Is it better to play galakrond before finishing the quest, even if it is not fully buffed, to keep the double battecry hero power or not ? If I play a virgin galakrond before finishing the quest, when I play shudderwork will it summon the two basic 2/2 elementals, or will it summon two 8/8 if I have invoked galakrond more times after playing it ?
In my experience with this deck playing galakrond is not good… you might have a swing turn summoning two or maybe four 8/8, but your opponent knows that and saves a some board cleaner for this turn, and you’re stuck with a bad hero power and lots of cards with battlecry…
Depends on if they can easily deal with the 4x 8/8 rush elementals. The Shudderwock will summon them as 8/8, and you’ll also get your weapon/armor back.
There is no definite answer to your question. Sure, you dont want to overwrite the quest hero power but it often turns out that galakrond is needed to stop the momentum of your opponent and gain back board crtrl.
Anyway: cool deck!
Seems that wolf pack suck so much that it’s not even included π
I have a question about this deck.
Is it better to play galakrond before finishing the quest, even if it is not fully buffed, to keep the double battecry hero power or not ? If I play a virgin galakrond before finishing the quest, when I play shudderwork will it summon the two basic 2/2 elementals, or will it summon two 8/8 if I have invoked galakrond more times after playing it ?
In my experience with this deck playing galakrond is not good… you might have a swing turn summoning two or maybe four 8/8, but your opponent knows that and saves a some board cleaner for this turn, and you’re stuck with a bad hero power and lots of cards with battlecry…
Depends on if they can easily deal with the 4x 8/8 rush elementals. The Shudderwock will summon them as 8/8, and you’ll also get your weapon/armor back.
Actually, Shudder will summon them as a 2/2 if you used the basic form of Galakrond, latter invokes do not count
There is no definite answer to your question. Sure, you dont want to overwrite the quest hero power but it often turns out that galakrond is needed to stop the momentum of your opponent and gain back board crtrl.
Anyway: cool deck!