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New Expansion: Whispers of the Old Gods - Page 53

Forum Index > Hearthstone General
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Hellonslaught
Profile Joined June 2014
Brazil0 Posts
Last Edited: 2016-04-02 15:08:12
April 02 2016 15:02 GMT
#1041
Master of Evolution + Far Sight wombo combo kappa

User was warned for this post
Priest
Drazerk
Profile Blog Joined September 2010
United Kingdom31255 Posts
Last Edited: 2016-04-02 15:20:47
April 02 2016 15:20 GMT
#1042
On April 03 2016 00:02 Hellonslaught wrote:
Master of Evolution + Far Sight wombo combo kappa

It works on base cost so that combo is actually pretty good. Plus Far Sight is actually seeing play right now so when standard hits it might be an actual include
Greendotz
Profile Joined October 2011
United Kingdom2053 Posts
Last Edited: 2016-04-02 17:41:37
April 02 2016 17:31 GMT
#1043
On April 02 2016 01:47 itchiko wrote:
It has been confirmed to be real.

First impression is good. Totem synergy is always appreciated to make the hero power suck less.

A 5/5 taunt of 5 seems okish so you only get screwed over if you have to play it before any totem what so ever. And it can be a free 5/5 during the late game.
I will have to warp my head around this a little more but that does looks good in a control/mi-range deck.

edit: Also a second good ahaman card with no RNG and no unnecessary overload. I cna see why you thought it could be an april fool joke.


I think Shaman Hero power is actually one of the better ones. The random aspect to it is sucky no doubt, but ultimately it's the overload mechanic that's the biggest detriment to the Shaman class.

As for the card, aside from the terrible name, I like it. Sure it won't set the world on fire but I think it's what shaman needs. A decent body, taunt to stave off agro and something that synergises with totems (totem synergy is far superior to overload). A worthy replacement to Draenei Totemcarver I think.

EDIT: Just seen master of evo. Holy shit that's pretty strong. Even if you wiff and play it on an empty board Yeti stats is nothing to be unhappy about. The curve dream would be Tuskarr Totemic into MoE
Acritter
Profile Joined August 2010
Syria7637 Posts
April 02 2016 17:54 GMT
#1044
Totem summoning is weird. Getting access to totems can be very strong, but they do nothing if your opponent can just remove them piecemeal (not difficult) and they tend to make you weak to mass removal. The only thing they're especially strong against is if your opponent has to devote more resources to getting rid of them than you need to put into creating them, which basically only applies to the Warrior matchup.

I think the problem with Shaman is that it's basically just dysfunctional. The only real unified theme it has is being able to pump out a ridiculous amount of damage in one turn (16-22 damage with a dream spell combo), to hell with the consequences. The rest of what it's got just doesn't particularly fit into a unified gameplan.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
Ryzel
Profile Joined December 2012
United States547 Posts
April 02 2016 19:36 GMT
#1045
The problem with Shaman is that it's "theme" is high-stat minions for low casting costs, with a built-in nerf "theme" of Overload. And that's it. Every other class either has A) minions that either impact the board immediately or are resistant to things (Shielded Minibot, SI:7 Agent, etc.) or B) a hero power that can impact the board immediately or make your minions resistant to things.

Shaman has effects that buff their own minions attack (Flametongue, Windfury), and outside of those two they have Totemic Might, Ancestral Healing, and Ancestral Spirit. Totemic Might and Ancestral Healing are too weak to be worth a card, and Ancestral Spirit doesn't have an immediate impact. Otherwise, early game they just put down all their beefy minions and hope that the opponent doesn't have efficient answers (which, most of the time, they do)

Taking a look at early game Shaman minions...

Dust Devil - Personification of the Shaman class. High-stats (mainly attack) for its casting cost, has debilitating Overload, widely considered garbage.
Tunnel Trogg - High-stats with the potential for higher for its casting cost, NO overload. Considered one of the strongest cards in Shaman currently, and has helped give the class a viable deck.
Totem Golem - High-stats for its casting cost, has an Overload. Seen as just a strong card.
Whirling Zap-O-Matic - Normal stats for its casting cost, no Overload. Seen as a strong card in face-rush decks due to Windfury, but otherwise doesn't see play.
Tuskarr Totemic - Random amount of stats for its casting cost, ranging from good to extremely good. Has random potential for effects that affect the board. No Overload. Considered as a very strong card in Shaman decks that aren't running face.
Unbound Elemental - Breaking the mold of Shaman a bit actually, slightly lower stats for its casting cost with potential to get higher, no Overload. Does not see play.
Feral Spirits - Very high stats for its cost, significant Overload. Still sees play, but for the taunt effect more than anything.
Dranei Totemcarver - Slightly low to high stats for its casting cost, no Overload. Does not see play.
Dunemaul Shaman - Normal stats for its casting cost, has Windfury but is double nerfed with both Overload AND 50% chance to attack wrong enemy. Does not see play.
Fireguard Destroyer - High stats for its casting cost, has Overload. Considered mid-tier card, outclassed by neutrals such as Shredder.
Rumbling Elemental - Slightly low stats for its casting cost, no Overload. Has the potential to impact enemy board in later turns, but not by itself. Does not see play.
Windspeaker - Low stats for its casting cost, gives a minion Windfury. No Overload. Does not see play.

The only two minions that are considered really good are Tuskarr Totemic and Tunnel Trogg, the rest range between unplayable and good. The main reasons these two cards are considered really good is because the stats-cost ratio can be VERY high, and they don't have Overload. It seems that Blizzard has picked up on this, and continued making more high stats-cost ratio cards with no Overload. Which is all fine and dandy, except that this doesn't address the problem that the class has NO reactive cards early game.

Shaman doesn't need these new broken cards to be effective again, it just needs a way to compete for board early in an efficient way. There's plenty of elegant solutions that would be just fine, like...

3 mana
3/3
Restore target friendly minion to full health and give it Taunt.

2 mana
2/3
Reduce Overload costs by 1.

2 mana
1/3
Deal 1 damage to ALL minions for each friendly Totem.


Just stop beating your head into the high stats-cost wall Blizzard and give Shaman some actual meaningful effects =(
Hakuna Matata B*tches
Drazerk
Profile Blog Joined September 2010
United Kingdom31255 Posts
April 02 2016 22:21 GMT
#1046
2 new cards will be announced monday but doesn't look like any site will be announcing anything this weekend
Sei Shin Casios
Profile Joined September 2014
Germany13 Posts
Last Edited: 2016-04-02 22:50:49
April 02 2016 22:50 GMT
#1047
On April 03 2016 04:36 Ryzel wrote:
3 mana
3/3
Restore target friendly minion to full health and give it Taunt.

2 mana
2/3
Reduce Overload costs by 1.

2 mana
1/3
Deal 1 damage to ALL minions for each friendly Totem.


nice post, thanks for the effort. I'd love to see cards like those for shaman
He came like the wind, like the wind touched everyhing, and like the wind was gone.
Enjun
Profile Joined October 2014
0 Posts
April 02 2016 23:03 GMT
#1048
On April 03 2016 04:36 Ryzel wrote:
2 mana
1/3
Deal 1 damage to ALL minions for each friendly Totem.

So this either has sucky stats and does nothing or you throw it down in a situation where your opponent has small minions out that die to it's effect but you somehow have totems up despite that?
Schelim
Profile Blog Joined January 2011
Austria11528 Posts
April 03 2016 00:12 GMT
#1049
On April 03 2016 08:03 Enjun wrote:
Show nested quote +
On April 03 2016 04:36 Ryzel wrote:
2 mana
1/3
Deal 1 damage to ALL minions for each friendly Totem.

So this either has sucky stats and does nothing or you throw it down in a situation where your opponent has small minions out that die to it's effect but you somehow have totems up despite that?

you also clear all of your own totems
TY <3 Cure <3 Inno <3 Special <3
Ryzel
Profile Joined December 2012
United States547 Posts
Last Edited: 2016-04-03 01:54:41
April 03 2016 01:52 GMT
#1050
On April 03 2016 08:03 Enjun wrote:
Show nested quote +
On April 03 2016 04:36 Ryzel wrote:
2 mana
1/3
Deal 1 damage to ALL minions for each friendly Totem.

So this either has sucky stats and does nothing or you throw it down in a situation where your opponent has small minions out that die to it's effect but you somehow have totems up despite that?


This is more to counter Hunter face-rush decks than anything, or decks that flood with tokens. Shaman has no AoE removal that isn't expensive as all hell, and the alternative is cards like Unstable Ghoul/Explosive Sheep that have their effect as a deathrattle. With this card you can clear a Muster or Unleash board on turn 4 and still have a 1/2 and a totem up. Or play it turn 3 if you have a Totem Golem in play.

It's a theoretical idea, if you think all minions is underpowered then you can make it just enemy minions. The idea behind the card though is an efficient answer to a board of 2/1s or 1/1s, with the additional benefit of giving a control Shaman some use for early turn totem-pass.
Hakuna Matata B*tches
Enjun
Profile Joined October 2014
0 Posts
Last Edited: 2016-04-03 08:06:31
April 03 2016 08:04 GMT
#1051
On April 03 2016 10:52 Ryzel wrote:
Show nested quote +
On April 03 2016 08:03 Enjun wrote:
On April 03 2016 04:36 Ryzel wrote:
2 mana
1/3
Deal 1 damage to ALL minions for each friendly Totem.

So this either has sucky stats and does nothing or you throw it down in a situation where your opponent has small minions out that die to it's effect but you somehow have totems up despite that?


This is more to counter Hunter face-rush decks than anything, or decks that flood with tokens. Shaman has no AoE removal that isn't expensive as all hell, and the alternative is cards like Unstable Ghoul/Explosive Sheep that have their effect as a deathrattle. With this card you can clear a Muster or Unleash board on turn 4 and still have a 1/2 and a totem up. Or play it turn 3 if you have a Totem Golem in play.

It's a theoretical idea, if you think all minions is underpowered then you can make it just enemy minions. The idea behind the card though is an efficient answer to a board of 2/1s or 1/1s, with the additional benefit of giving a control Shaman some use for early turn totem-pass.

Pretty much all AoE removal is expensive as hell or too niche to work against anything besides the intended face or token boards. And this one seems disfunctional as well as expensive if you add up the costs. Unless all you need is a Whirlwind you need to have two totems on the board or one and 4 mana and because it damages both sides you will lose them in the process. I'd rather include competitive minions to fight for the early board than a gimmicky catchback mechanism like that. And other than a very broad board of 1-health minions Flametongue will allow you to make use of sacrificed Totems similarly in the situation where the boardclear 1/3 would work. since Muster for Battle, Implosion and Haunted Creeper are leaving super early token boards will also probably be a lot less prevalent in standard.
Drazerk
Profile Blog Joined September 2010
United Kingdom31255 Posts
Last Edited: 2016-04-03 10:59:00
April 03 2016 10:55 GMT
#1052
[image loading]
[image loading]
Release date?
Greendotz
Profile Joined October 2011
United Kingdom2053 Posts
Last Edited: 2016-04-03 12:47:48
April 03 2016 12:42 GMT
#1053
On April 03 2016 19:55 Drazerk wrote:
+ Show Spoiler +
[image loading]
[image loading]

Release date?


Time to start cranking out as much arena as possible it think.
NewSunshine
Profile Joined July 2011
United States5938 Posts
April 03 2016 15:06 GMT
#1054
I wonder if it would just be better to wait until May 1st, that way the new format and new set all line up with a new season. I won't complain if they wanna go a few days earlier, but it would have made sense to me.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Drazerk
Profile Blog Joined September 2010
United Kingdom31255 Posts
April 03 2016 15:08 GMT
#1055
Yeah I'd prefer a May 1st release date too. This is going to screw anyone over who wants Blizzcon points
Volband
Profile Joined March 2011
Hungary6034 Posts
April 03 2016 15:23 GMT
#1056
Aren't they coming together? Blizz said the new exp. (and thus the new formats) are coming out late April OR early May. It would make absolutely no sense to introduce the two formats less than a week before the expansion, creating a 5-days long meta.
Wuster
Profile Joined May 2011
1974 Posts
April 03 2016 20:23 GMT
#1057
The other possibility is they finish out the month on Wild as far as Blizzcon points are concerned. I don't think they've ever done an expansion on the first of the month and it's always worked out fine.
Volband
Profile Joined March 2011
Hungary6034 Posts
April 03 2016 23:22 GMT
#1058
Card reviewers liking the new Ragnaros so far. I'm pretty hyped for him as days passes by.
Ryzel
Profile Joined December 2012
United States547 Posts
April 04 2016 02:54 GMT
#1059
On April 03 2016 17:04 Enjun wrote:
Show nested quote +
On April 03 2016 10:52 Ryzel wrote:
On April 03 2016 08:03 Enjun wrote:
On April 03 2016 04:36 Ryzel wrote:
2 mana
1/3
Deal 1 damage to ALL minions for each friendly Totem.

So this either has sucky stats and does nothing or you throw it down in a situation where your opponent has small minions out that die to it's effect but you somehow have totems up despite that?


This is more to counter Hunter face-rush decks than anything, or decks that flood with tokens. Shaman has no AoE removal that isn't expensive as all hell, and the alternative is cards like Unstable Ghoul/Explosive Sheep that have their effect as a deathrattle. With this card you can clear a Muster or Unleash board on turn 4 and still have a 1/2 and a totem up. Or play it turn 3 if you have a Totem Golem in play.

It's a theoretical idea, if you think all minions is underpowered then you can make it just enemy minions. The idea behind the card though is an efficient answer to a board of 2/1s or 1/1s, with the additional benefit of giving a control Shaman some use for early turn totem-pass.

Pretty much all AoE removal is expensive as hell or too niche to work against anything besides the intended face or token boards. And this one seems disfunctional as well as expensive if you add up the costs. Unless all you need is a Whirlwind you need to have two totems on the board or one and 4 mana and because it damages both sides you will lose them in the process. I'd rather include competitive minions to fight for the early board than a gimmicky catchback mechanism like that. And other than a very broad board of 1-health minions Flametongue will allow you to make use of sacrificed Totems similarly in the situation where the boardclear 1/3 would work. since Muster for Battle, Implosion and Haunted Creeper are leaving super early token boards will also probably be a lot less prevalent in standard.


You make some good points. How about this instead?

Totemic Focus
2 mana
Draw a card.
When this is in your hand, totems you summon gain +1 attack.
Hakuna Matata B*tches
Acritter
Profile Joined August 2010
Syria7637 Posts
April 04 2016 03:17 GMT
#1060
That's insanely strong. There's no downside to the card, not even in terms of slots thanks to the cycling, and it makes all your totems better than Pally hero power, makes your Totem Golems overstatted even for Overload-adjusted cost, makes your Flametongues and Mana Tides into dudeslayers... so long as you intend to use any even moderate combination of those, that card is an auto-include.

It might be perfectly appropriate for Shaman to have, mind you. But that's a crazy powerful card.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
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