Ultimate Infestation
Ultimate Infestation is a 10 Mana Cost Epic Druid Spell card from the Knights of the Frozen Throne set!
Card Text
Deal 5 damage. Draw 5 cards. Gain 5 Armor. Summon a 5/5 Ghoul.
Flavor Text
Ghouls in the pipe, five by five.- Mana Cost: 10
- Crafting Cost: 400 / 1600 (Golden)
- Arcane Dust Gained: 100 / 400 (Golden)
- Rarity: Epic
- Class: Druid
- Card Type: Spell
- Set: Knights of the Frozen Throne
- Mechanics: Damage, Draw Cards, Gain Armor, Summon
Cards Relating to Ultimate Infestation
Ghoul Infestor Type: Minion - Cost: 5 - Attack: 5 - Health: 5 |
This card is a God-Send for all Druid decks. Hell even in an aggro Token deck this card does work be helping you draw and get damage in. Made a fun Taunt deck in Wild since i got the Druid Legendary Minion today and its just ramp with big taunt minions and then Tar Creeper, Stonehill Defender, and the New one that gets +1 hp when you summon a minion. Deck has been fun. Not the greatest but its cool to drop The Curator on turn 4 to draw the new Druid Legendary and Primordial Drake.
lets count this card how mana it is with realistic numbers..
Deal 5 dmg..this cost at least 5 mana?ok lets say 4..
Summon a 5/5 minion..This cost 5 mana?because 5/5 stats is top 5 drop.
Gain 5 armor..ok lets say 2 mana?
And draw 5 cards..Nourish cost 5 mana and draw 3 cards..Sprint cost 7 mana and draw 4 cards..So we say at least 8 mana????
Summary:4+5+2+8=19 mana.
But blizzard give this spell to us with special offer..it cost 10 mana :)..have fun people..its time for celebrate..
How are you calculating this?
Deal 5 damage – we have fireball for 4 which deals 6, so this is less than 4 mana value.
Summon 5/5 – we have a 5 mana 5/6 which doesn’t see play (because it does nothing), so calling a 5/5 a top 5 drop is stupid. I’d say 4 mana for this too.
But wait, we have a spell called firelands portal which deals 5 and summons approximately a 5/5 (huge variance). So let’s call this effect 7 mana worth of value.
Draw 5 – If draw 3 costs 5 and draw 4 costs 7 then draw 5 should cost 9.
Gain 5 armor – How on earth is this 2 mana? We have a spell that gives 5 armor and it costs 1.
If you add this up it’s 7 + 9 + 1 = 17
Add the fact that this is all bundled together which adds value and that druid has ramp. This is why it’s a really good card.
change it to
choose one – draw 5 cards; or deal 5 damage gain 5 armor summon 5/5
Blizzard nerf Ancient of lore because the draw 2 cards was so OP and after create this card because it seems more balance to draw 5 cards without lost the board with the insane value..Great job..I want to meet the man who create this card..Because right now 88% is druids in the game..
Really overestimated, but the loss of tempo you get from this 10 cost card is insane.
Sure it removes a mid sized minion and gives you one of your own but that just isn’t enough for a 10 drop.
If you survive the next couple turns you likely win due to card advantage but seems iffy.
Plus, this is a dead draw for the first 7-8 turns, so you really can’t run two in the aggro meta we always have.
3/10
Imagine the value of Kun + this…
Look LOOOOK!
I really love this card :)And although it doesnt seem to fit any kind of deck right now that druid has, It is extreme value in arena and supports the class which is almost the worst in arena.
This card is absolutely insane. Ramp druid is my favorite deck to play. No longer will you have any card disadvantage from innervate, wild growth, and 2 mana mode on Nourish. On top that this is easy equal to a Fireland Portal in value. Then, on top that 5 armor.
wow just wow
I’ll try to call this card out on it’s weaknesses and we’ll see if I’m proven correct later. I am not an especially good Hearthstone player, but I’ll give rating this card a try anyway.
First off, the value of this card is insane. The strongest value being the 5 cards drawn, then the 5 damage, then the 5/5 creature, then the 5 armor.
Secondly, I still think it is a card, that won’t see much play.
The reason is the type of decks, that Druid is currently running: Aggro, Ramp and Jade.
Aggro won’t play this card, no explanation needed.
Ramp needs cheap creatures with 5 power to fuel the quest. While this card creates one 5 powered creautre, that doesn’t seem to warrant the inclusion of this card. Druid doesn’t really need card draw, so while drawing 5 cards would be awesome for other decks, druid already plays two 5 cost spells, that draw 3 cards, so Ramp Druid doesn’t need more card draw. By the time you would usually play this new card, Ramp Druid will consistently be dropping super strong creatures for 0 Mana. If the game reaches this point, Ramp Druid will usually win.
Jade Druid will not play this card for almost the same reason, except that it also plays a 6 mana card drawing machine along with the other card drawers, meaning that Jade Druid has even less use for this card. By the time Jade Druid could play this card, it is dropping 5/5s and upward for 1 Mana.
Once you get over the fact, that Druid currently already has the most card draw (except maybe Mage) and doesn’t need more insane card draw, you realize, that this card is basically 10 Mana for 5 Damage, a 5/5 and 5 Armor, which can be be compared to a consistent 7 Mana Mage spell with an attached 1 Mana Warrior spell, that nobody plays. The card draw, while being worth 8-10 Mana in itself, serves no purpose to Druid.
I might be completely wrong about this, but I think unless this card inspires decks by itself, which I don’t see happening, this card won’t be played much.
This is for quest druid specifically. After you complete the quest you play this and draw a bunch of 0 cost minions that hopefully draw you even more cards.
But every quest druid, that has ever pulled the quest on me, already had at least 7 or more cards in hand and more than enough power in hand to kill. Why would he need 5 more cards? And he could always get 3 cards for five mana with flourish, which seems enough. Ultimate Infestation just seems like unnecessary overkill. Also it’s a card I wouldn’t want in my starting hand, again unlike flourish.
So in my in opinion many people make the mistake of looking at the current meta when assessing new cards, because well its rather obvious that a new meta will be put in place with the new set, old decks will be revived, new decks will be created, current decks will change or die, people say that this set may not be able to change the meta, but literally every set that has ever dropped in hearthstone has done so, so what makes this one any different? Especially with so many anti aggro cards on a ridiculous power-level.
The main flaw in your argument is assuming that all Ramp Druids run the Quest. Sure, some do, but a lot more Ramp Druids don’t run it than do.
Astral communion!!!!!!
My favorite part about this card…it’s a spell…that means yogg-Saron has the possibility of casting it for free…(value)
That is actualy insane
Yog can kill u not only with sprint but with that card too 😀
This is not an epic spell… it’s a legendary spell for Druid lul
play this after barnabus and draw some nice zero costs mmm
How come nobody mentioned that it not just have a value of 15-19mana for 10mana and also a 4-in-1 card value? This card.. will not see the light of the day for too long.. nerfs will come just like quest rogue.. dang.. the value is too overwhelming..
the quest rogue nerf comes rather from its nature that it is not interactive and you have little counterplay except rushing face which only promotes the aggro meta even further
This card to me is more similar to “call of the wild” than quest rogue. Everyone in the comment is like hey it draws some cards: it is ok, but people would as the same about three cards. Wow so insane, it draws three cards. This card is just broken, because the value is over 9000 and it will also buff jade Druid.
0/10 – does not kill 5 random enemy minions :(((((((((
such a bad card :(((
A cool nerf that would go along with druid would be the for options. Then “choose 2” of the four. Or three.
that’s actually a p great idea
Im gonna choose the armor every time, just to survive the 5 damage, that i accidentally casted to my own face…
The 5 damage is worth 3-5 mana. The 5 draw is worth 9 mana (each draw is worth 2 for each past 2 cards). The 5 armor is worth 1 mana. The 5/5 is worth 4. So that’s 17 to 19 mana for 10 and just 1 card. Control/Taunt druid is going to be excellent against Aggro, so they’ll probably last to turn 10, and then instantly refill their hand, deal damage, gain some armor, and get a body on the board. As some have said, this card can be played on turn 4 as well. Great card all around!
ok so does anybody remember return to ravnica? imagine if sphinx’s revelation was cast for 8 mana, and then somehow your opponent had mana for advent of the wurm and explosive impact in the same turn. thats a total of 18 mana in mtg, this is 10. technically this can be played turn 4 if I’m not mistaken?
1. pass
2. wild growth
3. wrath+hero power/swipe
4. innervate+innervate+coin+ultimate infestation?
Or with jade blossom on 3 without coin
Or turn 3 if you
innervate bright eyed scout turn 2,
Innervate 5 mana spell turn 3
i look great for jade druid, i would like to see jade out of the game and not better
Jade is dead. God bless Skulking Geist.
It’s really not it prevents them from going infinite but then can still just kill you with some 9/9’s, especially if they go even more value oriented and cut the auctioneer for this card.
That’s the thing; Jade druid is great because it can go infinite. The least you’ll get when faced with geist is 8/8. That’s not enough; now they’re vulnerable to aggro and can get outlasted by new dead man’s control warrior.
The problem with that statement is that you’re assuming ANY aggro deck is going to run Geist.
madness!!!!!!!!!! please nerf before release
Gon be so fun facing this shit at turn 8 and 6, they should honestly remove innervate… retarded
If that is the power level of an epic DRUID SPELL, u better have some bad mothaf#cking idea for Arthas Blizz…. im actually scared.
Two words. (Mana Bind)
Best deathknight yet.
K so you take a Kazakhs spell which is already good, then steroids and you have this card.
Ik FR! This card makes a 10 mana kazakus potion look like nothing.
5 cards is too much in my opinion. 5 armor isn’t that relevant. So it’s basicly firelands portal for 10 mana.
too much card draw in late game really….
Yeah… an expensive Firelands portal that draws you a bunch of cards you probably wouldn’t want and gives you some irrelevant amount of armor (irrelevant against aggro, even so against control). Seems bad. Might be good in jade druid, they don’t care about fatigue anyway (thx Blizz).
I mean… what do you want me to say? Obviously this card is insane value. Its value is so insane that Druid will find an excuse to run it for the same reason that Hunters find excuses to run Highmane and Call of the Wild. It has the tools to make it work, and I think something will find a way to run it.
Also, this is the auto-pick of auto-picks in arena. Is there a single epic in the game that you’d pick over this one? Seems had to believe that there would be.
Definitely not for Druid, every other class had autopick epics, now Druid has one too. Control Druid might work if you can draft a ton of swipes and slam this down once you run out of removal
Well… that’s certainly a card.
Blizz taking some good drugs
When I saw this card, I was visiting this site for the first time on my phone, so it looked a little different then on pc, and I thought this was a custom made card. But then I realized it was for the new expansion, so shocked about the insane value. Hopefully the meta won’t be to agro so that this card won’t see play.
Ok so looking at this value wise
Drawing 1 card, is worth about 1 manna. But cards like Nourish draw you 3 cards for 5 manna (But its also a choose)
Saying drawing 5 cards is worth 5 manna would be undervaluing the power of drawing 5 cards, I think saying it’s worth 7 manna would be overvaluing drawing 5 cards (there is also the fact you might Mill cards if you have 5 cards or more in hand)…. So being fair I’ll say drawing 5 cards is worth 6 manna (6)
5 Armor is worth 1 manna (1)
A 5-5 minion (with no effect) being generous is worth 5 manna so I’ll say it’s worth 4 manna (4)
Valuing the manna cost of 5 Dmg is tricky … Fire Ball (6 dmg) is worth 4, Firelands portal is worth 7 so we can say 3 manna goes to the 5 dmg and the other 4 manna for the random 5 cost minion
So we’ll say dealing 5 Dmg is worth 3 manna (3)
SO, overall you get 14 manna worth of value for 10 manna
which includes
-An immediate impact on the board (5 dmg)
-A solid 5-5 minion on board
-Life gain
-And a complete hand replenish
Over all solid card, can’t wait to play this with Medhv
There is a card called “Sprint”.It draws 4 cards and costs 7 mana,so I don’t think that drawing 5 cards cost 6 mana.
True, but then nobody plays sprint anyway. The card is so op cause of just 1 reason, it tries to buff the shit druid quest.
Yeah,no-one plays it.But it still shows that 4 cards draw costs 7 mana.
Because they run auctioneer and 0 or 1 mana spells
he valued the draw at 6 mana due to the chance that you could mill (the very high chance at that)
Mana… not manna. Manna you eat, Mana you spend 🙂
Drawing 5 cards is worth ~9 mana, what drugs are you on?
If anyone will never ask what is the meaning of value in HS just show him this card XD
– a 5/5 vanilla minion is worth at least 4 mana;
– deal 5 damage is at least 4 mana -> shadowbolt is 3 mana and only hits minions;
– gain 5 armor is 1 mana -> look at iron hide;
– draw 5 cards is at least 8 mana -> look at sprint.
And the total is (at least) 17 mana!!
This is a great card, especially in ramp/big druid. And can also be good in jade druid.
But the first thing I thought was astral communion: just imagine the show!!
I think you’re overvaluing the draw 5 cards just a bit
Yes sprint is draw 3 for (7) but so is Nourish at (5) – but Nourish gives you a choice
You do have to consider the drawback that this could also easily Mill you unless you only have 4 cards left in hand after playing it (or you draw an innervate)
Being fair I think drawing 5 cards is worth about (6) manna including the drawback
Sprint also has synergy with prep in Rogue, so it’s more like a (4) manna card anyways
Also you could say drawing 1 card is worth about 1 manna in hearthstone so I think (6) is fair
And looking at Firelands Portal (7) manan for 5 Dmg and a random 5 cost minion
You could say you’re paying (4) manna for the random 5 cost minion and (3) manna for the 5 Dmg
So 5 Dmg is prob worth around (3) manna, (4) being generous considering fireball is (4)
Still it’s a really solid card either way
Sprint draws 4 buddy.
A lot of good points, but Sprint draws four cards, not three. Still, I basically agree with everything else you said.
No, sprint is draw 4 cards for 7 mana, that’s why I said draw 5 is at least 8 mana. Also, arcane intellect is draw 2 cards for 3 mana so draw 1 card is 1.5 mana (not 1 mana) and this means 7.5 mana. But ok, I could agree with you that 8 mana is too much. I’d say 7 mana is the correct value.
Anyway, this card is still a huge value card!!
its not about a card being worth one mana its about how much “plus” you go.if you draw 1 card for one mana you go “plus 0” since you just replaced a card. 3 mana draw 2 gets you “plus 1” since you replaced a card and got an additional one so the more cards you draw the better the card gets the more mana you have to pay. sprint gets you to “plus 3” which is really good and yes arguments could be made that it might be 6 mana in any other class but well…rogue. so this card nets you “plus 4” which is technically great but in reality it means you better have a somewhat empty hand which isnt great if youre playing control because that would mean you played a lot of answers already. the card is gerat standalone but i would guess it would be best in a minion oriented midrange deck to refill the curve plays and get a significant advantage.
(sorry for the long text) -Riku
You are certainly right about it being a massive value card. It seems really good on paper. How much constructed play it will see and if it will be an auto include in some druid decks or not is still really difficult to predict so I am not going to discuss that.
On a different note as others have already pointed out, mathematically your numbers are off. You are still undervaluing the card…a lot. 1 armor is about 1 mana that is true. 4 mana is a fair price for a solid 5/5 vanilla body, also true.
Here is where it gets interesting. To draw 1 card you pay 1 mana and get a benefit with it to make it worth it, because it “just” replaces itself like power word shield. When you draw 2 cards you pay 3 mana, because you go +1. An example being used in constructed play even right now would be arcane intellect. For 3 cards you pay 5 mana. It gets more expensive, because you are effectively going +2. Sprint gives you 4 cards for 7 mana. That is even more expensive, because you essentially go +3. How much you have to “overpay” to not make the card absolutely broken is basically the number of cards you go + after replacing itself. The math is actually quite easy on that one.
Yes nourish has a second effect to choose and is better than just draw 3, but honestly that is more an exception than the norm. And if you choose to draw the 3 cards you still pay 5 mana for 3 cards. Same principle applies here.
On the other hand you have cards like cobalists tomb and the new released priest spell, where you essentially “draw” 3 and go +2 for 5 mana (3 for the draw, 2 for going+2). And cobalists tomb is still an insanely good value card in a lot of constructed decks and well worth the mana you pay. Not to mention lay on hands, which to be fair has not seen constructed play in a long time.
To follow those rules with this card you go +4, so you would have to pay 9 mana. 5 for the 5 cards and 4 for it being 1 card, which makes you go +4 like explained above. Which is good because it would be completely insane otherwise. If it would be a good card or not, or even a just playable card or not is hard to evaluate. Based on the aggro meta right now certainly not. Still those are facts.
To say that 5 unconditional damage, which can even go face is worth 3 mana is a big understatement again. Most cards that deal 4! damage cost 3 mana and they can not even go face. Like shadowbolt (3) or stormcrack (2 + overload 1), because as we know shamans like to pay upfront. And both can only target minions.
Are those cards fair? yes they are. Are they used in constructed right now? No they are not, because they are as formely pointed out fair cards and do not make the cut. Both cards can only target minions, otherwise they would be too good.
You are right that fireball costs 4 and deals 6, but it is also on the verge of beng unfair. Still even considering fireball completely normal, dealing 5 damage would have to be somewhere between 3 and 4 mana. Making it worth about 3,5 mana. Because it can go face more like 3,75. Would that be a fair costed card? yes it would. Would it make it into constructed? I do not knnow because like I said it woul be a fair price to pay.
1 mana for the armor, 4 mana for the minion, 9 mana worth of draw and to be precise 3,75 mana worth of unconditional damage makes a 17,75 mana card. Fanderey hit it pretty spot on on the post above. I am not saying that card would be a good card or a bad card. I am just stating how hearthstone math works. Those are facts.
So right now we have “4 cards” with a total “fair” mana cost of 17,5-17,75 mana. And we are back at the stage where you would essentially just go +3 when you nonchalantly combine them in 1 card, which happened here and would be again bonkers.
You have all the effects in 1 card instead of having to play all 4, which is the case with this card. In hearthstone you have to pay for going +1, 1 mana extra to not break the game, like formerly explained in the parts about drawing cards and stated by Riku Fujibayashi in this thread.
So combining those effects is worth 3 mana, also just hearthstone-math facts. That sums up the value of this card at mindbreaking 20,5-20,75 mana.
That is absolutely insane and I perfectly understand that it is hard to believe, but again do not make the mistake in undervaluing a card because you probably subconsciously think it would be to unfair otherwise.
If this card actually will see play or not on the other hand is really hard to evaluate. Here is where the real interesting part starts.
And it is MANA not manNa 😀
Do you even care about milling a card when half of your deck is Jade Idols? I guess its just insane value in deck like Jade or Big druid..in both you just need to survive early game, then you have almost infinite value..with this card the value is gonna be INFINITE. And you can cut like 5 cards and just put in 2 Ult. Inf. You will ramp to 10 mana anyway.
And with pushing the meta into more late game oriented. Its like 2 Kazakus potions in 1 for druids.
PS: With Yogg still in game its insane value card, which you wanna see in your hand and hate to see in opponents.
I rate 6/5 OVERPOWERED, need to be nerfed to choose some of those, getting ALL is just too much vesatile and strong.
Imagine drawing this with the Bright-Eyed ?????
Bright-Eyed Scout is what i meant
it’s such a comeback for an empty hand
So MTGs Cruel Ultimadum…
Thouht the same man 😀
D E R V E R Ü C K T E
only some will understand
No kidding.
I knew he was going to reveal a 10 Mana card! 😀
And it’s actually playable lol.
Maybe the devs want every class to play control and have a big spell to bounce off Medivh’s weapon?
Harrison Jones may be auto-include if the meta turns to control.
Too bad jade decks will shit on everything.
This is like the text of 2 Kazakus Spells in one!
Yeah, exactly the first think that came in my mind!
(and its for druid!, they ramp to 10 mana in turn 6 on average !)
this is card should be called “PANIC BUTTON”
Haha!!
I hate playing against druids. I would call it “Final pest”
This is almost the DK Malfurion hero card
A card which costs higer than 7 or 8 mana needs to be win condition or a finisher of a midrange deck(like ragnaros).This card is not so imo it wont see high level competitive play.
When a single card generates this much value it can still see play despite not being a win condition. Twisting Nether saw competitive play but wasn’t the win condition of the deck it was in.
Controling your opponent,using life tap to out value them and letting your minions finish them was the win condition of renolock. Also twisting nether can destroy all of the enemy minions two turn earlier than this card and the fact that it exists make your opponent play less aggresively.
This card is not a win condition, however it is a support for your real win condition. Need a tiny bit more face damage? Here’s 5. Run out of cards right before you took the lead? Here’s 5. Not only that but it can do everything you need in one turn. Refill your hand, kill a minion, play a minion, and heal a little. Considering Druid can just run Jade Idol to prevent fatigue this card has effectively no weakness at all. This card is too valuable not to see play.
So you rather play a 10 mana card hoping that you can draw your win condition rather than drawing with nourish and gadgetzan the earlier turns and playing your win condition.
First draw off of Astral Communion. The dream.
destroy a minion,summon a -5 minion,gain 5 armor and draw 5 cards…draw 5 cards….five cards……….
Just wow…
Extremely good card, druid has ramp, now has removal+board presence+card draw all in one.
I think the only downside is that this card is most likely played in some control/tempo oriented druid deck, which means you’re running high value cards, the difficulty in that is that well, right now we have token Druid, which is aggro, Jade Druid, which focuses mostly going infinite with Fandral(optionally)+Gadgetzan+Jade Idol, making it not exactly an auto include.
I mean you could say this could be placed in Big (Quest) Druid, as it summons a 5 attack minion, it does go toward your quest, but this is a spell so after you complete the quest, you still have to pay the 10 mana. Also in such a deck, you have this enormous hand due to all the higher cost minions, meaning you can’t exactly afford to use all 10 mana, to draw 5 cards where your hand is full/will be full in that case.
Is this a good card? Absolutely, but unfortunately, this is more of an Arena card (Providing MASSIVE tempo, with all it’s effects) I just don’t see a current deck for Druid you could fit this into without it being so situational.
I suppose one could use it as a surprise card in aggro… but then if you draw it early, you have a 10 mana card you can’t ramp into easily since you’d be playing aggro/token cards more than ramp cards.
i think your on the right track with quest druid. but think post quest, all of your minions cost 0 so paying 10 mana doesn’t matter because if 3 out of 5 cards you draw are minions ( probably huge ones ) they are all free and get to have fun on board with your 5/5. if you get to 10 mana and havent completed your quest you’ve lost but post quest this card is amazing.
EZ BIG EZ DRUID EZ
I don’t have Druid quest so take what I say with a grain of salt regarding this deck.
That is true, but you still have to ask yourself, exactly what card(s) are you cutting out to run this?
Lunar Visions, while not entirely practical, still helps accelerate getting those cards played, especially since it reduces those minion cost by 2, an upwards of 4 mana refund if you draw minions making it a (albeit slower) 1 mana draw 2 if it hits 2 minions, 3 mana draw 2 if hits 1 minion, and an unfortunate 5 mana draw 2 if hitting spells.
You probably aren’t taking out your 5 attack minions due to you actually needing to complete the quest, and by removing your 5 attack minions you make your quest less consistent.
You could remove cards like Mire Keeper, Bright Eyed Scout (Run by some decks), but similar to Lunar Visions, Mire Keeper ramps, so that even if you haven’t completed your quest yet, you get the mana you need sooner to play the bigger minions, Bright Eyed Scout is a high roll card, (Hitting something like Y’shaarj is awesome, but hitting innervate would be terrible) and if you hit Ultimate Infestation with her, that’s incredible, but again, it’s a high-roll card.
All-in-all, we will need to see more cards to see where this card fits, and if there are cards in Big Druid, we can replace that are more effective that we can more readily slot this card inside.
Again, I don’t play Big Quest Druid, so take what I say with a grain of salt, but from my purely analytical point of view, it’s an incredible card, but I am not sure if you want to just put it in Big Druid, just yet. Afterall, even if your main gameplan is to ramp, you risk having poor draws, no board presence, and if it’s some insane high roll deck where it’s like get Ult Infest ASAP, your “Ideal hand” would have a bunch of ramp, innervates, Ult Infest, but no minions for you to protect/attack with until then other than Mire Keeper (4 mana)
So yes this is an amazing card to draw after completing your quest on Turn 8+ with innervate in hand (or coin at turn 9), but keep in mind if you don’t ramp, this means by the time this card is useable, you’ve drawn anywhere from 11 (3 cards going first 8 cards drawn from turn 1 to 8) meaning by this time you had a 1/15 chance of drawing this card anytime (actually increasing since your deck is getting thinner as you draw) which makes it unfortunate to draw anytime earlier than turn 8 with innervate, and even worse without.
Amazing card yes, but it’s not a flexible one. You could say it is because of the card draw, but your spending your entire turn (if your quest isn’t complete) doing all that and nothing more.
The Ultimate “5”
I am Leeroy. Everyones Leeroy!
then who am I?
Kazakus my ass
The value of this card is crazy ….
Better than fireland portal,if it was 6 damage it would be op kreygasm
Really? U see this cards with all these effects and u claim that adding 1 dmg would make ALL THE DIFFERENCE? xD
Think it’s as good as it is and 1 more dmg wouldn’t be a game changer in this case