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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not hitting 3 times, you know you just save a 4 hp creature? you can trade claw with 4/3 + weapon to save another 4/3, you are not zoo lock, zoo lock's minion are not afraid of die. but for other classes those trade are really bad, if you dont have silence, spell or weapon, they can kill 2+ of your minion if they play taunt exactly the turn.
you just crash your pilot shredder and spidertank to 4/6 taunt? is that what your opponent want? if you are playing aggro you could lost because you got slow down by taunt
Nefarian is stronger mostly because he has 5 more starting mana? and dragon outnumbered. brawl didnt mean anything to normal game weapon. if your opponent turn one 6 mana, nothing can save you, at least ragnaros can win this unfair match
ragnaros hard to win because he is limited by the mana, he cant play 2 card untill mid-game. if he has 6 mana he probably can play 2 taunt turn one and hero power/ or lava burst/ flame strike early game, his weapon should be 4+ damage if you want it like normal game
Aggro Shaman was never op, you're thinking of facetard and zoo
That moment when you realise that the guy with 13 downvotes was actually ten steps ahead of the meta in august.
Turn 4 Charge Hammer with 4 Durability --> Turn 7 Change your Hero Power. Kinda late
Can Doomhammer next turn to destroy current weapon.
can even Stormforged Axe
When we want a high Durability weapon, Blizzard gave us low Durability.
When we want a low Durability weapon, Blizzard gave us Charged Hammer.
I think in theory it's a good card if you don't run Doom Hammer. It helps clear the little dudes of the aggro and tempo decks. If this was 3 mana it would be a lot better, but then Shadowform becomes power creep......BLAH! Maybe 3 mana, same stat line, Overload 1.
Different classes. Also a Priest can double Shadowform but a Shaman can't.
this card reminds me of WC3 where thrall shot lighting balls
Thrall's balls!
Fifty Shades of Garrosh
Play this weapon, then instead of waiting 4 turns, just play another weapon next turn to activate the deathrattle. (I've done it with death's bite in emergencies for the damage, so it should work here, too) That might not be very competitive, but it will work.
I'd been thinking of making a shaman pirate deck, just for fun, once I get a 2nd doomhammer, and this will really help there :p I'm not sure how competitive this thing will be, but I am really glad that the card will open up new ideas, much like shadowform does, and that's exactly what we need in hearthstone. Too many people just run the same decks over and over that they copy from online, and the more variety that gets put into Hearthstone, the better.
Ohh man what a great plan!
Turn 4 discard a card and play nothing, thus losing massive tempo!
Turn 5 play a weapon, and gain shadowform! Lose even more tempo!
This card is awful! If you think this card is good, you are either an idiot or playing an alternate version of Hearthstone in a fairy tale universe!
The card is way too slow! What's more, when it comes in play it does absolutely nothing! Two damage on at best turn 4 won't kill anything! What are you going to do? Smack a shredder in the face? Of course not... So, you just wasted your turn 4 to put this piece of shit weapon in play that won't actually be effective until turn 8! At which point you likely already lost due to wasting one of your most important turns doing essentially nothing.
Why do you think shadowform is considered absolute trash tier, and it gives the benefit instantly on turn 3? Well this is a far worse version of that shit card!
Relax man... I think this card is bad too... i think that shaman already got what it needed to be among the good decks again... one bad epic card wont make that big of a diference
An arcane intellect for 4 mana? Everyone with a brain agrees that it should have been 1 overload!
The only good card we got was totem golem, and it's not as good as people think. The totem synergy thing might have worked, if they gave us additional tools to make it work. As things stand, it's looking to be on par with the fucking murloc shaman they tried to force on us last time.
Yeah, i agree that it should have been 1 overload but what shaman need is card draw for it to be a beast! This card is meant to be played in the late game (since azure drakes and stuff that should be played on curve) this card is not as effective as arcane int. but it is cheapper than arc int. on the turn that it is played and that makes a big difference... the card should be played as a desperate measure... like on that find lightining strike or die turn... and dont forget tuskar totemic =) that card is going to be very good IMO
But i dont think im that expericenced in hearthstone but that is my humble opinion =)
So many exclamation points...
Overload costs on spells are almost always more than their peers because you can play it earlier. That's the price you pay for convenience. Shamman has always been a class that has to deal with dead turns some how, this card basically helps you do that for 4 turns, and then transitions into late game pretty well too.
lets not forget that you can play other weapons over top of this one to activate it's deathrattle