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Hearthstone |OT3| Preparing for the Ball of Spiders Meta

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ZealousD

Makes world leading predictions like "The sun will rise tomorrow"
There's a reason why nobody plays shaman.

And it's not overload! Overload existed back when people actually played Shaman. The reason nobody plays Shaman anymore is because the class did not get as significant as a buff as other classes as a result of GvG.

Also because Crackle is a piece of shit card. Which sucks because of RNG, not overload.
 

Pooya

Member
Wilfred Fizzlebang doesn't do anything for other classes, that's a first for a legendary I think.

I suspect there are going to be stupid legendary cards that replace your hero power with another random class or swap it with opponent's. Unplayable dumb things like that and then Fizzlebang does something there...
 

Minsc

Gold Member
No overload sucks. Think about what it really lets you do.

You play a 4 mana card on turn 3. Awesome right? Well the problem is those cards are not as good as the cards released since the start of the game. So you are really playing a 3.2 mana card on turn 3. Meh.

Worse, on turn 4 you can only again play a 3 mana card, which is a big ptoblem, because your opponent is playing an even more valuable version of a card that is better than yours to start with.

Not to mention you just died anyway because of all the aggro decks.

The value from overload simply isn't there. The cards carrying it are outdated and crap.

Exactly. Making an existing 3-drop in to a class card (!) as is, except as a 2-drop (overload 1, so it's really a 3-mana again).

This is what Shaman gets. A neutral card made in to their class card. It's a joke.

And innervate vs overload? Haha. That's hilarious, innervate creates game-winning combos. Turn 1 Emperor, Turn 2 Boom, Savage Roar + Savage Roar + FoN, etc. Overload generally responds to board and then screws you over the next turn (lava burst an Emperor, now they get to play their hand at a reduced cost and you get to pass your next turn, wonderful).

Overload cards are extremely outdated, and even with Lava Shock, you still sometimes can't optimally use the overload (either because there aren't enough mana crystals or you simply have no reason to overload atm but need to use the Lava Shock).

Edit: Let's face it, the most popular classes are the ones that have and can create the most broken outcomes from cheap combos (I'm looking at you, Mad Scientist and the synergy with Mana Wyrm / Unstable Portal into some game winning card and those 2/4 fire throwers and the 3/2 mage cards that reduce spells by 1, and the then 2 mana draw two cards... see synergy. Mage is like a whole class that cards all works wonderfully together and they have stuff like Unstable Portal that costs 2-mana and wins games). That's what every class needs to be competitive, and Shaman is definitely lacking it, outside of the 3/2 windfury mech when your opponent lacks a way to remove it.

Simply put, for a class to be popular, it needs a broken combo, that generates an incredible amount of tempo or advantage. It needs it early on, and it needs a TON of synergy between cards (see Mage decks). If you don't want to give the class such a thing, then it needs another way to deal with the onslaught. Because when people play against Shaman, there's really nothing that they have to worry about, except maybe having a 2-damage removal. It's not like playing against other classes like Warlock where you really need to hunt for BGH or Hunter where you need your early game or you lose.
 

Opiate

Member
Compare Fizzlebang to Thaurrisan just as an easy comparison. Let's say you have 5 cards in hand on turn 6, which is a reasonable middle ground for Warlock given their hero power.

Thaurrisan instantly saves you 5 mana on turn 6. Fizzle bang instantly saves you 0. Next turn, Fizzle can reasonably be expected to save you ~4-6 mana, as long as you tap. So can Thaurrisan.

Thaurissan is a 5/5, not a 4/4, and activates immediately, rather than after a turn. If you want to reduce mana costs as a warlock, Thaurissan seems clearly better.
 
I..kind of like that new priest card. It won't fit in same deck with Auchenai, but it's nice to see higher mana minions that benefit from healing, other "benefits from healing" cards have been very low-mana and squishy: lightwarden & northshire cleric.
 

V-Faction

Member
And it's not overload! Overload existed back when people actually played Shaman. The reason nobody plays Shaman anymore is because the class did not get as significant as a buff as other classes as a result of GvG.

Also because Crackle is a piece of shit card. Which sucks because of RNG, not overload.

Overload as a mechanic isn't as beneficial as other comparative mechanics that offer less reward but also less risk. A cheaper card that is supposed to gain you tempo but actually inhibits it. And practically 0 synergy with any other cards.

Take a look at Mages. Mages have Secrets (considered spells); they have "When you cast a Spell..." mechanics on their cards; they have Spell Damage. All of these combine together to form a cohesive playground for the class to do the things they do.

Try Warrior. They have Self-Damage mechanics, like Enrage, and other cards that benefit from taking damage; they have weapons, along with armor, and cards that produce weapons and armor and damage effects. All these effects work together in a way that makes sense.

Shaman's mechanic, Overload? Well, there's only a single card that gains any benefit from being Overloaded. And there's only one card that does anything to remove Overload, and it's costed terribly. None of your Totems work with Overload. The mechanic seems backwards because other classes get ways to play off of their healing, or their damage, or their mana increasing..
 

ZealousD

Makes world leading predictions like "The sun will rise tomorrow"
And innervate vs overload? Haha. That's hilarious, innervate creates game-winning combos. Turn 1 Emperor, Turn 2 Boom, Savage Roar + Savage Roar + FoN, etc. Overload generally responds to board and then screws you over the next turn (lava burst an Emperor, now they get to play their hand at a reduced cost and you get to pass your next turn, wonderful).

I'm not comparing innervate to current overload. I'm comparing innervate to what you're suggesting overload should be.

You're basically suggesting that Shaman should be able to play a 2 mana Tazdingo or Yeti, not by spending an entire card and losing card advantage, but by paying a single mana crystal on your next turn. Paying 1 additional mana for 2 mana worth of benefit PLUS being able to play that two turns early is freaking INSANE. That's busted. And you think that kind of benefit should be extended to EVERY overload card. Like if Lightning Bolt did 4 damage. Try to compare that kind of Lightning Bolt to the new Soulfire. Which is better, losing a card or losing 1 mana?
 

V-Faction

Member
I'm not comparing innervate to current overload. I'm comparing innervate to what you're suggesting overload should be.

You're basically suggesting that Shaman should be able to play a 2 mana Tazdingo or Yeti, not by spending an entire card and losing card advantage, but by paying a single mana crystal on your next turn. Paying 1 additional mana for 2 mana worth of benefit PLUS being able to play that two turns early is freaking INSANE. That's busted. And you think that kind of benefit should be extended to EVERY overload card. Like if Lightning Bolt did 4 damage. Try to compare that kind of Lightning Bolt to the new Soulfire. Which is better, losing a card or losing 1 mana?

For the record, I agree that just adding even more value on top of the card isn't the way to go. It's like adding another layer of frosting on a cake that tastes awful at the base. The way to fix requires going back to the drawing board.
 

Ultrabum

Member
Shaman's mechanic, Overload? Well, there's only a single card that gains any benefit from being Overloaded. And there's only one card that does anything to remove Overload, and it's costed terribly. None of your Totems work with Overload. The mechanic seems backwards because other classes get ways to play off of their healing, or their damage, or their mana increasing..

There are other cards that benefit from overload, like unbound elemental. The problem is all of the overload cards are over costed.

Why the fuck is a 2 mana 3/4 (1) overload comparable to 2 mana 2/2 draw and play a 3 mana secret. Its a joke.

You play totem golem turn 2, they play Mad scientist turn 2.

You trade, they get mirror entity, You are overloaded 1, you play totem golem again (on perfect curve), mirror entity copies it.

They trade it in to the damaged one and play a 3 drop. Now you are overloaded (1), you hero power. They are not overloaded and play on curve and the game is probably over because they have board control.
 

Minsc

Gold Member
I'm not comparing innervate to current overload. I'm comparing innervate to what you're suggesting overload should be.

You're basically suggesting that Shaman should be able to play a 2 mana Tazdingo or Yeti, not by spending an entire card and losing card advantage, but by paying a single mana crystal on your next turn. Paying 1 additional mana for 2 mana worth of benefit PLUS being able to play that two turns early is freaking INSANE. That's busted. And you think that kind of benefit should be extended to EVERY overload card. Like if Lightning Bolt did 4 damage. Try to compare that kind of Lightning Bolt to the new Soulfire. Which is better, losing a card or losing 1 mana?

All the popular classes are busted (that or well made), that's why they're popular.

I'm saying a 2 mana overload 1 3/4 minion is a joke. Perhaps a 2 mana overload 1 3/5 is fine, maybe the taunt is too much.

Basically balancing it out to a vanilla neutral card is not enough. Class cards need to be better than neutral cards, not equal to them. And yes, while it can be advantageous to get that 3 drop out turn 2, it is absolutely detrimental to play that 2-drop overload 1 turn 3, and be locked out of a 4-drop.

If the overload mechanic had a better pool of cards maybe it'd be more worth it. Like a spell that let you play normal neutral cards early and put the missing crystals in to overload would be better than what they're giving overload in to in Shaman. That's how horrible it feels, and it's their class feature, not drawback! If they mean for overload to be a minus, they haven't actually given the class anything incredible to balance against that drawback.

Edit: Said simply again, Shaman needs broken cards. Yes, broken cards. It's really the only way the class will ever become as popular as Mage or Hunter, giving it "ok" or even "better than average" cards is not enough.
 
The answer seems to be that because Shamans can only answer shredders with totems, to buff totems.

That is an improvement, but doesn't help all that much if every other class is getting more amazing tools as well.

There would need to be a totem neptulon or a fel cannon totem or something a lot better to bring it together, because the old play of getting back into a match with fire elemental just doesn't cut it.
 

V-Faction

Member
There are other cards that benefit from overload, like unbound elemental. The problem is all of the overload cards are over costed.

Why the fuck is a 2 mana 3/4 (1) overload comparable to 2 mana 2/2 draw and play a 3 mana secret. Its a joke.

You play totem golem turn 2, they play Mad scientist turn 2.

You trade, they get mirror entity, You are overloaded 1, you play totem golem again (on perfect curve), mirror entity copies it.

They trade it in to the damaged one and play a 3 drop. Now you are overloaded (1), you hero power. They are not overloaded and play on curve and the game is probably over because they have board control.

Dude, that's the one card I was referring to. The second card I was referencing was Lava Shock. That's it, out of all the cards, those are all the class gets. Versus like 15 Overload cards. The balance is stupid.

You're absolutely right, the cards are either overcosted or out-of-date. Every Overload spell essentially boils down to "extra damage." Every Overload minion boils down to "extra stats" or "Windfury". There's no advantage.

Edit: Except for Siltfin Spiritwalker, which is card draw. But it's essentially shit because there's no guarantee you'll have another murloc. Why it wasn't Totems, which work with your Hero Power, that triggered the card I'll never understaned.
 

Minsc

Gold Member
There are other cards that benefit from overload, like unbound elemental. The problem is all of the overload cards are over costed.

Why the fuck is a 2 mana 3/4 (1) overload comparable to 2 mana 2/2 draw and play a 3 mana secret. Its a joke.

You play totem golem turn 2, they play Mad scientist turn 2.

You trade, they get mirror entity, You are overloaded 1, you play totem golem again (on perfect curve), mirror entity copies it.

They trade it in to the damaged one and play a 3 drop. Now you are overloaded (1), you hero power. They are not overloaded and play on curve and the game is probably over because they have board control.

Don't forget you're comparing a class card to a neutral card as well. A class card should inherently offer more value than a neutral card. Totem golem vs Spider Tank is all you need to see they screwed up with the class card. Totem golem is not offering more value than spider tank.

Edit: Also you can see the built-in class card value by look at the 3/4 Priest class card Dark Cultist. It has a decent deathrattle (give another minion +3 health), yet still only costs 3 mana same as the Spider Tank. So it's giving you more value by being a class card. The Shaman card is really not giving you any extra built in class value. Since we've already said overload is basically a negative, you could argue the Shaman class value it attaches to the card makes it worse, not better, that is why it needs to improve the stats on top of just splitting the cost in to overload, or at least add something else to the card as well if it stays a 3/4.
 

Ultrabum

Member
Imo shamen is so broken it needs freeze spell treatment. -1 overload on all cards with overload rofl. They are that bad. The hero power is that bad.
 
There are other cards that benefit from overload, like unbound elemental. The problem is all of the overload cards are over costed.

Why the fuck is a 2 mana 3/4 (1) overload comparable to 2 mana 2/2 draw and play a 3 mana secret. Its a joke.

You play totem golem turn 2, they play Mad scientist turn 2.

You trade, they get mirror entity, You are overloaded 1, you play totem golem again (on perfect curve), mirror entity copies it.

They trade it in to the damaged one and play a 3 drop. Now you are overloaded (1), you hero power. They are not overloaded and play on curve and the game is probably over because they have board control.
Every 2 drop sucks compared to mad scientist, it's OP.
 

V-Faction

Member
Edit: Also you can see the built-in class card value by look at the 3/4 Priest class card Dark Cultist. It has a decent deathrattle (give another minion +3 health), yet still only costs 3 mana same as the Spider Tank. So it's giving you more value by being a class card. The Shaman card is really not giving you any extra built in class value. Since we've already said overload is basically a negative, you could argue the Shaman class value it attaches to the card makes it worse, not better, that is why it needs to improve the stats on top of just splitting the cost in to overload, or at least add something else to the card as well if it stays a 3/4.
"Totem Tax" will really be a thing now lol.
 

Rapstah

Member
I think the idea with Siltfin Spiritwalker is Cult Master was widely regarded as broken when it was a 3/4 (and still too good at 4/3) so a 2/5 would be amazing enough to pay 1 Overload with that effect. However, the late 2014 Murloc meta turns out not to be the same as the 2013 overall meta.
 

slayn

needs to show more effort.
I love the overload mechanic. The problem is that a lot of the early overload cards the advantage was over-estimated. The card still needs to be as valuable as any other card on total mana spent. Lightning bolt is a good overload card (2 mana, 3 damage is standard). Whereas forked lightning is not (should be 1 and 1).

In this sense, 2 mana overload 1 for a 3/4 (tribe) is a perfectly fair card and good use of overload. Is it crazy good? No. It's just standard/fair/whatever. And the more cards that get released the more 'fair' cards don't cut it anymore. But its certainly not bad. It's synergy as a totem could also make it end up being great as more cards are revealed.

If shaman/overload ever gets bad enough that the entire mechanic has to be re-done, I'd like to see overload become a choice. So for example totem golem would be (choose one, pay 3 mana now or 2 mana now with 1 overload).
 
Don't forget you're comparing a class card to a neutral card as well. A class card should inherently offer more value than a neutral card. Totem golem vs Spider Tank is all you need to see they screwed up with the class card. Totem golem is not offering more value than spider tank.

Edit: Also you can see the built-in class card value by look at the 3/4 Priest class card Dark Cultist. It has a decent deathrattle (give another minion +3 health), yet still only costs 3 mana same as the Spider Tank. So it's giving you more value by being a class card. The Shaman card is really not giving you any extra built in class value. Since we've already said overload is basically a negative, you could argue the Shaman class value it attaches to the card makes it worse, not better, that is why it needs to improve the stats on top of just splitting the cost in to overload, or at least add something else to the card as well if it stays a 3/4.
This is actually a good comparison. I'll admit I thought Totem Golem was amazing at first glance but really, you're only gaining the ability to play a Spider Tank a turn earlier at the cost of weakening your turn 3 play. That's not really gaining much especially when it still dies to flamecannon.

It'll take a lot more than that to bring that class back from the dead like fixing its incredibly inconsistent draw engine. It's another weakness that holds the class back and one of the reasons why if Shamans lose momentum then they just inevitably lose.
 

Opiate

Member
Don't forget you're comparing a class card to a neutral card as well. A class card should inherently offer more value than a neutral card. Totem golem vs Spider Tank is all you need to see they screwed up with the class card. Totem golem is not offering more value than spider tank.

Edit: Also you can see the built-in class card value by look at the 3/4 Priest class card Dark Cultist. It has a decent deathrattle (give another minion +3 health), yet still only costs 3 mana same as the Spider Tank. So it's giving you more value by being a class card. The Shaman card is really not giving you any extra built in class value. Since we've already said overload is basically a negative, you could argue the Shaman class value it attaches to the card makes it worse, not better, that is why it needs to improve the stats on top of just splitting the cost in to overload, or at least add something else to the card as well if it stays a 3/4.

The dark cultist does not provide more value than a spider tank. The spider tank offers roughly equal value; having a tribe (such as mech or dragon) is inherently valuable in itself. In the case of spider tank, it enables things like mech warper, tinker town technician, and goblin blast mage. Not that I necessarily disagree with your premise generally, but I don't think this is a premiere example.
 

Copenap

Member
Don't forget you're comparing a class card to a neutral card as well. A class card should inherently offer more value than a neutral card. Totem golem vs Spider Tank is all you need to see they screwed up with the class card. Totem golem is not offering more value than spider tank.
It could be offering more though by just adding more cards that benefit from overload as the one poster suggested so it's not too late. What we've seen so far doesn't lool like Blizz is doing this though...
 

Haly

One day I realized that sadness is just another word for not enough coffee.
The game, outside of combos, is heavily dependent on curve, and overload just fucks it up for what are very minor gains offset by unreliability.
 

Szadek

Member
Overload as a mechanic is fine,the overload cards are the problem.
Most of them are simply too expensive.

Totem golem is fine.Sure, it's just spidertank,but I think that's good enough.
Mech mage played spidertank and it looks like totem shaman is going to be a thing.
(I'm assuming that there are few good totem support cards that we haven't seen yet.)

Even if they don't end up playing golem,they will still benefit from him,because Tuskarr Totemic exists.
 

ZealousD

Makes world leading predictions like "The sun will rise tomorrow"
Don't forget you're comparing a class card to a neutral card as well. A class card should inherently offer more value than a neutral card. Totem golem vs Spider Tank is all you need to see they screwed up with the class card. Totem golem is not offering more value than spider tank.

Edit: Also you can see the built-in class card value by look at the 3/4 Priest class card Dark Cultist. It has a decent deathrattle (give another minion +3 health), yet still only costs 3 mana same as the Spider Tank. So it's giving you more value by being a class card. The Shaman card is really not giving you any extra built in class value. Since we've already said overload is basically a negative, you could argue the Shaman class value it attaches to the card makes it worse, not better, that is why it needs to improve the stats on top of just splitting the cost in to overload, or at least add something else to the card as well if it stays a 3/4.

The fact that Totem Golem comes out a turn earlier does mean it has more value. It can more easily respond to or represent a threat to other 2 drops. Would you drop a knife juggler against Totem Golem? Possibly not. Deaths Bite, Truesilver Champion, Swipe, and Eviscerate are clean responses to a Spider Tank but not Totem Golem. Fiery War Axe and other 2 mana removals like Wrath and Darkbomb have another 2 drop that they can't immediately respond to. Coming out a turn earlier is NOT nothing.
 

Ultrabum

Member
I want steelbiter weapon: 1 mana overload 1: + 6 dmg to any character this turn.


Edit:
Or a broken spell like revenge of totems 3 mana overload 1: deal 1 damage for every totem that died this game to ALL minions, summon all hero power totems.

Serisously, they need to break shamen for it to see play.
 

Minsc

Gold Member
The fact that Totem Golem comes out a turn earlier does mean it has more value. It can more easily respond to or represent a threat to other 2 drops. Would you drop a knife juggler against Totem Golem? Possibly not. Deaths Bite, Truesilver Champion, Swipe, and Eviscerate are clean responses to a Spider Tank but not Totem Golem. Fiery War Axe and other 2 mana removals like Wrath and Darkbomb have another 2 drop that they can't immediately respond to. Coming out a turn earlier is NOT nothing.

It's not nothing, but that is only true when it's in your opening hand and when you have a 2-drop to follow it on turn 3. There's a good chance one of those two conditions aren't met (hence the risk of overload) and if so, then it's really not that great a play. Hardly going to be a game-winning move, unlike other 2-drops such as playing a Mad Scientist, or Unstable Portal, which is also a risk (you could get a 1 or 2 drop), but the reward is you get a good 4-5-6-7 drop reduced by 3 and play that next turn and that carries your whole game.

It seems most people agree overload is a bad thing to put on a card, not a good thing, but to me it almost sounds like you're arguing it's a good thing. Even though it gives you a (small advantage) having overload is seen by most people as a bad attribute to a card, in this case, not good enough to offset the temporary 1-mana advantage imo.
 

embalm

Member
Am I the only one who thinks that new priest card is going to open an alternative control deck? That is a 3/5 that trades down on one turn and then trades up the next. It's something that even face hunters will have to remove or they will lose the game. It's a huge chunk of burst potential that priest has never had.

If the expansion has another minion that comes out damaged, like Injured Blade Master, we might have a viable priest deck.
 

Dahbomb

Member
Am I the only one who thinks that new priest card is going to open an alternative control deck? That is a 3/5 that trades down on one turn and then trades up the next. It's something that even face hunters will have to remove or they will lose the game. It's a huge chunk of burst potential that priest has never had.

If the expansion has another minion that comes out damaged, like Injured Blade Master, we might have a viable priest deck.
Yes I like the card.

I like when same effects are used on different cost cards.

Light Warden's main problem is that it doesn't have the health to survive doing the burst combo and didn't have the health to trade with anything... this card however does have the health.


It's cool that Priest got an actual 4 drop now as opposed to Lightspawn which was just to weak to silence.
 

Forkball

Member
Just had a seven game win streak with my new Mech Paladin deck. This thing works way better than it should. Flooding the board allows for a lot of misdirection, so you can really buff anyone that's left after they try to clear your minions. The spare parts are also extremely useful, especially the stealth one. In two games I stealthed my buffed Azure Drake and they had no answer for it. I was only felled by a guy who had Dr. Boom and Ysera, so in my mind he cheated and I was still victorious.
 

Haly

One day I realized that sadness is just another word for not enough coffee.
I want to play Fire Elemental on turn 6.

But all I have are Overload cards on turn five and I need to do some board clearing.

Bye bye Fire Elemental, I'll see you on turn 7 when he drops Dr. Boom.

Shaman in a nutshell.

I would revamp all the Overload cards at this point and the mechanic itself because this problem will always be there.

Overload (X)
Spend X mana when you play this to empower it.

Lightning Bolt
1
Deal 2 damage.
Overload (1): Deal 3-4 damage instead.

Stormforged Axe
2
2/3
Overload (1): Stormforged Axe has Windfury.

Crackle
2
Deal 3 damage.
Overload (1): Deal 4-6 damage instead.

Lava Shock
2
Deal 2 damage.
Your next Overload costs (0).

Feral Spirit
3
Summon 2 2/2 Spirit Wolves
Overload (2): Give the Wolves +1/+1 and Taunt.

Lava Burst
3
Deal 4 damage.
Overload (2).: Deal 7 damage instead.

Lightning Storm
3
Deal 1-2 damage to all enemy minions.
Overload (2): Deal 2-3 damage to all minions instead.

Doomhammer
5
Windfury
2/5
Overload (2): Give Doomhammer +0/+3.

Earth Elemental
5
Taunt
4/5
Overload (3): Give Earth Elemental +3/+3
 

Haly

One day I realized that sadness is just another word for not enough coffee.
This is Miracle Rogue going SSJ3.

I wish I had Malygos but I don't even need him.
 

embalm

Member
Shaman in a nutshell.

I would revamp all the Overload cards at this point and the mechanic itself because this problem will always be there.
Overload doesn't need to be revamped. I think it can be a good mechanic. It's obvious that Blizzard over valued the ability, but mostly on minions. They originally applied a tax to the tempo gain of Overload of about .5 to 1.5 mana. The tax is higher for minions and lower or not there at all for spells.
Feral Spirits are about 4 value and the tax is 1 extra mana.
Dust Devil is about 1.5 value and the tax is 1.5 extra mana.
Lightning Bolt is less than 2 value and there is no tax.
Lightning Storm is about 4.5 value and there is a .5 tax.

In GvG they tried to lower or remove that tax. In some cases there is a straight up benefit to taking on the overload now.
Crackle - 4 value, you usually gain tempo, at 3 damage you pay 1 tax.
Dune Maul Shaman - 5 value, no tax.

In BRD they added a minion that gained tempo.
Fireguard Destroyer - At 5/6 he has no tax. At anything higher he is a big tempo swing.

The new Totem Golem has no overload tax, but has totem tax.
As a totem it will affect that tribe and it looks to be a Shaman specific tribe. As part of that tribe he can offer buffs to other cards within the class, as seen with all 3 of the other new shaman cards. All of them either buff this guy or get buffed by him.

It sucks that Shaman has some crap cards, but it's pretty clear that going forward it's a little more balanced.
 

Rockyrock

Member
in terms of Shaman (which I play a lot) lava burst could have made a much bigger impact. Its pretty horrible as it is now.

It needs to either cost 1 mana or do 3 damage.

the card basically does nothing unless you somehow play it on the turn you play of bunch of overload stuff which is basically not possible unless youre on 10 mana and even then its pretty rare.
 

Phawx

Member
in terms of Shaman (which I play a lot) lava burst could have made a much bigger impact. Its pretty horrible as it is now.

It needs to either cost 1 mana or do 3 damage.

the card basically does nothing unless you somehow play it on the turn you play of bunch of overload stuff which is basically not possible unless youre on 10 mana and even then its pretty rare.

Agreed.

Anyone know what time the voted card debuts?
 

Papercuts

fired zero bullets in the orphanage.
That warrior weapon is super clunky. Don't really see it over just using fiery war axe.

It kinda reminds me of coghammer, only trading the board impact of the divine shield with more swings, but that doesn't seem thaaaaat worth the setup on turn three when having the damage a turn early is so key, along with potential death bite turn 4. It's hard for me to actually imagine another weapon shaking those two out of the mold.

The warlock legendary is pretty neat. We would need to see way more cards to say anything I think, since we have no idea what warlock inspire minions look like(and man do they have to be careful with that). But you definitely never want to actually drop that dude turn 6 and expect it to survive.
 
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