L0rinda

Drakkari Defender Reveal: Knights of the Frozen Throne

Sign in to follow this  

14 posts in this topic

yGbXQEy.jpg

Drakkari Defender has been revealed. It is a high overload Shaman minion. It is the seventy-ninth card to be revealed.

The card was revealed by Civila123 on Twitter. 

Placeholder for tweet 893412876651683845

With such a high Overload cost, this card will be very awkard to play on Turn 3. Although it would slow down Aggro decks, your opponent would be able to fill up the board while you have only one Mana on Turn 4.

This means that for the card to work, it will either be played to defend the Shaman's own aggressive board, or played on later turns alongside another minion, for instance on Turn 6 alongside Mana Tide Totem. In Wild, this card will definitely see testing alongside Tunnel Trogg,

For a full list of previously revealed cards, as well as all of the information about the new expansion, check out our Knights of the Frozen Throne expansion hub.

Share this post


Link to post
Share on other sites
17 minutes ago, Suoson said:

The card preview is missing in the post

It's in the post, but as an embedded tweet. Which I'm guessing is being blocked by your work network.

Share this post


Link to post
Share on other sites
28 minutes ago, PaasHaaS said:

It's in the post, but as an embedded tweet. Which I'm guessing is being blocked by your work network.

AH, thanks alot. Wasn't worknet though, but Ghostery. SO whoever can not see the card as well, just turn off the twitterblocks.

But yeah, I guess we'll be seeing the trog again. Don't like the thought but let's just see.

Edited by Suoson

Share this post


Link to post
Share on other sites

Well, this is pretty hard to evaluate...I getting some flashbacks for Deathlord, though.

Both cards got a serious downside. But Deathlord was mainly a priest-card...something like this on Shaman...ahhh, I don't know! But it seems like this might see some play.

It buffes Evolve passively, though...

Share this post


Link to post
Share on other sites

they keep coming up with cards that are gonna make shaman evolve decks better....because of what they turn into after evolve is used, like the above poster said...

 

i wish blizz would stop pushing these sleazy decks.

Share this post


Link to post
Share on other sites
55 minutes ago, Keizoku said:

I don't know... As far as cards in the deck I think I'd rather drop a Hot Spring Guardian for roughly the same impact and have 4 mana on turn 4. It is a nice Evolve result for a basic totem, though.

 

If you mean the hero power totems, they are 1 mana minions. Though there are is flametongue and primalfin in the 2 mana slot.

  • Like 2

Share this post


Link to post
Share on other sites

Just want to point out, that you could play this on turn 4, into Eternal Sentinel on turn 5...

Or on turn 3, into on Eternal Sentinel + coin on turn 4.

Regarding Evolve...I think, what makes Evolve so strong is the combination with cards like Doppelgangster, not the card itself (I mean, it saw nearly no play before Un'goro). So I don't think that Evolve-Decks will become better...I think they might even get worse, because of all the very powerful anti-aggro-cards revealed in Knights of the Frozen Throne so far.

Edited by Taan

Share this post


Link to post
Share on other sites

I think this card will actually see play in controls shaman.  This + ancestral spirit is a huge wall to get through for most aggro decks, certainly stronger then feral spirits in most control shamans, and probably stronger then hotspring (specifically because of the interaction with ancestral spirit).

Share this post


Link to post
Share on other sites
11 hours ago, VaraTreledees said:

I think this card will actually see play in controls shaman.  This + ancestral spirit is a huge wall to get through for most aggro decks, certainly stronger then feral spirits in most control shamans, and probably stronger then hotspring (specifically because of the interaction with ancestral spirit).

There was another post where we discussed the possibility of silence coming back and, tbh, I feel like aggro really might start running it again.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By positiv2
      This thread is for comments about the Aggro Tempo Mage guide.
    • By Damien
      This thread is for comments about our Mind Blast Priest deck list guide.
    • By Aleco
      If you're not a fan of playing huge Legendary minions every turn, then you may need to rethink your approach to Hearthstone.
       
      The Hearthstone team is on a roll with Tavern Brawls! After Top 2, one of the most well-received Tavern Brawls in recent memory, this week's Tavern Brawl is titled  "Cloneball!".
       

       
      Each player's deck is filled with four copies of random Legendary minions, including minions from the Wild format. Players will also receive a number of copies of "Offensive Play", a card which reduces the cost of your next Legendary minion by 3 Mana, as well as all other copies of that same Legendary in your hand:
       

       
      Though it's difficult to game plan for a specific strategy as the Legendary minions you receive appear to be random, I thought it was pretty sweet to play Loatheb into Onyxia into Onyxia into Onyxia. Slamming huge Legendary minions onto the battlefield is one of the most fun things to do in all of Hearthstone, and you'll get to do it again and again in this week's brawl!
      As is true with most brawls where the class cards aren't incredibly important, Warlock is strong by virtue of Life Tap. However, Paladin has some of the strongest Legendary minions in the history of the Hearthstone, so you could also try to high-roll a deck full of Tirion Fordrings and Wickerflame Burnbristles.
    • By Zadina
      The targeted cards are Spiteful Summoner, Possessed Lackey, Call to Arms, Dark Pact, Crystal Core and Naga Sea Witch.
      The community's prayers have been answered as nerfs for six problematic cards have been announced.
      UPDATE - The nerfs went live earlier today. You can disenchant the affected cards and get full dust value until June 5, 2018.
      Four of these cards are Spiteful Summoner, Possessed Lackey, Call to Arms and Naga Sea Witch. Even though there were a lot of interesting suggestions as to how these cards could be handled, Team 5 chose the simplest, yet elegant, way to weaken them: increase their mana cost. The first three cards will have their mana cost increased by 1, whereas Naga Sea Witch will jump to an extreme 8 mana!
      Dark Pact will now restore 4 health to your hero, instead of 8. Lastly, Crystal Core will undergo a second nerf in its history: it will now produce 4/4 minions. Do you think it will survive even its second nerf like Unleash the Hounds or Sylvanas Windrunner did?
      Some of the cards that we know the team was considering changing, but will remain unscathed for now are Sunkeeper Tarim, Doomguard, Bloodreaver Gul'dan and Baku Paladin Hero Power.
      These changes will take effect after the end of the HCT playoffs at the end of May.
      Daxxarri
      In an update that will arrive some time after the HCT Playoffs are complete, we will be making balance changes to the following cards:
      Naga Sea Witch – Will cost 8 mana. (Up from 5)
      In update 9.1, we introduced a rule change to increase the consistency of Hearthstone game mechanics. The change affected precisely when Naga Sea Witch’s cost change was applied to cards. This allowed it to be combined with the cost reduction effects on giants, and as a result, it became fairly easy to reduce their mana cost to 0.
       
      We think Hearthstone is better all around when interactions are consistent, and we like the fact that a Naga Sea Witch giants deck archetype exists. That said, we also understand that, with its current functionality, this deck can generate early board states that are unreasonable for most classes to deal with. By increasing the cost of Naga Sea Witch to 8 mana, the deck’s concept remains intact, but the combo is delayed until later in a match when more decks are likely to have the tools to handle the arrival of so many giants.

      Spiteful Summoner – Will cost 7 mana. (Up from 6)
      After set rotation arrived with the Year of the Raven, Spiteful Summoner became more powerful and consistent when used in decks containing 10 mana cost spells. This is because the pool of 10 mana cost minions in Standard is smaller, so players could more reliably count on getting a powerful minion from Spiteful Summoner’s effect. Even considering the deckbuilding sacrifices that an effective Spiteful Summoner deck requires, we think that increasing the card’s mana cost to 7 is more in line with the powerful outcomes that are possible when it’s used alongside cards like Ultimate Infestation.

      Dark Pact – Will restore 4 Health. (Down from 8)
      There are two aspects of Dark Pact that make it powerful. At a cost of 1 mana, it’s easily used alongside cards like Carnivorous Cube, Possessed Lackey, and Spiritsinger Umbra for big combo turns. It also gives Warlocks enough healing potential so that aggressively using Lifetap and playing cards like Kobold Librarian and Hellfire feel less consequential. We left Dark Pact’s cost intact so it can still be used as part of interesting combos, but lessened the healing it provides so Warlocks will need to more carefully consider how much damage they take over the course of a match.

      Possessed Lackey – Will cost 6 mana. (Up from 5)
      Some of the card combos involving Possessed Lackey present situations that are too difficult to deal with in the early-to-mid stages of the game. Increasing its mana cost to 6 delays some of those powerful card combos to turns that are easier for opposing decks to overcome.

      Call to Arms – Will cost 5 mana. (Up from 4)
      Currently, there are three popular Paladin decks: Even Paladin, Murloc Paladin, and Odd Paladin. Among the three decks, Even Paladin and Murloc Paladin have consistently been the most powerful two archetypes over the first few weeks since the release of The Witchwood. Call to Arms moving to 5 mana restricts it from being used in Even decks and reduces its power somewhat when used in Murloc and other Paladin decks.
      We expect that players will experiment with Call to Arms at 5 mana in Odd Paladin decks, but we don’t expect this card to have much of an impact. This is because Odd Paladin can’t access 2 mana minions (meaning Call to Arms could only ever summon three 1 mana minions if played in that deck).

      Note: As a result of this change, we are adjusting the “Greymane’s Alliance” deck recipe. It will now have two copies of Saronite Chain Gang in place of Call to Arms.
      The Caverns Below – The quest reward, Crystal Core, will read: For the rest of the game, your minions are 4/4. (Down from 5/5)
      The Quest Rogue deck uses a strategy that’s strong against slow, control-heavy and fatigue decks, but struggles against most other deck archetypes. There’s a fine line between being powerful against very slow decks and being powerful versus virtually all non-aggressive strategies. By changing the quest reward to make the resulting minions 4/4 instead of 5/5, Quest Rogue should still be a reasonable option versus slow, extreme late-game decks, but offer a less polarized matchup with more moderate control decks.

      (source) Are you happy with these changes? Do you think some cards will still be playable or are all six cards useless now? What's your opinion on the unchanged cards?
    • By Damien
      This thread is for comments about our Even Rogue deck list guide.