I hate to say it but this is bad. shaman have an few spell good card but you tend to use them at different point of your turn or only in certain circumstances blood lust and evolve is examples. it can also force you into bad turns by forcing you to overloading your next turn. But there is an few interesting interactions with it attack board kill/devolve minion your attacking then you can attack again since the target you attacked doesn't exist anymore.
How does priest get a 3 damage board clear with a 3/3 body, for 4 mana, at rare, but shaman get a 3/3 weapon for EIGHT? At legendary?!
The balance behind this card has to be that if you attack twice, it's worth the value. If you attack all three times, it's really good. But then you have to take into account how random the spell effect is and this could really backfire.
Also if you pay 8 mana for this an attack once and then weapon removal eats it, that's a pretty bad outcome. I don't know about this card. I definitely would never craft it, but I'll try it out if I unpack it, for fun.
If you attack twice its still sucks. You need to do it three times to make it okay.
How does priest get a 3 damage board clear with a 3/3 body, for 4 mana, at rare, but shaman get a 3/3 weapon for EIGHT? At legendary?!
The balance behind this card has to be that if you attack twice, it's worth the value. If you attack all three times, it's really good. But then you have to take into account how random the spell effect is and this could really backfire.
Also if you pay 8 mana for this an attack once and then weapon removal eats it, that's a pretty bad outcome. I don't know about this card. I definitely would never craft it, but I'll try it out if I unpack it, for fun.
If you attack twice its still sucks. You need to do it three times to make it okay.
Well you're discovering a random spell so it could suck or be amazing even once, in the right situation.
I would be a lot more optimistic about this card if it didn’t cost 8 mana. You waste you entire turn 8 on attacking for 3 and casting a random spell with random targets. It’ll most likely get oozed anyway which leaves you with a sudden loss of tempo. But hey, it might turn out to be meta defining, well just have to find out.
While I'm not saying it's a great weapon, I'm not convinced this weapon is nearly as bad as people thing it is. If it were a random Shaman spell, the average value from each swing (including the new Lesser Sapphire Spellstone) would be a two cost spell. Getting an average 6 mana worth of stuff along with a 3/3 weapon is pretty fair for 8 mana. Because it's a spell with a random target, and because it's discovered, let's assume you only pick ones which are bound to be useful for you (i.e. only target enemies or have no targets). Now the average value of the spell goes up to a four cost spell (again, including the spellstone, excluding the Shaman quest card). It would only take the addition of one or two strong, but relatively expensive, spells in Shaman to make this weapon fairly potent simply because of its flexibility.
Again, that doesn't mean it's going to be a super powerful weapon, but without seeing the full set I'd be very hesitant to shit all over it simply because of it seems too slow and random to work. Discover is a crazy powerful mechanic, and control Shaman, while not a top tier deck, has a lot of very powerful tools to get it to the late game.
Its probably for the best that this card is bad. It would be stupid if it was playable.
True, hope this card won't see any play it spells a lot of bad RNG but we saw primalist wasn't played at all in shaman so it might just mean something.
I will be so damn sad if I get this as my first weapon. Such garbage. Not even remotely possible that it will be good. They could lower the mana cost by two and I don't see it being played even then.
Finders Keepers - Now at least you discover a spell you can use. Like, say, Lava Burst, except you are the one chosing the target.
15 of 30 spells. Half of the current list. And you discover them. If you not get the exact spell you want, chances are you will at least get a good spell or maybe a spell that won't harm you.
My biggest "if" with this card is it's high cost and how popular weapon destroyers will be. If we get a card that "ressurects" weapons, this might be better. Also, we need to see what other spells the Shaman will get.
Low stats with a ton of RNG built in. Hex going to a random target sucks, same thing with all of Shaman's single-target damage spells, and board clears other than Volcano just wouldn't hold up enough value most likely (plus Volcano can hurt your own board.) Any buff spells like Windfury or Ancestral Spirit just suffer the chance of buffing the enemy, and with Evolve...well, you're running a risk with it unless you're specifically using an Evolve deck. The only Shaman spell I can see being beneficial 100% of the time off of this is Bloodlust, and that spell would still be situational based on your board size and the enemy's health. I'll keep an eye open for whatever other Shaman spells come when the rest of the expansion hits, but until then I'm doubtful about this card's potential.
Certainly it still is a concern to drop 8 mana on a weapon that may get crushed by a tech card next turn. But I've quelled my own suspicions that the weapon wouldn't give you solid value even if you expend all charges (because of lousy RNG), with the following chart that identifies cards that basically guarantee at least some value in certain circumstances:
Your opponent has minions
Your opponent doesn’t have minions
You have minions
Lesser Sapphire Spellstone
Bloodlust
Far Sight
Feral Spirit
Lightning Storm
Spirit Echo
Devolve
Maelstrom Portal
Rockbiter weapon
Evolve
Finders Keepers
Forked Lightning
Frost Shock
13/30
Lesser Sapphire Spellstone
Bloodlust
Far Sight
Feral Spirit
Spirit Echo
Ancestral Spirit
Rockbiter Weapon
Windfury
Evolve
Finders Keepers
Ancestral healing
11/30
You don’t have minions
Volcano
Avalanche
Call in the Finishers
Hex
Tidal Surge
Far Sight
Feral Spirit
Lightning Storm
Devolve
Maelstrom Portal
Stormcrack
Earth Shock
Finders keepers
Forked Lightning
Frost Shock
15/30
Call in the Finishers
Tidal Surge
Far Sight
Feral Spirit
Finders Keepers
5/30
The safest type to expend a charge is when your opponent has minions, but you do not. However, given 3 cards to choose from, on average you'll get at least one spell that guarantees a positive outcome in your situation except for the empty board scenario (so don't swing this weapon then). Some effects are less beneficial than others, but when you hit on a volcano or bloodlust, that alone can complete the value on this card.
I hate to say it but this is bad. shaman have an few spell good card but you tend to use them at different point of your turn or only in certain circumstances blood lust and evolve is examples. it can also force you into bad turns by forcing you to overloading your next turn. But there is an few interesting interactions with it attack board kill/devolve minion your attacking then you can attack again since the target you attacked doesn't exist anymore.
funny thins is this weapon actually is the nuts on every other class,
Good. Thing from Below, Tunnel Trogg, Totem Golem and original Spirit Claws made that class hell for ten months straight.
I would be a lot more optimistic about this card if it didn’t cost 8 mana. You waste you entire turn 8 on attacking for 3 and casting a random spell with random targets. It’ll most likely get oozed anyway which leaves you with a sudden loss of tempo. But hey, it might turn out to be meta defining, well just have to find out.
I think at 7 mana this is still unplayable. Make it 6 and I think about it.
Random effects just aren't what you want to have in a deck.
Galavant Animation
While I'm not saying it's a great weapon, I'm not convinced this weapon is nearly as bad as people thing it is. If it were a random Shaman spell, the average value from each swing (including the new Lesser Sapphire Spellstone) would be a two cost spell. Getting an average 6 mana worth of stuff along with a 3/3 weapon is pretty fair for 8 mana. Because it's a spell with a random target, and because it's discovered, let's assume you only pick ones which are bound to be useful for you (i.e. only target enemies or have no targets). Now the average value of the spell goes up to a four cost spell (again, including the spellstone, excluding the Shaman quest card). It would only take the addition of one or two strong, but relatively expensive, spells in Shaman to make this weapon fairly potent simply because of its flexibility.
Again, that doesn't mean it's going to be a super powerful weapon, but without seeing the full set I'd be very hesitant to shit all over it simply because of it seems too slow and random to work. Discover is a crazy powerful mechanic, and control Shaman, while not a top tier deck, has a lot of very powerful tools to get it to the late game.
I would give blizzard my house and all my money if they removed priest from the game.
this allows you to make trades before casting the random spells, I thinks it's good, not great, but good. Free Evolve isn't bad either.
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Last expansion was full of freeze craps and murlocs and now this??? ffs
Crazy off of Malkorok.
Its probably for the best that this card is bad. It would be stupid if it was playable.
You guys act like the other weapons so far are so much better than this.
Mage - draws you cards. (Like mage ever needed card draw)
Priest - Summons a 5/5 dragon (good luck finding enough spells for more than 1 proc)
The rest - TBD
There has to be some value in here somewhere.
I will be so damn sad if I get this as my first weapon. Such garbage. Not even remotely possible that it will be good. They could lower the mana cost by two and I don't see it being played even then.
Well, here is a list of spells that I find interesting when triggered by this weapon.
Standard only:
Bloodlust - Win Condition or enables trade.
Volcano - When you lack board, you might just clear your opponent's.
Call in the Finishers - No harm in getting 4 minions. Not in a class with Bloodlust and Evolve as options.
Hex - Niche. But when you lack minion and the opponent has a big one this might be exactly what you need.
Jade Lightning - When the jade golem count is already high.
Tidal Surge - Very niche, but might help.
Far Sight - Very good value. Might enable a really OP play on the next turn.
Feral Spirit - Obviously big value.
Lightning Storm - Classic boardclear
Spirit Echo - When you have the board.
Devolve - Simply a good card that's bound to hit the enemy minions. No ramdomness.
Maelstrom Portal - Not really impressive, but might do the job.
Rockbiter Weapon - I wonder if the effect if before you actually hit, because it might buff yourself for 3 atk and make you do 6 damage.
Evolve - Again, just a good spell.
Finders Keepers - Now at least you discover a spell you can use. Like, say, Lava Burst, except you are the one chosing the target.
15 of 30 spells. Half of the current list. And you discover them. If you not get the exact spell you want, chances are you will at least get a good spell or maybe a spell that won't harm you.
My biggest "if" with this card is it's high cost and how popular weapon destroyers will be. If we get a card that "ressurects" weapons, this might be better. Also, we need to see what other spells the Shaman will get.
Low stats with a ton of RNG built in. Hex going to a random target sucks, same thing with all of Shaman's single-target damage spells, and board clears other than Volcano just wouldn't hold up enough value most likely (plus Volcano can hurt your own board.) Any buff spells like Windfury or Ancestral Spirit just suffer the chance of buffing the enemy, and with Evolve...well, you're running a risk with it unless you're specifically using an Evolve deck. The only Shaman spell I can see being beneficial 100% of the time off of this is Bloodlust, and that spell would still be situational based on your board size and the enemy's health. I'll keep an eye open for whatever other Shaman spells come when the rest of the expansion hits, but until then I'm doubtful about this card's potential.
Certainly it still is a concern to drop 8 mana on a weapon that may get crushed by a tech card next turn. But I've quelled my own suspicions that the weapon wouldn't give you solid value even if you expend all charges (because of lousy RNG), with the following chart that identifies cards that basically guarantee at least some value in certain circumstances:
Your opponent has minions
Your opponent doesn’t have minions
You have minions
Lesser Sapphire Spellstone
Bloodlust
Far Sight
Feral Spirit
Lightning Storm
Spirit Echo
Devolve
Maelstrom Portal
Rockbiter weapon
Evolve
Finders Keepers
Forked Lightning
Frost Shock
13/30
Lesser Sapphire Spellstone
Bloodlust
Far Sight
Feral Spirit
Spirit Echo
Ancestral Spirit
Rockbiter Weapon
Windfury
Evolve
Finders Keepers
Ancestral healing
11/30
You don’t have minions
Volcano
Avalanche
Call in the Finishers
Hex
Tidal Surge
Far Sight
Feral Spirit
Lightning Storm
Devolve
Maelstrom Portal
Stormcrack
Earth Shock
Finders keepers
Forked Lightning
Frost Shock
15/30
Call in the Finishers
Tidal Surge
Far Sight
Feral Spirit
Finders Keepers
5/30
The safest type to expend a charge is when your opponent has minions, but you do not. However, given 3 cards to choose from, on average you'll get at least one spell that guarantees a positive outcome in your situation except for the empty board scenario (so don't swing this weapon then). Some effects are less beneficial than others, but when you hit on a volcano or bloodlust, that alone can complete the value on this card.
TroldenSpear