So, my Shaman thoughts. I still need to process all the Neutral minions to get a real grasp, but for the Class/Cards themselves...
- No C'Thun synergy, nor Forbidden Synergy. So Shaman is the odd-man out and instead they opted to try something completely different -- 'Evolving minions'. Thrall really is the Pokemon master. (Pros) If C'Thun ends up being a bust, hurray! (Cons) If C'Thun is hella viable, oops!
- Flamewreathed Faceless: I'm a little saddened that, once again, the genius idea behind giving Shamans new cards is more stats, stats, stats with an Overload. Earth Elemental was this. FireguardDestroyer was this. Totem Golem was this. And here we are again. Now, granted, this is the STATTIEST minion that ever STATTED. We've seen similar minions like this before, however, with Cursed Shade, Fel Reaver, and Eerie Statue. It really doesn't bring anything new to the table, except for maybe aggro (of all things lol).
- Eternal Sentinel: Here-in lies the Solution to the Fantastic Four... I mean Dr. 4... I mean Flamewreathed Faceless. Blizzard is clearly demonstrating that Overload removal effects require at least 2-mana as a requirement. Meaning, Overload(1) is a tempo loss, Overload(2) is neutral, and Overload(3) or more is a gain. The fact that it's attached to a body now makes using Lava Shock slightly less awkward. On an empty board, in fact, it is quite powerful. And once more, built for aggro.
- Stormcrack: The unsung hero! Wow, talk about some efficient removal. Flame Cannon was such a strong card and now Shamans have it with a target. The Overload and ability to hit minions is no problem at all. This fills the gaps between Lightning Bolt (too weak) and Hex (overkill) nicely. If anything, this will be the card that ties together Control Shaman.
- Evolve: I see some going nuts over this card. If you ask me, it's a neat theme and correctly costed. Being tied to a spell means less value than Master of Evolution. You must must MUST have more than 2 minions to get the necessary value associated with (Random) + (Summoning Sickness). Otherwise... you'd just play a [w/e]-cost minion. I'm sure someone will take care of the math, but the loss in tempo has to equal the cost of the cards you put down plus+ 1, or something like that. Basically, hitting your full board of 0/2 Totems with Evolve might not do anything for you.
- Primal Fusion: And speaking of a board full of Totems, here's a card that will take advantage of such an occurrence. So, have you noticed that Shaman did not get something akin to 'Muster for Totems' or 'Force of Totems' or 'Forbidden Totems'? That's because Blizz probably wants the class to work to fill the board. Not only because of Thunderbluff Valiant and Bloodlust, but now this card too. The most this could ever be is +6/+6, but that will most certainly never happen. +4/+4 perhaps, but that would take forever and people aren't going to foolishly let your Totems stay up. So I'm going to say +1/+1 or +2/+2. The easiest targets will, of course, be your Totems, and thus the PERFECT target is actually Totem Golem, which procs itself. 3-mana 4/5 (or 5/6 if you put up a Hero Power prior). Actually, the thing that gets me most excited about this card... is the fact that it's another Shaman buff card! Yay! Finally something along side Ancestral Healing and Everyfin is Awesome. Blech. Now maybe we'll see some play from the 'Cast a Spell On' crew.
Quick Notes:
- As I said, no actual Spells/Cards that bring out multiple Totems. The 4/2 weapon is an Elemental. Tons of synergy cards that benefit FROM totems, but very little easy activators.
- Speaking of Totems, NO NEW TOTEM CARDS WUT. Kind of shocking that we've hit the design cap of what a Totem can do. Apparently, Blizz has run out of ideas. Even though that are a dozen I can think of off the top of my head that could exist.
- Many classes are going to be good with one of the old gods. Like Warrior or Priest with C'Thun; Rogue and Paladin with N'Zoth. I believe Shaman has the most compatibility with Y'Shaarj, because of the evolution theme and the ability to bypass Overload on larger, tanky minions.