How many invoke cards do you think will be required to make the galakrond pakage work?
I have been thinking 6 but i see a lot of streamers running all 8.
How many invoke cards do you think will be required to make the galakrond pakage work?
I have been thinking 6 but i see a lot of streamers running all 8.
I was just considering this, and I think 8 is probably right, at least for most decks.
Assumming you want to get your Galakrond played at max strength asap, if you want to play a fully powered up G at around T10 then you need 8 invoke cards, as by this stage you will only have drawn about half your deck, so on average you will only have found half your Invioke cards.
It seems hard to get away from the fact it’s obvious you’re suppossed to fully upgrade Gala, the effect doubles each upgrade, so it really pays to make sure you invoke as reliably as possible.
The other key consideration is the cards that give you an effect after you’ve invoked twice are all very strong, so you want to get them online asap too.
Maybe if you’re running lots of draw or are sure you won’t want to play Gala until very late game you could go to 6, but that means you have to have seen 20 cards to find 4 Invokes and that’s way later than most Hs games extend, ideally you want to play a fully upgraded Gala on-curve and that definitely means running every Invoke card (and probably being a Shaman!) as well as hard mulliganing for you Invoke cards.
I think it depends what your deck is supposed to do.
Do you want to have a full evolved Galakrond on a regular basis ? I think in that case, 6-8 invokers seem ok.
Do you want to play Galakrond just like that, not a problem if it’s just evolved once ? 4 invokers are enough.
You just have to think if your deck needs Galakrond to win or of Galakrond is just a powerplay you can use if needed.
I feel like 8 invoke triggers feels right, but that makes the “Galakrond package” 10 cards, that’s a big chunk to slot into a deck.
It kind of reminds me of Quest Paladin, and honestly I will say running less then 8 reborn minions feels really dicey.
I think it also depends on the class. Shaman has a minion with the Battlecry of Invoke Galakrond twice. So you could probably run 6 in that deck.
The real question is if it’s worth it running those beyond terrible 2/2 rushers in order to get him online a few turns earlier.
Shaman and lock, probably, since at least you get something on board alongside them and keeps with the board flood theme. Warrior can at least tutor them and can have more rush synergy. But rogue and priest… Not sure they can afford a t4 2/2
At least that card is not expensive to craft if needed, so if the dont pan out is not so bad. Only costly cards are epics and kronx which we know are playable.
im thinking on running cards to be able to invoke it at least twice for some other card effects
I’d probably do 8. Galakrond is only really good if he is fully evolved.
8 to 9 is a safe bet. A lot of the Invoke cards are fairly good, so it’s not like you’re losing much.
Can you run 9? I thought there were 2 neutral invokers, and 2 invokers for each class which would allow you to put up to 8 in your deck.
9? Are you meaning shenanigans with brewmaster, because each class only has access to 8 invoke cards, w
2 class and 2 neutrals.
Didn’t check the total amount. 8 it is then, I suppose.
I was hopeing there was going to be at least 1 or 2 more neutrals, so that we would have options and variety for invoke. At least there is always the 35 cards comming from the adventure so we will see.
I’m 90% sure it’ll contain more Invoke keyword.
Yeah the 2/2 Rush guy is pretty bad tempo for Priest , the other classes it’s not really that terrible, a 2/2+ a 2/1 rush is fine, a 2/2 rush and 2x1/1 imps is fine too, not great agreed, but the benefit of a fully upgraded Gala is serious, essentially doubling every upgrade, so I think it will be worth running all 8.
If you are going to include Galakrond in your deck you want to play him fully Invoked imo, and that means all the Invoke minions you can run.
Could be worse could not have rush, or a 3 mana 1/1.
Yeah, I actually think the 2/2 rush for 4 will be fairly solid in Warrior Galakrond. Warrior has a fair bit of rush synergy, and can both tutor for it (with Town Crier) and potentially buff it (if you want to run Akali). It still won’t be amazing by any means, but I think that might be its best home.
The downside of having so many terrible invoke cards might not be enough to make up for the power swing at the end, but who knows.
I feel like you have to run 6 at bare minimum 8 is probably required to have any meaningful chance of it being viable.