The Last Kaleidosaur
The Last Kaleidosaur is a 1 Mana Cost Legendary Paladin Spell card from the Journey to Un'Goro set!
Card Text
Quest: Cast 5 spells on your minions.
Reward: Galvadon.Flavor Text
“Impossible!” exclaimed the Silver Hand Recruit, his eyes filled with fear. Uther shook his head, turning the crystal until it caught the light: “Life finds a way.”- Mana Cost: 1
- Crafting Cost: 1600 / 3200 (Golden)
- Arcane Dust Gained: 400 / 1600 (Golden)
- Rarity: Legendary
- Class: Paladin
- Card Type: Spell
- Set: Journey to Un'Goro
- Mechanics: Quest
The Last Kaleidosaur Additional Information
Cards Relating to The Last Kaleidosaur
Galvadon Type: Minion - Cost: 5 - Attack: 8 - Health: 8 Battlecry: Adapt 5 times. |
Silence lul
Oh wait, stealth.
Hasn’t anyone noted The Old Gods Mukla yet?
I think you might have missed a few key points on this card, first off as many people have noticed the reward is OP (8/5, windfury, stealth). And due to the number of adapts you can statistically rely on seeing these effects at least once each. But more importantly the tools to make this work do exist:
Forbidden Healing
Blessing of Wisdom
Divine Strength
Smuggler’s Run ( based on the card text this will work, if it wouldn’t work they would have included the word target)
Equality (might work, not certain)
Silvermoon Portal
Blessed Champion (works incredibly well with the Galvadon listed above)
Lay on Hands
Dinosize
Spikeridged Steed
And those are only the standard cards! This quest can work, all the tools are there. All that this quest needs is someone to make a decent deck to utilize the existing tools.
But none of those are ‘good cards’, quite often they’re situational at best, let alone cards you would want to cast on a minion or cards you could cast within a reasonable amount of time, you would expect to fulfill the hunter quest well around turn five for comparison, but you can’t even cast spells like spikerridged steed until turn six. (this doesn’t even consider that a minion needs to be in play at the time, or the limitations of stuffing your deck full of these cards given that they aren’t substantial enough on their own (compared with the hunter’s deck which is easy by comparison, especially with the addition of the warden, and that also gives you an aggressive tempo lead, given the quality of one drop minions))
The reward isn’t that valuable either, its temporary to begin with and a large portion of the time wouldn’t be lethal (around 16 damage in a turn at the cost of your deck, isn’t that valuable) and doesn’t apply to the board state for the rest of the game.
hard to clear quest and the reward, although it can get pretty powerful, if you don’t manage to get stealth/charge adapts, it will most likely get banished to oblivion one way or another… yeah, basically not gonna play this… can we hope for a murloc paladin legendary?
For all those curios I have made a list of all the single target spells that are beneficial when used on your own units that paladins have access to.
-Forbidden Healing
-Blessing of Wisdom
-Divine Strength
-Seal of Champions(Wild)
-Silvermoon Portal
-Blessed Champion
-Lay on Hands
-Spare Parts(Wild)
-Rafaam’s Lantern of Power(Wild)
And any cards that will be added with Un’goro.
I also forgot to include cards that can indirectly get you more spells.
-Ivory Knight:Discover a Paladin spell(unless you are not playing a paladin)
-Grimestreet Informant:Can Discover a Hunter, Paladin, or Warrior spell.
-Jeweled Scarab(Wild):Can Discover a spell.
-Grand Crusader(Wild):Can give a spell.
-Nexus Champion Saraad(Wild):Inspire gives a spell.
-Nefarian(Wild):Add 2 spells from your opponents class.
-Lorewalker Cho:Whenever your opponent casts a spell, you are given a copy.
And again any cards added with Un’Goro.I probably missed a few.
What about Holy Light and most importantly Blessing of Kings, Dinosize and the new +2/6 spell ?
I admit I forgot Blessing of Kings and Holy Light. I also forgot to include Hand of Protection and Blessing of Might. I also specifically said I am not including cards from Un’Goro since not all of them have been released.
Adapting count as a spell? …
Every shaman would run Devolve now
Talking about easily accessible spells in wild, I’m curious why no-one has mentioned spare parts. All of them are essentially 1-cost spells, you essentually get them free for including alright bodies in your deck, and all of them are targetable, with the majority of them being beneficial.
I’m not saying that they make this quest good, but if you are trying to make a deck around it in Wild, you might as well include Clockwork Gnome, Mechanical Yeti and Toshley in it, so that you only need some semidecent spells to make it work.
And sure, the spare part giving minions are not the best themselves, but a Toshley is still a better play then slamming Kings onto a fresh 1/1 token on turn 6.
Heck, throw in a Dinosize for ol’ meme-recruit sake
I think this is one you’re really going to need to build the entire deck around with the hope of using Galvadon as a finisher; might even be worth including Blessed Champion – if you can get Stealth and Windfury on Galvadon you’ve got at least 20 damage on the next turn with Blessed Champion; 26 with a +3 attack evolve.
… but 6 spells targeting your own minions… hmmm:
Smuggler’s Run (assuming it counts)
Blessing of Wisdom; you’ll probably want to thin the deck as much as possible to finish the quest
Blessing of Kings
Avenging Wrath (if that counts)
Divine Strength (cheap) or maybe Hand of Protection if you’re going to include a Blood Knight.
… and 1 Blessed Champion for the finisher.
With Djinni of Zephyrs or to a lesser extent Dragonkin Sorcerer, Eydis Darkbane or Fjola Lightbane this might have been viable – but they’re all rotating out.
Not a great quest for Paladin … but it would have been too easy to complete if it was for Priest.
will the hand buff spell count for this quest?
Power overwhelming was the definition of a true 2 for 1 buff, and yet it was so powerful they had to rotate it.
Most paladin buffed minions usually end up trading for 2 minions or a minion and a spell, the problem is the terrible mana efficiency on buffs, since they hold that pseudo charge effect on them, a weakness to silence that is irrelevant as long as buffs are not competitive, and a necessity for a valid and useful minion on board.
Imo Galvadon could be a powerful finisher in a buff/aggro deck, but if such a deck would ever become viable people would run silence and shit all over it.
Protip: You don’t have to cast beneficial spells on them, just holy wrath your own stuff.
We still have to see the other Paladin cards but, at the moment, this Quest seems really difficult to accomplish
This quest is almost unplayable and probably won’t see play in any viable ranked/tournament deck…
Just want you to know, the chance that you have the exact adapt that you want is 0.002%, not that likely.
That can’t be right… order doesn’t matter here so your math might be off
Your math is a big ?,
there are 10 different adaptations, 100%/10 = 10% for the one you want per choice, you have 3 choices, the chance you wont get what you want is therefor 0,9(90%)^3(3 choices)= 0,729=72,9%, the chance that you do get exactly what you want is then 100%-72,9%= 27,1%. not 0,002%
Think your math right before you post it,
yours dearly; Math Dude
You have 5 adaptations!
So it is: 1-(7/10)^5 to get the adaptation you want at least once!
So it is 83.2% to get it.
Btw your 73% per try is slightly off because you can get each adaptation only once within 1 discover!
I think it should be 0.9*0.8*0.7 instead of 0.9^3 since u can only get 1 of each type for ur choice.
lol is right its 0,9^0,8^0,7 its the chance you wont get what you want. Then you do 1 – the result= what you want to adapt. But there is 5 adaptations. For you to get at least one that you want among the five you must multiplie this final result with 0,9^0,8^0,7 (four times). Then you multplie the result by 5.
This would’ve been a lot better if it was summon 10 silver hand recruits, it’d make a silver hand recruit deck somewhat viable and make silver hand recruit cards playable!!! And imagine this card the last galvadon and their are a bunch of silver hand recruits trying to save it/protect it and when galvadon is played it’s like protecting the recruits BUT NO AWFUL BUFF A CARD USING A CARD AND GRIMY GOONS AND OTHER BUFFS LIKE THAT DONT EVEN WORK!! Wow great design on other quests SO FAR but this one is awful
I’m realy curious about what spells will be considered to be played “on your minions”. For exemple would smugglers run count for the quest? r is it only spells that targets minions? Anyway I think you all should calm down and wait to see… There’s still a lot of cards to be revealed for paladin. At least an epic two rares and a common. Still too soon to say it’S garbage.
Smugglers run should count, it doesn’t say spells that target your minions, so I’m pretty sure that one should work. I also look forward to try this in wild with brann, for 10 adapts lol.
Bugging minions is just bad. THERes a reason it is not played… it opens up 2 for 1s for your opponent. The amount of value your opponent gets vs what you get for it is horrible. Now do this 6 times! There’s no way the value of the reward is worth the amount of value you lose through trades.
Of course more reveals might help, but it doesn’t change the fact that pumping is bad. I played mtg since beta, never ever did creature enchanting (in 20+ years) ever become viable unless it was some rediculous combo or something, which blizzard would nerf… y printing some kind of ooze or crab or somwthing
This quest is difficult to pull off. Paladin doesn’t have a lot of good buff spells to help support this quest. The only good buff spell that is worth running is Blessing of Kings. Now we don’t have all the Paladin cards revealed yet so this card could potentially be really good or really bad. Adapting 5 times seems really good. You’d potentially be getting half of the different Adapt options which is nice, but like I said we need better buff spells to help support this quest.
This is a giant spit in the face from blizzard. Straight up unplayable unless we get some EXTREMELY busted buff card. Once again (since Old Gods) there is no incentive to play Paladin anymore.
Shame on you team 5 for being unwilling to balance the game in order to have every class represented on the ladder.
Dust it and be disappointed when you open it. This is the pinacle of Blizzard’s failure to be respectful to all players who enjoy all classes.
I couldn’t have said it better myself. I felt disgusted reading this card, it’s horrific.
1. No this isn’t. The pinnacle of bad PR was a purify, a card so bad that 8000 players signed a petition asking it to be removed from the game (and eventually succeeding).
2. In the first week of the largest closed hearthstone tournament ever a few months ago (ESL Trinity Series), the first matchup was Thjs going 6-0 against Alliance with Murloc Paladin.
3. I will laugh in your face when I beat you using my 5 mana 14 attack stealth windfury.
At best it has 9 attack as its own stats, but if you are playing a buff deck anyways it wouldn’t be weird to be able to buff it up the next turn and make it a OTK deck, but that deck already exist with leeroy in it.
It might be easier to pull off then leeroy OTK because this one gets a possible WF though. Small chance you don’t get it and the strategy doesn’t work. You can’t get the same adept twice right so the possibility you get to choose the right adepts increases every adept.
This guy above me knows what he is talking about. I also am looking forward to see these so called garbage cards own netdeckers. Djinni paladin here 😀
You know Djinn is rotating out right?
I wonder, if Hemet Nesingway was still in standard, would people start running him just to have him hunt again?
I actually like this card and look forward to using it. I’ll put in both spells that summon either 2 or 5 silverhand recruits, the new “adapt your recruits” dude, the new pally legendary that turns everything into a 3/3, the spellsynergy giants possibly, and a bunch of buffs. If the field is constantly being spammed with tokens the buffs will make 1for1 card trades and not the 2for1 trades someone here mentioned. The reward for this quest can make a great finisher with damage, windfury, and stealth, or could be tanky with health and taunt; seems good man.
Well it’d be boring if all decks just played quests I guess. Altough pala needs some good cards to stay releveant and this multi adapt rainbow-raptor doesn’t seem like one at first glance, not to mention that ridicoluos condition of using at least 6 buffs, to get a 5/5. Just imagine that vs. a (btw it will be still pretty relevant only, losing sir finley) pirate warrior deck. And compared to other game braking quests like the priest and hunter one it just seems badly designed honestly, I thought they were gonna make sure that deck defining cards are actually good enough to use.. kinda sad because I like pala a lot, but who knows, there might be still some decent cards yet to come, or some really weird way to make this concept work, I wouldn’t know..
Yeah I know it’s not just a 5/5 and can get some decent lucky buffs, mainly stealth+crazy stats with windfury, but that might just not happen, and imo it’s still way too slow for the meta we have now, and the future meta likely.
Underwhelmed.
Galvadon is too easy to remove (one card and ‘poof’ whereas the Warlock buff stays forever, Priest is Reno on steroids, and Hunter is the gift that keeps on giving) and who wants to put that many minion enhancers into their decks and hope to draw them? It sets you up for 2-for-1 trades, which is horrible for any game that depends on card advantage to stay ahead. There are still some paladin cards outstanding, but I’m not encouraged by what I’ve seen so far as NONE of them have any synergy with the Gadgetzan cards, nor do they really make a splash on their own. I hope to be proven wrong, but I’m not too hopeful.
Of course, 17/5 stealth is a good minion… though quite unlickely to happen, its still a possiblility
Or 14/5 with stealth and windfury
Well, I choose +3 health three times, taunt and ‘can’t be targeted by spells or hero powers’. That’s an 5/14 Soggoth for 5 mana. How is that underwhelmed, and how is that easy to remove?
Corrupting Mist (2-drop)
Dark Bargain (6-drop)
Doom (10-drop)
Twisting Nether (8-drop)
Potion of Polymorph (3-drop)
Vaporize (3-drop)
…and any minion with Poison
There are others, but you get the point. One card, one kill. How do you get rid of Nether Portal? You don’t. How do you clear out all of those raptors? One at a time, or with an AoE, but one of those still doesn’t clear them all out.
I’m not saying Galvadon is horrible, but I am saying it is underwhelming considering how much effort it takes to get, what it is in comparison to the other quest rewards (which also give you a big(ger) body besides their great effect), and that there’s little synergy in the reward in comparison to the deck you have to play to get it.
Just my opinion, for what it’s worth.
I never saw Dark bargain in play, and it’s random anyway, and you can’t play if you opponent has one minion on board. Secrets are usually easy to counter. Most people will probably try to adapt this guy so poisonous minions and corrupting mist wont’t have time to kill it (like that 14/5 stealth windfury). But even if it won’t happen, I would only count the mist as counter, because (I think) current poisonous minions are weak. Although, you can get poison from adapt, I’ll give you that. Twisting nether and Doom make valid points, but those are class cards from the same class (along with corrupting mist). It doesn’t make them worse, but it’s only available to warlock. I’m still not saying you’re wrong. I’m not convinced either, but I’m hopeful. Galvadon’s battlecry might not be able to win the game, but it has potential, since 5 random buff in one turn is what I call real adaptation.
The scary one for galvadon that wasn’t mentioned before is devolve from shaman. And with how popular shaman is, that is one scary counter that is not only specific for galvadon.
Oh, and I’ll include that I may be wrong (I very much hope I am). People were largely wrong about Patches and look what happened there. I’m just saying that the card isn’t that impressive at first blush, all things considered. If you can keep him alive long enough to attack then we’re talking.
http://hearthstone.gamepedia.com/Liquid_Membrane
plz
Or you can just make it untargetable by spells.
Think your comments through bro.
Is one card and “poof” really going to happen when spellproof divine shield and stealth are options? Unless that card is twisting nether, I doubt it.
Omg you’re all so wrong. This is insanely good and will push Paladin finally. I told you here first
i expected more from paladin quest but atleast its not compelete trash
hopefully the spells are good, (they NEED to be good)
and hopefully you’ll be able to adapt the same effect multiple times,
a 14/5, windfurry, stealth would be gr8t
mabye that’s why they wanted to keep auctioneer in the standard set. LOL
If the remaining Pally cards include 2-3 proper spells this should be decent. Stealthed Galvadon with some of the buffs you have left will OTK pretty easily. Too bad OTK decks suck to play against and Elemental Shaman will laugh as it devolves your only win condition into a Snapjaw. It also has zero interaction with Goons which is pretty lame..
If Paladin hadn’t a card similar to Explorer’s Hat, this quest might actually be doable.
Would cards like smuggler’s run count?
I was just about to leave a comment saying that I thought everyone was rating these cards too high and that they’re not all 4/5 stars… Glad to see we can all recognize trash when we see it. This makes me really salty because they’ve clearly seen a need to buff hunter with the past meta, but I think it went under the radar that paladin was just as bad as hunter… The buff mechanic is just not good in a game where the opponent picks the trades. Secret paladin was OP because the curve/cards were well stated.
Paladin either needs to curve out with overstated cards or be able to have a swing turn. Buffs accomplish neither of those. This is really frustrating to see my favorite class so poorly represented.
I feel the same, the quest is awful. Counting all of paladin’s spells available (removing GtG cards for the next rotation) it only has blessing of wisdom, divine strength, silvermoon portal and blessed champion to cast on (your) minions. That’s really really bad. I can probably see 1-2 of those cards being used but not all of them. They also hyped us up with the videos for the paladin legendary reward but the card isn’t as good as I was hoping it would be. Don’t get me wrong the card itself IS GOOD and has massive value and the only counter is either a full board clear (like equality and consecration, or frost nova and pyro) or shaman devolve, but what i’m saying is that I was expecting something more unique like with warlock nether portal or hunter queen carnassa. So in order for paladin to be in the meta at all they need to make the remaining paladin cards good spells, but if they make the remaining paladin cards spells then there goes the whole token paladin deck as well :/. Paladin has been going downhill ever since secret paladin, which sucks since it’s my favorite class as well.
I was looking at this again, because technically it just has to be a spell, not a buff, and I realized that this quest would actually be fine in rogue. Its not a bad quest per se, just in a weak class. Rogue has cold blood, shadow step, the 3 2 deathrattle legendary I’m blanking on that gives 1 cost spells, among others (even backstab) which are used already successfully.
Again, just problems with general layout of paladin and how this quest compounds these issues, not so much with the quest itself.
Adding on to my previous comment, I completely skipped blessing of might, hand of protection and blessing of kings, so probably more buff cards will be played but it’s still quite hard.
On another note if this is played in wild it’ll be wonderful. The reason is because of Djinni’s ability which will count towards the quest.
Djinni of Zephyrs is rotating. I’m sad about it too.
5 mana 8/8 with taunt divine shield and can’t be targeted. Yes people this Is bad
Quest consists on targeting spells on your guys.
Reward can’t be targeted.
Oh, the humanity…
Wtf
Imagine playing at least 6 buff spells in your deck
Even if u play more u have to draw them and play them. that wouldnt make a good deck even if the reward would be super OP , what it really isnt, it would Not be worth playing this card…
First he picked the wrong gang and now he’s on the wrong quest. How will Uther ever recover?
XD
Haha best comment so far.
Such shitty card. The worst quest for nów. Playing buffs is ok but you cant cast buff each turn. It wont see any play in ranked mode
Too bad the wonder twins are being rotated out.
I wonder if this works with hand buff spells.
It doesn’t, they aren’t targeted spells.
As bad as the quest part is, the 5 mana 11 attack spellproof divine shield windfury seems appealing.
Can’t say this gives me high hopes that Paladin will be ladder-viable. With both Pirate Warrior and Aggro Shaman losing relatively little in the rotation, buffing minions in play will be every bit as tempo-lacking as buffing minions in hand. Unless some truly powerful anti-aggro cards are incoming, Paladin looks to remain “just for fun” for the near future.
Aggro Shaman won’t have Tunnel Trogg and Totem Golem anymore. That’s not, what I call “little”. It’s the opener, you are looking for, especially after the buccaneer nerf.
Hell no!!! how in the fuck do you do this as paladin even on the classic set you only have 4 spells that are almost unplayabe
Well… there are 12 okay spells to taget you minions With that there is comming With the standard mode so far (and i Am not even counting 6 spells that also Can be used on minions there Can be used in some situations…) so the chance to get the quest Done is pretty High.
This is the hardest quest yet. They’d better introduce a ton of useful and cheap buffs.