Hero Power
Clarifications
- If a second one is played and triggers the Deathrattle, it does not upgrade your Hero Power like Shadowform does. (Source)
Deathrattle: Your Hero Power becomes 'Deal 2 damage.'
You can only pick it up if you are worthy.
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*sarcasm* Blizzard forgot to include it
"How could you be worthy?" (c) Ultron
Yep flavor text confirms it is Thors Hammer.
If they swap Durability with Damage, I would totally play this...If I had a Shaman deck
OK, it now looks like Death's Bite right? Death's Bite is a bad card. Nobody uses it. Let's give Shaman a version where instead of a 1 mana Whirlwind as the Deathrattle, you get a 3 mana Shadowform. That's totally a good idea.
Kappa Kappa Kappa
this card is saying: aggro shaman isnt op enough
come on, this card is really op you can play doom hammer to get the death rattle
it can clear your minion for 4 turns while playing aggro bullshxt totem, wasnt it op?
Are we playing the same game?
have you see how aggro is TGT totems?
have you got board clear by powermace and you have no minion left to atk annoying otron's divine sheid when he have 4 minions on board?
really? you havent play against mech shaman ever? are you playing this game? you dont know TGT totems are super aggro?like mech?
totem golem, tuskarr totemic
Are we playing the same game?
I'm just confused because aggro shamman is played by basically no one and only works if your opponent doesn't find a way to deal 2 damage to your windfury bot. aggro shamman isn't OP in the slightest, not any more than patron warrior or combo druid.
also, i'm not sure what kind of 2-health-minion-centric deck you're using, but this weapon doesn't clear your minions.
sorry, this weapon can "help" to clear you minions,
thats time i played zoolock,facing shaman, not about windfury bot,
turn 2 coin mechwarper + mechwarper + annoying o tron + annoying o tron, how you kill 2 mechwarper 2 annoying o tron in turn 3, if you aren't warlock "turn 4", hellfire doesnt kill something with divine sheid, zoolock dont play hellfire
thats mean you have to play minion turn 3, because you gotta have something on board or dead, what 3 mana can kill 2 mechwarper 2 annoying o tron, maybe some 1 cost + 2cost because they have annoying o tron, one big minion is not useful, btw there is no big 3mana card, ok i played 2 minions, 2mana usually dont have 3 health, next turn he have powermace, kill one, trade one, my board got clean, he have 2 mechwarper 2 annoying o tron waiting to be buff, what you can play turn 4, you gotta have something on board
isnt about 2 hp, its about early game, you can play 4~5 hp in mid game, but you lose the tempo for few turns they can just ignore your 5 hp
btw im legend last mouth, ya i play ramp druid ,zoolock and patron warrior, aggro looks like they are not op, actually they dont need to look op, you just died, if they have rng like turn 2 coin 2 mechwarper 2 annoying o tron, it is 10 hp on board with 2 divine sheid and taunt, you are turn 3. you dont have aoe, he has weapon, thats mean board clean, if he spiderthank + piloted shredder t4 gg.
i think 1/15 player is mech shaman, but do you know how hard to play patron and ramp druid, patron is one of most difficult deck to play, and he have to wait t8 full combo or play patron after turn 5 risky, what would you when you know he is grim patron warrior, you go full smorc, you dont wait their combo, ramp druid isnt "op", if you facing ramp druid, 1. dont go down to 14 hp, 2. if you near 14hp kill everything on board, 3. win the fkin game ASAP,
im ramp druid legend, the only easy win is half rng + your opponent dont watch their hp + they are too slow to kill you before turn 9
if you play something so slow you cant win turn 9, i believe the deck can survive the combo, it must be control warrior, if you are failed to kill druid turn 9, it is not druid more OP than aggro, it is your punishment for not kill druid, actually "you" let them win, not OP
patron warrior is OP, but really hard to play and still cant lose by smorc, if you are tempo mage, something not aggro, you just fireball their face when you know this warrior have fkin warsong grim patron, frothing berserker
if you had played druid ,your performance is base on what is your next draw every turn, they usually start the game turn 3, they dont keep combo on hand, you have less card than others because it is wildgrow or innervate, you really need luck to play druid, you need to draw swipe against paladin, you need to save keeper for silence, you dont sure what is your next draw, you dont have beautiful curve, you dont like aggro deck, every card is base on one purpose, aggro is easy to play because they dont really worry about bad luck early game. Druid win for 2 reason, 1. your deck is not fast and you wrong trade no face. you lose because druid have good mid-game card and you trade, druid's card usually win trade, 2 . you're aggro but you failed to kill before turn 9, this is handicap because druid dont have 3+ cards in hand.
Word soup noob.
There are many 2 drops with 3 health, not sure where you are looking at. Notable 2 drops with over 2 hp/survives 2 damage includes but is not limited to: Acolyte of Pain, Armorsmith, Annoyotron, Shielded Minibot, Mechwarper, Unstable Ghoul, Ancient Watcher, Doomsayer.
Mech Shaman seems pretty rare - in fact, Shaman in itself is pretty rare. With the new cards from TGT, I believe they might make a comeback as a contender, but probably as a Control. Aggro Shaman sounds ridiculously niche, and won't win you at least 50%, especially since this meta is all about aggro - many deck will tech in earlier cards to fight off that.
I believe that, if you say that your rank is real, your IQ is probably good enough to have decent English as well as some in-game skills, which is clearly not evident. This means that you are most likely an internet troll, but in the event that you are not, you clearly don't deserve your rank. And also, you go ridiculously off-topic with your post.
Well yeah, with your ideal opening hand, every deck usually does really well. But honestly that opening hand is basically the only way for aggro shammy to win right now.
If someone speak bad English, that's mean he/she is good at another language.
mech shaman seems rare? I'm at Asia server , I said shaman is around 1/15 here and I was s16 legend, in Asia, shaman is more common than priest or rogue
you don't see many shaman not because they always lose, you might not see many freeze Mage but it is strong
i think not many people play shaman because hunter is easier and mech has not good survive like death rattle, or face charge
get legend is not very hard, I know there is around 2000 every month but all you need is time
if you don't believe me I can show you legend card back, legend arent rare
here is my cardback: http://imgur.com/eRXx1ER
In your point of view, If you are legend player, you can speak some language you hadn't use much in real life.
Why i said this weapon is good makes me a internet troll or i dont deserve to be legend player?
trump predicted dr.boom and grim patron are bad before it release, have you see the comment said Are we playing the same game?Ya it is same game, you cant say it bad before you played it, i think i will see it alot after TGT
https://www.youtube.com/watch?v=3kO6zb_TKek
https://www.youtube.com/watch?v=W0_N1XdODuY
btw if you have coin would you keep mechwarper? how hard to get another mechwarper? its like tempo mage get every thing she want(mana wrym, framewaker, mirror image, flamecannon), its like hunter play gnome coin gnome, or quick shot get quick shot or kill command to finish off
I think i didnt say clear enough becos of my bad english
IMO this weapon is good, this weapon balanced shaman mid-late game,especially when you got new TGT totem that fill the board so fast early game,all you need is sustain dmg, and its death rattle make you become hunter to finish them when they have something like taunt, you can kill when you dont have spell on hand,this game require a lot of luck to play, any card good and "guaranteed""not so RNG", like this deathrattle is a good card. with this weapon we can see more mid-range shaman which have stronger early game than this meta
before grim patron unstable ghoul is just a anti aggro card and no one plays, how could you compare with current meta and think this weapon is not as good as i said
Sorry for the unintended insult on your English, but it really gets me with the bad capitalization.
Anyway, for the card mulligan, I honestly don't think the chances are in your favour of a perfect drop. Even if you somehow get 2/4 card combo in your mulligan, you still need to specifically draw the other 2 cards, in just 4 more draws. Extremely unlikely, and I've played quite a few different Mech types and I only got it once in about 100-150 games. You will always look for that combo, but you are not going to find it often.
Back to the card. 2 damage is not good enough to clear anything besides aggro-style decks. While the meta of Face hunter is insane, I still don't believe it justifies the 2 damage - you don't kill much with a single swing of this weapon, and therefore you still need to trade your minions - in the same way that Light's Justice is completely worthless on its own about 99% of the time. The value in theory is good, but it is too weak and too slow to be of significant threat.
About the deathrattle effect - it is good. Having 2 damage on demand is disgustingly good. But is it really that great with this? With 4 durability, this takes a long while to get down - and late game doesn't favour that 2 damage hero power as much. Is there a good way to get rid of this earlier?
You can replace this weapon - which makes your weapon a 2/2 essentially and you still need to use 2 mana to proct its effect - 2 damage each turn, but you ruin your curve. Playing 4 mana and 2 damage ping is not worth destroying a good curve. Sure, you get roughly equal value every turn, but it isn't great. The only other case of you losing this weapon earlier is if your opponent destroys it - Harrison is totally worth it, Acidic Swamp Ooze is a terrible option to throw against this.
In the end, my analysis would be this. Would you play Death's Bite if it is 4 mana 2/4, with the same effect? A 4 mana 2/4 weapon with a deathrattle effect that is great for their respective decks (The deathrattle). I don't believe it is worth it, and therefore I think it is bad.
As with the Dr. Boom and Grim Patron analysis, this might be wrong, but the analysis still makes sense.
Ok, this card isnt must play strong, i have few points why i think it is good
if i have to compare it, i can only compare this with the hammer from muster of battle, ofcos this card is good because of the 3 1/1, but the 1/4 hammer isnt useless, the 4 little dmg means alot for the sustain dmg, thats mean you still can go face or trade if you cant draw true silver champion next 4 turn, it happens so offen
if you play aggro and your class sucks at card drawing, you will empty your hand so fast, and you got nothing to do. pray them dont have aoe or heal, then you have to sustain the board by good hp minion or high durability weapon
BTW, idk why they dont make this 3/3, if this is 3/3 it will be op
why dont make 4mana 4/2, we have 4/2 like true silver and deaths bite, this 2 arent good for smorc, these weapon are good but hard to use, if you holding a deaths bite with last durability, you cant hit for some shxtty creature because you will have no threat, you will be naked. but with this 2/4, the threat is like forever for you opponent especially you have strong board, the dmg is low but it is easier to use becos you have lighting storm, fire elemental and rockbiter, like warlock have overwhelm power.
and if you play totem golem, your mana will be 2>2>4 anyway, no 4 mana cant be better than pilot shredder but if you dont have doom hammer, this weapon is good. doom hammer is a aggro card, but this isnt.
there is many unknown TGT card, maybe this card is make for protect 5 drops like thunder bluff valiant, turn 5 you can trade if your overload spider tank still here . maybe this card is make for inspire totem deck, it cant compare with doom hammer
if we play inspire/ totem justicar trueheart deck, this weapon is the only option because we cant use powermace, can still play doomhammer but there will be too many 5 drop in the deck
I hate to break it to you, but Muster for battle's weapon is kinda useless. The only reason why it can be used decently is because you get 3 1/1 drops that help you trade. Against a 4 hp creature? You still only need to hit once with Light's Justice, because you can trade in all the recruits. With this card though, you have to hit at least twice against any non-2 hp drops - and don't forget that this is only one single card. The potential value from Muster compared to its cost is better than what you have with this weapon compared to its cost.
The one reason why I believe this sucks, is due to high durability. If they made it 4 3/3, it is fine - not too OP because the deathrattle takes a while, and 3 damage is better but not much. If they made it a 4 4/2, that is broken due to ridiculous trading value and fast resets. Remember one thing, to get value out of this card, you need to remove minions with your weapon. Which means you are hitting your opponent using your face. This has a potential 8 mana worth (Hit 2 drops with 2 health each), but look at it this way - you lose 3hp per 2 mana crystals. To make it as cost efficient, you need to lose up to 12 hp - and this is against aggro decks we are talking about here, since few other decks actually play that many 2 or 1 drops. But how about control decks? Are you really going to hit a Dr Boom to be clear it? Seems a little tough, no?
Remember - the reason why Warrior can do this kind of face trading is because they have a lot of effective health. Most decks run Shieldmaidens, Shield Block etc, and the hero power. Assuming no use of Hero powers, you already have 50 effective HP on the board, and it shows. Shaman doesn't have as much luxury due to their heals being mostly the generic ones and now with the new Joust heal, which I believe it is that class but I'm not sure of.
ok muster weapon is useless but this card cant be this common if 3 mana only 3 1/1, but it can help you trade taunt like annoying o tron divine sheid instead kill 1more 1/1. of cause, 2/4 is not good as 3/3 and you dont trade big minions, but you can kill some trouble like sludge belcher, deathlord, druid of claw, those are low atk but it can kill your minions, so it dont block/ kill lots of your minion. your opponent like did nothing with 5 mana,
you can do it with spell or minions, but the advantage of all weapons is those can stay few turns. Spell is non reusable, minions got kill by taunt means you lost one card.
if you dont use this weapon, i assume you are going to play no weapon shaman, because if you are behind, doomhammer's overload is a big cost.
so you have 2 more slot to pick spell or minion. but the play style is so different/ or if you still gonna play midrange, it would be harder to win the game. Shaman is slow at drawing, and you have to keep playing higher value minion. That's really depend on rng
I think it is like playing faster druid, without weapon i would rather play control shaman, this weapon could be better if 3/3
It is not good stat compare other weapon, but you will play it and somehow this card is helping.
the only reason why you pick this weapon, is this is a freaking card for shaman like al akir, fireguard, when you want a normal AOE like other classes but it has painfully overload, weird cards make shaman, you dont even have normal hero power, thats why today shaman is rare, but if you watch stream, some player play shaman, they stick with it. you have to predict what you opponent do next turn to decide should i overload? or should i play this stupid 2/4 for next turn. shaman always tuning between burst and holding back because overload and shaman is bad at drawing. some card seems sucks but they can win with it like a clown, like this death rattle
btw the new heal is interesting, thats can heal 14, really outstanding
You should practically never do a 2-turn trade - essentially sucks at easy to counterplay. So Belcher, Deathlord, Druid of Claw, no, that is just a bad choice. Are you considering hitting a Druid of the Claw 3 times to kill it?
Overload is a OK mechanic in hearthstone - cause if you look at it, your mid-game is stronger due to the presence of stronger minions/spells earlier, at the expense of a weaker late game and/or next turn. Overload needs to be buff, but only slightly - you don't need too much to make this incredibly good.
And to be more precise about worth - this card is only good for killing aggro minions, but it means you take direct damage. I can reiterate everything I said before - this card is just not worth it. Re-look at Muster for Battle. It summons 3 1/1s - total stats is 3 3/3, which is decent for a card WITHOUT the weapon. Not to mention this has great synergy with both Equality on next turn, as well as Quartermaster. However, this card has no direct value off trading.
There is a good reason why Nefarian had almost 2x win rate of Ragnaros (Give or take) - That is because the weapon given to Ragnaros is pretty much useless - and this is the compensation given to Ragnaros for being weaker. Nefarian cards are stronger, yes, but to put in perspective, 4 mana 7/7 compared to 2 mana 6/6 and Taunt - not terrible at least. To make the minions trade up the curve, you have your weapon as Ragnaros - but on the other hand, you don't have 60 HP when playing Shaman, so your health is even more precious.
The new heal is really good, no doubt about it, but relying on that only is not enough.