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New Expansion: Whispers of the Old Gods - Page 53
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Hellonslaught
Brazil0 Posts
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Drazerk
United Kingdom31255 Posts
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 | ||
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Greendotz
United Kingdom2053 Posts
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 | ||
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Acritter
Syria7637 Posts
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. | ||
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Ryzel
United States540 Posts
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 =( | ||
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Drazerk
United Kingdom31255 Posts
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Sei Shin Casios
Germany13 Posts
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 ![]() | ||
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Enjun
0 Posts
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? | ||
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Schelim
Austria11528 Posts
On April 03 2016 08:03 Enjun wrote: 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 | ||
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Ryzel
United States540 Posts
On April 03 2016 08:03 Enjun wrote: 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. | ||
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Enjun
0 Posts
On April 03 2016 10:52 Ryzel wrote: 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. | ||
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Drazerk
United Kingdom31255 Posts
![]() ![]() Release date? | ||
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Greendotz
United Kingdom2053 Posts
Time to start cranking out as much arena as possible it think. | ||
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NewSunshine
United States5938 Posts
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Drazerk
United Kingdom31255 Posts
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Volband
Hungary6034 Posts
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Wuster
1974 Posts
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Volband
Hungary6034 Posts
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Ryzel
United States540 Posts
On April 03 2016 17:04 Enjun wrote: 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. | ||
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Acritter
Syria7637 Posts
It might be perfectly appropriate for Shaman to have, mind you. But that's a crazy powerful card. | ||
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