Kazakus, Golem Shaper
Kazakus, Golem Shaper is a 4 Mana Cost Legendary Neutral Minion card from the Forged in the Barrens set!
Battlecry: If your deck has no 4-Cost cards, build a custom Golem.
Flavor TextWith a little love and some tenderness, we’ll CRUSH OUR FOES!
- Mana Cost: 4
- Attack: 3
- Health: 3
- Crafting Cost: 1600 / 3200 (Golden)
- Arcane Dust Gained: 400 / 1600 (Golden)
- Rarity: Legendary
- Class: Neutral
- Card Type: Minion
- Set: Forged in the Barrens
- Mechanics: Add to Hand, Battlecry
Kazakus, Golem Shaper Additional Information
“Building a Golem” is very similar to crafting potions with the old Kazakus. You first pick its size (1, 5 or 10 mana) and then add two extra effects. Here’s a full list of options (in some cases, you get stronger effects with bigger Golem’s size):
Step 1 – Size
– Lesser (1 mana 1/1)
– Greater (5 mana 5/5)
– Superior (10 mana 10/10)
Step 2 – First Herb
– Swiftthistle (Rush)
– Earthroot (Taunt)
– Sungrass (Divine Shield)
– Liferoot (Lifesteal)
– Fadeleaf (Stealth)
– Grave Moss (Poisonous)
Step 3 – Second Herb
– Wildvine (Battlecry: Give your other minions +1/+1, +2/+2, or +4/+4)
– Gromsblood (Battlecry: Summon a copy of this.)
– Icecap (Battlecry: Freeze a random, two random, or all enemy minions.)
– Firebloom (Battlecry: Deal 3 damage to a random, two random, or all enemy minions.)
– Mageroyal (Spell Damage +1, +2, or +4)
– Kingsblood (Battlecry: Draw a card, 2 cards, or 4 cards.)
Would have been so much better in reverse herb choosing order. Obvious picks are Swiftthistle / Sungrass / Fadeleaf + Gromsblood but Firebloom with Grave Moss / Liferoot are also busted but you have to gamble on getting the right 2nd herb. Such an unnecessary RNG factor that will cause negative emotions with getting or not the two pieces together. The other way around its controllable what you will get and not end up with useless half of the combination for a desired effect, whilst still if not given the go to first choice (50% chance for one) you get the chance to build something suboptimal yet helpfull. Now its either poisonous/lifesteal gamble 50/50 bless RNG for 2nd pick Firebloom or the safe play: always Sungrass first (for the greater and superior golem) with only 2nd pick being adaptive. Disappointing.
How many times does the golem “adapt”? Twice or theee times?
In rogue it fits pretty well.
Wonder if Jade and Goons leaders should be expected as well, with no 6 and no 7 Manas respectively;
Other than that, while a Kazakus effect on a minion might be good, why recycling a terrible requirement which was Prince Valanar’s; I know it can’t be compared as Valanar did not offer a great deal of benefits;
I guess it could work on low curve aggro or very high curve controls (the latter would want 4 drops tho) and it depends on what other 4 drops each class will have access to.
Usually rogue doesen’t have good four drop maybe can fit in. Of course since overgrow is still here no ramp druid use this.
most decks probably would rather have their 4 drops than this card, but if you don’t have many it might be good.
At last. Kazakus has returned.
Now since that Kazakus was originally added about 4 years ago or so, let me show you his Side Effects. Basically, think of Kazakus as a Neutral version for Shaman’s Hagatha, expect that you have to choose your own 2 randomized Custom spells, but depending on the Golem, that Golem will either Cost 1, 5 or 10 with does Two Battlecries.
Here are the Spells, as you choose the spell of 3 cards, twice:
Deal 2/4/6 Damage to ALL minions
Give your minions +2/4/6 Health
Heart of Fire
Deal 3/5/8 Damage
Freeze 1/2/3 Enemy minions
Ichor of Undeath
Summon 1/2/3 minions that died this game
Kingsblood 1/2/3 Cards
Transform a random minion (5 mana) or ALL MINIONS into 1/1 Sheep (10 mana) (And no, there is no 1 mana Mythic Wool)
Summon a 2/2, 5/5 or an 8/8 Demon
Add 1/2/3 Random Demons to your Hand
Gain 4/7/10 Armor
So, Overall, Kazakus is going to be a very powerful minion.
Now, judging that you have to get rid of your 4-cost cards, or very little, Kazakus is going to be a very powerful minion, especially for Late Game. However, you can also use this for Midrange or using it for 9 Mana. I think people will trash Kazakus for a bit before they realize that Priests, ROuges and Mages at the very least will use and abuse the absolute out of Kazakus, and people raging “Kazakus OP, Hearthstone Pls Nerf.”
I’m going to give this 4 Stars at first glance, however, just becuase I know that it’s going to be heavily used, and it will have experimented on every single deck, but there would be a certain point, with certain niches and specific decks for why Kazakus is in X Card.
Remember the Lesson of Murloc Paladin, however, where Paladin even put in Sir Finley for how powerful it was for him, so Who knows, maybe you can have quite a bit of 4-cost cards, and then using Kazakus as your last 4-cost card for example.
We’ll see how truly stupid Kazakus is going to be. But I think It’s going to be very powerful.
Those are old Kazakus’ effects, the new one will be different. Like, we already know that you can pick to give the minion Taunt, something that wasn’t a thing with creating a potion. If I had to guess, I’d also say that Rush is probably one of the effects, possibly Lifesteal?
I thought it was going to be the Old Karzakus effects with the Golem, not the new ones, to be honest. So I just assumed that Kazakus had the same effect that he had from 4 years ago.
Apologizes for the misinformation then, otherwise.
But regardless, I still think that Kazakus is a very powerful card.
Of course, we can’t truly assess how good the golem effects are going to be, but the card seems fun and flexible enough to see play. It might just be the classes I play, but 4-mana isn’t typically a mana slot you’ve got a lot of cards for, as opposed to say 3 and 2 which are usually packed.
It’s kinda difficult to evaluate without seeing a list of potential effects, but I imagine this will see play in many different midrange and control decks (especially the latter). I doubt the restriction will turn out to be awful, although I haven’t checked what would be lost yet.
I think midrange decks are the least likely to play this because they need multiple 4-drops, and control decks are the second least likely. Aggro decks that otherwise top at 3 mana are a much better fit.
Interesting card. Sort of feel like it won’t see play though. 3/3 for 4 isn’t good and then the 1/1 and 10/10 options seem unplayable with the 5/5 being only ‘fair’.
May make it into some control decks I guess and would have gone into highlander If that was still going to be a thing.
If old Kazakus is something to go by, 1 mana option was very often the best one. Against Aggro you nearly always picked 1 mana option, because it was highest tempo.
Seems crappy. None of the golems are good and (I assume) they don’t go directly into play.
Hmm, don’t know, deepending on what effects you can give that minion. If you can make it deal its attack to all enemy minions with a battlecry or be crazy enough to be able to get charge. Then it can be really intresssting. Giving it simple buffs such as a few more health, divine shield, taunt and stuff doesn’t really seem worth it.
I think creating a custom minion with effect is much better than just spells. (Old Kazakus).
kinda weird that the new one is not for Highlander deck.