Kangor’s Endless Army

Kangor’s Endless Army Card

Kangor’s Endless Army is a 7 Mana Cost Legendary Paladin Spell card from the The Boomsday Project set!

Card Text

Resurrect 3 friendly Mechs. They keep any Magnetic upgrades.

Flavor Text

"That's three, Kangor. Three isn't endless."
- Countess Ashmore

Kangor’s Endless Army Card Review

Legendary spells sure do have some powerful effects, it seems. This card could be somewhat compared to Diamond Spellstone – it has similar upsides and downsides. But here is the most important thing – in both cases, you need to build your deck around it.

This does not look like a card that you can throw into your Mech Paladin deck and it will work perfectly. If you play a regular Mech deck, you most likely play a bunch of smaller Mechs too, for the sake of synergies and bodies to put Magnetize minions onto. And those minions will often die without getting buffed by another Mech first, flooding the pool of potential resurrect targets with weak targets. In the worst case scenario, it will be similar to the 7 mana Call to Arms – bad.

However, resurrecting 3 big minions, especially ones with immediate effects, or Taunt, can be insanely powerful. Just hitting one minion buffed by Zilliax and one buffed by Annoy-o-Module would be really sweet – two Taunts with Divine Shield, one with extra Rush & Lifesteal. Big board, immediate impact, all-around powerful card.

But the problem is that there is no way for you to guarantee hitting those in a deck full of Mechs. That’s why I think that this card would fit into something more like a Recruit Hunter. You CAN play Kathrena Winterwisp in a deck with lots of Beasts, small and big, but it’s not very consistent. You want to play her with only bigger Beasts in your deck, so you always pull something good. Or the Priest’s Spellstone example I gave earlier – sure, it’s very powerful if you build the right deck (and revive a few big minions or your combo cards), but you don’t slam it into your random deck with lots of small bodies. And I think that this card might be a similar case.

To be completely fair, it MIGHT be played in a regular Mech Paladin too, especially if you make it Magnetize-heavy. Just reviving one of those big Magnetize minions and maybe 2 smaller ones could be good enough. However, I think that the best way to approach this card is playing basically no early game Mechs, and starting with the Midrange ones (like 4 mana or more). Then even a low-roll on this card would mean reviving let’s say 12 mana worth of minions for 7 mana. Maybe Odd Paladin? The deck has a solid early game thanks to the Hero Power anyway, and then if you slam some mid game Mechs, this card can be a massive win condition. Or even a Spiteful Paladin? This is an amazing card to get from Grand Archivist, and 7-drops aren’t that bad to get from Spiteful. It will definitely be an interesting deck building challenge, and I’d imagine that it should see lots of play.

Card rating: 9/10

26 Comments

  1. Sammy
    July 27, 2018 at 9:17 am

    I really dont like paladin getting mechs, makes no sense to me…Paladin needs a true identity something its never had for over 3 years of the existence of this game. This is upsetting and disappointing, anything paladin could have gone for we give them mechs?????? After 3 years?????? Paladin no identity after 3 + years then lets just throw mechs in paladin, to give them even less identity, be like every other class. Next expansion give paladin a full dragon set lmao.

    • Sammy
      July 27, 2018 at 9:22 am

      Give paladin Mechs, Dragons, Demons, windfury, stealth, spell damage, rush, lifesteal, maybe divine shield if your lucky. Now thats what I call true identity.

  2. Kyle
    July 27, 2018 at 7:57 am

    I’m thinking this would be good in a divine shield deck. Throw some magnetic mechs in like annoy o tron and zilliax, cards to upgrade, but have the focus of the deck be divine shield with just a few mechs. This would be a huge tempo swing.

  3. Blorp
    July 27, 2018 at 7:57 am

    I like this card. I may not play Mech Paladin (or Paladin at all), but I like the concept. To maximize the effect, you need to NOT go wide, have 1 mech with many magnetize effects. That way, this spell will bring back 3 mechs with 2-3 magnetic buffs each, hopefully.

  4. LoneWolf
    July 24, 2018 at 9:13 pm

    Great card, but if Mech Paladin doesn’t go meta, this card is outta here

  5. ???? Why Blizzard ????
    July 24, 2018 at 7:44 am

    Lets push Mech into paladin because why not what else

    • Jonnymeerkat
      July 24, 2018 at 7:51 am

      It’s one of the three classes that are being specifically targeted to focus on mechs. So yeah, it shouldn’t be surprising to see Paladin’s legendary secret be focused on mechs.

      • LUL
        July 25, 2018 at 8:53 am

        why does paladin have mechs? Pretty sure this guy is being sarcastic and thinks giving mechs to paladin is a cop out instead of giving paladin something that makes sense for paly thats creative and good.

  6. 1194Ching
    July 24, 2018 at 7:34 am

    Hmm, I’m just not quite convinced with the strength of this card. It lacks efficiency and would heavily rely on building around it.

    I envision this card to be seen in a control paladin deck, which runs lay on hands and all paladin’s survival tool just to pull this off. This is a worse Malygos iteration of some popular decks due to it’s combo never getting the OTK.

    One plus is that you can just run your mechs and drop ’em down in the mid to late game to catch your opponent off guard. It’s just quite odd to see a class that Blizzard deemed to provide mech heavy support, to have this card since this Card will only limit the mechs that the class uses for efficiency.

    There are only 30 cards in a deck. 1 would be this, how many other mechs are you trying to run? 4? 6? 10? How efficient would the spell’s effect be? You only have 10 mana maximum. Zilliax can only support by controlling board, then next turn, control board, then next control board, then this the next turn? Seems too predictable and uses too much investment just to pull it off, if you ask me.

    You aren’t also guaranteed to have your mechs stick every single time. Having 2 minions, just for the sake of the Magnetic effect, already consumes 2 slots of decks space. Just think about how draw RNG could really mess you up.

    I know hearthstone is a game full of RNG, but I’d rather stick with a controlled outcome, than a bizarre and risky one.

    Just my thought guys. Please don’t judge. 🙂

  7. Helioshadow
    July 24, 2018 at 6:57 am

    So if you play a Magnetize-centric deck and hyper-buff only three minions, you get those same hyper-buffed minions back? That seems pretty crazy if you’re able to pull it off. Throw in a ton of Magnetize along with some high-health cores to ensure they don’t immediately die and are able to be magnetized, and it’ll be cool. Of course, if this card takes off, people are going to play around it by attempting to kill off smaller mechs, but I reckon this can have somewhat close to DK Gul’dan in terms of turning a game if you’re able to keep hyper-buffing a few select mechs.

  8. GlosuuLang
    July 24, 2018 at 3:07 am

    This is the card you get when Anyfin Can Happen and Diamond Spellstone love each other very much. =P Jokes aside, it is indeed a very interesting card, but one you have to carefully build your deck towards and play in a game. Maybe having less Mechs is a better choice. I do have two important questions:
    – Can it resurrect one only minion 3 times? That would be busted with Zilliax. The wording is different than Diamond Spellstone (where it says it resurrects DIFFERENT minions)… I assume it can resurrect minions with the same name IF more than one have been killed. So if only a Wargear was killed, it only resurrects a Wargear. If two Wargears were killed, it resurrects two. If Zilliax, two Wargears and a Framebot were killed, one of the four mechs will not be resurrected.
    – You have a magnetized Mech, it gets silenced. We all know that it drops the magnetized buff. So when this dies… does it come back with the original magnetized buff, or NOT? This is a very important question, because if this is the case, I don’t think this card will be too good. Silence is still going to be prevalent in the meta, especially with Magnetic stuff around…
    All in all, I’m rating this 3/5 stars for now. If it bypasses silenced magnetic buffs, I would raise it to 4 stars. We will definitely see experimentation with it, and it may find a place. It’s definitely a good reload spell.

  9. Irishkid200
    July 23, 2018 at 6:20 pm

    Due to the wording, it sounds like you MAY and able to ressurect the same minion 3 times if it’s the only thing that died (doesn’t say 3 different friendly mechs). If this is the case, all you have to do is play Framebot + Zilliax and that’s already a big swing turn that could win you some aggro matchups. If that doesn’t cut it, just play this for 12/21 worth of stats split into three bodies, all of which have lifesteal, taunt, divine shield, and rush. The rush is what makes this insane, otherwise they could get silenced. With rush you can make sure you heal at least one time and that’s for 12 health which is insane. If it works like this, then this is a Paladin version of Hadronox. 5/5 will see play.

  10. Brian
    July 23, 2018 at 4:50 pm

    This card is nuts as long as you control what to resurrect.

  11. Belton
    July 23, 2018 at 3:32 pm

    Note if you play more than 3 mechs this card could be bad because it might just summon a 1,1 mech so you have to be careful and count the number of mechs you play, also if you stack your deck with mechs this card might just flop late game being a 7 mana summon 3, 1-5s or something, note i am not saying its bad but it will require so careful planning. Or it could just be a 7 mana summon the 3 biggest mechs you can summon which might make control paladin viable.

    • Piterno
      July 23, 2018 at 3:40 pm

      Note that it doesn’t say “different” mechs. It’s basically cast resurrect 3 times. If you only have 1 dead mech that you put all your buffs down onto, it will come back 3 times.

      • Belton
        July 23, 2018 at 7:31 pm

        True however i really doubt that this will be the case, if it is though then this card will most likely be nerfed if it dominates the meta.

  12. Thegreatdanjoco
    July 23, 2018 at 2:46 pm

    So i am totally on the side of Soup and Salad.
    The thing is it costs 7 Mana which is Quite expensive but if you Can Control the Outcome It will be more powerful than anyone Can anicipate
    The fact is that we have Not Seen lot of the Expansion
    So i am Quite exagerated
    This Card Gas the Potential To be one of the Most Broken cards hs has ever Seen but of Course the same Counts for the entire Oppositie

  13. Nickname23
    July 23, 2018 at 1:18 pm

    Interesting card for deck building. Has to be rated in the context of deck it’s been played in. Potential is there.

  14. Infestus
    July 23, 2018 at 12:05 pm

    That is either a very RNG card or if you have your deck perfectly balanced and built, a great asset & power tool. Just imagine resurrecting 3 mech weaklings in late game instead of 3 magnetised mechs… It would result in an epic fail situation!

  15. Jed
    July 23, 2018 at 12:01 pm

    Thas a lotta mechs. Control paladin might live again? This is a pretty good win condition with the right cards

  16. Soup And Salad
    July 23, 2018 at 11:20 am

    As a late game card, this can have a massive impact on the board state after it is played. It would not be difficult to get upwards of 20 stats on board, some of which will probably have Rush. For seven mana, that is pretty alright.

    Paladin looks like the Mech class that will take the most advantage of the Magnetic mechanic as buffs given how this card insentiences building small towers of awesome power rather than going wide as Paladins have been doing since Kobolds and Catacombs.

    This will be an obvious addition to Mech Paladin along with any decent or above Magnetic cards the class will have access to. One issue that is already apparent is that such a deck will be vulnerable to silence effects and transforming removal, but if the meta game speeds up enough, such strategies might become a little too slow to be viable.

    Hopefully too, Mechs that had Magnetic minions attached to it before getting silence will still count as having them attached when they die. if not, this card will be less good but still far away from awful.

  17. Moridain
    July 23, 2018 at 10:43 am

    Do mechs who magnetise onto other mechs count as dead, or polymorphed? I just wonder if the originals can be pulled by this too.

    • Squelar
      July 23, 2018 at 11:01 am

      you don’t get the magnetic body nor the magnetic buff, you get the combination

    • MilesTegF
      July 23, 2018 at 1:38 pm

      I dont think so, i believe when u use a minion with magnetic as a buff, it’s never a minion, it is like a spell. i doubt it is considered as if a minion enters and dies.
      And the original minion doesn’t die, it just gets buffed.

  18. AGsilvR
    July 23, 2018 at 10:32 am

    Reminds me of Anyfin Can Happen

  19. Swayer
    July 23, 2018 at 10:32 am

    Hm mje, it could be good, but if you played a few with out magnetising them it’s a high chance it will just play them…

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