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- Easily the most controversial card on the list, and I'll be honest, any time I am looking to make a cut, it's the first card my eyes glance towards. That said, it has earned its keep for me. The thing is, you need a critical mass of demons to make Krul good. However, you also need a beefy pro-active minion to play on turn 6 much of the time. Playing dread infernal instead could accomplish both of those goals, but it can't do both in a single game. This can. People are worried about howlfiend and apothecary, but the thing is, there's 20 demons in standard. Most of them are quite good in the context of "how good are they with Krul."
- Howlfiend can be annoying, but if you're casting a big Krul, you've usually won the game regardless of your hand (and you still have lifetap). Unlicensed Apothecary is the only truly dangerous one, because it means you can never do Krul and Guldan in a single game without likely killing yourself. The thing is, you don't usually need *both*, and you can still Krul or Gul'Dan despite an apothecary (play it before Krul and trade it off, or play Gul'Dan before playing Apothecary).
- The potential downsides attached to this card are highly exaggerated, believe me. As long as you're not an idiot, you likely won't lose any games from playing this card that you wouldn't have lost anyway if it was dread infernal. On the other hand, you *will* win games from playing this card that you couldn't have if it was dread infernal. It very often gets 2 demons, and 3+ is not uncommon. That's an insane amount of resources from a 6 mana 6/6, especially when they're all added to the board for free by your Krul. That extra juice can often make a difference, especially when you highroll with extra doomguards, a Krul you haven't drawn yet, etc.
- There's a lot of juicy effects on these guys, they're usually overcosted, or have negative ETBs, but the quality of the cards you're getting changes drastically when the plan it so summon them for free. The most important thing to understand, though, is it's like having a dread infernal to play on turn 6, except you still get another dread infernal (or better) as part of your Krul turn. 6/6's are a nice size against jade druid, too. The card looks like a joke, and I've been very disappointed in the card pre-KFT, but don't knock it till you try it in this deck.
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