Hearthstone: Descent of Dragons – Galakrond Tempo Warrior Deck List Guide

Put your ads code here

Galakrond, the Unbreakable is the Warrior class’ form of the incomparable Dragon Hero card. The card’s Battlecry is to draw a flunky and give it +4/+4. This gets more grounded when Galakrond is Invoked however, moving up to 2 cards drawn when summoned twice, and 4 when conjured multiple times. The additional harm accessible to the solid forceful followers is amazingly helpful when attempting to polish off your adversaries, particularly with Charge cronies like Kor’kron Elite and Leeroy Jenkins.

Galakrond’s Might is the new Hero Power, and the impact created when Invoke is activated. It gives your Hero +3 assault this turn. This offers yet more rhythm, as you can get adversary cronies off the beaten path just as arrangement direct face harm to chip them down. In a perfect world, you’ll be managing harm normally to where one of your Charge flunkies from hand can polish your adversary off, particularly feasible when you have those +4/+4 buffs from Galakrond.

The remainder of your deck plays practically equivalent to aggro/beat Warrior decks of the past. Get details in play and arrangement harm to confront at whatever point conceivable and you ought to be brilliant.

Galakrond Tempo Warrior deck list and strategy

Here’s the Galakrond Tempo Warrior deck we’re utilizing for the start of Descent of Dragons. We’ll keep you refreshed with any changes!

Warrior Neutral
2 x Eternium Rover 1 x Acidic Swamp Ooze
2 x Shield Slam 1 x Acolyte of Pain
2 x Town Crier 2 x Devoted Maniac
2 x Ritual Chopper 1 x Spellbreaker
2 x Warpath 1 x Leeroy Jenkins
2 x Awaken! 2 x Shield of Galakrond
2 x Scion of Ruin 1 x Zilliax
2 x Shield Block 1 x Kronx Dragonhoof
2 x Brawl
1 x Plague of Wrath
1 x Galakrond, the Unbreakable
Select and copy the long ID string below, then create a deck in Hearthstone to export this deck into your game.

General Strategy

Get details out ahead of schedule and weight your adversary. On the off chance that they’re managing dangers continually, they’ll ideally wind up coming up short on approaches to manage it, and by then you’re in a generally excellent spot.

Early Game: Eternium Rover and Town Crier are strong early board existences. They can exchange and go face, just as offering benefits outside of that. Eternium Rover works best when confronting forceful foes, as you’ll likely pick up in any event 4 Armor from its progressing impact, which gives you an opportunity to balance out against hyper-forceful adversaries.

Custom Chopper is an incredible choice at an opportune time to keep the load up on your side or go face. It’s just a 1 assault weapon, yet the turn you play it you Invoke Galakrond, which means your Hero increases +3 assault. Ensure you have an objective as a top priority when you play this card, in light of the fact that your Attack will return down to 1 after your turn closes. Keep foe sheets away from dangers and begin developing your own squad of cronies. SN1P-SN4P can polarize onto Eternium Rover or be played alone at 3 mana, and getting a Frothing Berserker on board before your adversary can manage it can snowball crazy incredibly effectively.

Mid Game: Hopefully, you’re on the front foot here. Continue playing a game of cards that Invoke Galakrond, as Awaken! what’s more, Shield of Galakrond, and recall you increase +3 assault that turn each time you Invoke. Dragonmaw Poacher is an absolute necessity play if your adversary plays a Dragon, as a 4 mana 8/8 with Rush is the most strange card we’ve seen in a long while. There’ll be a ton of Dragons about as well, so look out for this Battlecry activator.

You’re attempting to hit face as much as you can in the mid-game. On the off chance that you can end it presently, totally do it. Continue meaning deadly harm and compelling the board with your own Rush and Charge followers. Anxious Mummy is an enormously solid play and can clean up foe Taunts if necessary, and Scion of Ruin offers an immense 9/6 worth of details with Rush for only 3 mana in the event that you’ve Invoked multiple times up until now. Your rhythm cards are gigantic, and you need to constrain your adversaries to manage them continually.

Late Game: Galakrond, the Unbreakable is clearly what you need to play late on. Draw him with Kronx Dragonhoof or play him in the event that you’ve just got him. In case you’re completely Invoked, you draw 4 cronies and give them every one of the +4/+4, which offers a silly measure of potential harm late on. Leeroy Jenkins gets 10 direct harm. Kor’kron Elite gets 8. On the off chance that you’ve prepared your Overlord’s Whip, Grommash Hellscream offers 14 harm to look with that buff. Now, every crony you play ought to plan to complete your adversary. Regardless of whether all that Charge harm isn’t sufficient, Kronx Dragonhoof can bring your adversary down totally on the off chance that you’ve transformed into Galakrond as of now. His Devastations can hit face just as clear foe followers, which means you can push significantly more harm to at long last completion the game. This is your last gambit however – if an adversary can endure this you’re in a difficult situation and will presumably get outvalued, so make the most of this harm.

Galakrond Tempo Warrior Mulligan Guide

The following is our guide on what to keep in your opening hand when playing Galakrond Tempo Warrior.

1. Town Crier draws a card with Rush, cycling your deck and giving you a card that will legitimately assist you with controlling the board.

2. It merits Invoking Galakrond as right on time as could be allowed, so Ritual Chopper is a strong play for this. Make sure to assault the primary turn you play it to exploit the Invoke.

3. Eternium Rover is the quintessential 1-drop for Warrior. Keep in mind – you’ll have the option to utilize SN1P-SN4P to polarize onto it if this follower endures as well, offering additional harm and worth.

Advertisement

Galakrond Tempo Warrior tips, combos and synergies

The following are a few hints for how to best play Galakrond Tempo Warrior in the Descent of Dragons meta:

– never forget to assault with your Hero subsequent to Invoking. It’s anything but difficult to overlook and simply play a card to step up Galakrond, the Unbreakable, yet you increase 3 assault that turn when you Invoke as well, on account of Galakrond’s Might.

– Galakrond’s Might is your new Hero Power when you change. For 2 mana, you increase +3 assault this turn, so late in the game this may be the last piece of harm you have to polish things off.

– Grommash Hellscream gets an incredible +6 assault when harmed. In the event that he endures a turn this turns out to be anything but difficult to achieve, yet preparing Overlord’s Whip makes this possible on the absolute first divert you play him from hand, managing 1 harm and boosting his assault a ton.

– Galakrond, the Unbreakable just draws followers, so you’ll have the option to attempt to foresee what’s going to leave the deck on the off chance that you’ve been monitoring your deck’s present state.

– Scion of Ruin offers 9/6 in details with Rush, however just on the off chance that you’ve Invoked twice. The outskirt around the card will be featured yellow to connote this, so don’t play the card except if the impact is activated.

– Galakrond’s Might, the Hero Power for Galakrond once you’ve changed, costs 2 mana to cast. Remember – you despite everything gain the impact from Invoke cards regardless of whether he’s as of now in play.

– Kronx Dragonhoof has four potential Devastations. Devastation bargains 5 to the adversary Hero and recuperates yours by 5. Revival calls a 8/8 Dragon with Taunt. Control gives all your different flunkies +2/+2. Demolition bargains 5 to all foe cronies. Contingent upon your game’s state, you’ll need to pick cautiously – here and there you simply need to end everything, though on different events you have to free the board from foe dangers.

Source By YouTube: Rarran

SHARE

LEAVE A REPLY

Please enter your comment!
Please enter your name here