printed in a long time. That is to say, it's probably not *quite* good enough to see much play. Certainly not OP.
It forms a pretty solid wall with 7/14 worth of Taunt stats across two bodies. That's not that bad, as far as big dumb minions go. But I don't think it's enough.
I'd say there is at least one challenge Colossus and Archmage face that this doesn't. CotM and BBA don't have taunt, and can be completely ignored in favor of an opponent going face. I guess Big Bad Archmage has a chance to random into a 6-drop Taunt, but I think my point stands.
With taunt, and two bodies, this can't really be ignored in the same way. Anyone trying to kill you has to kill this first. It isn't an impossible task for something like Silence or Sap, but it's by no means automatic.
What does that all add up to? One of the closest-to-playable 10 drops in a long while, but still probably not playable.
If nothing else, "costs 0 if you have X or more mana crystals" is an interesting new mechanic.
I suppose one thing it does is allow you to play a bigger minion in the late game which doesn't have an instant effect. Something like Ysera, Unleashed or Dragonqueen Alexstrasza is a powerful card, but if your opponent is giving you the beatdowns, it's entirely possible you can't play it. Turning Ysera into a 5/15 Taunt goes a long way towards buying you enough time to draw those Dream Portals. There's a bunch of minions out there you can't really play from behind. Ironbark kinda lets you play them from behind now.
Likewise, this seems great with Gadgetzan Auctioneer, for free cycle, plus making Gadget a taunt to help stay alive.
I guess I probably don't think this is good enough to include in most decks (potentially easier in a highlander deck), but I can almost kinda sorta see it.
As playable as any 10 mana minion (which is to say, not every).
However, it does have an immediate effect (taunt) and any taunt which necessarily takes multiple attacks to get through is at least OK.