That's the fucking dumbest card ever printed. Wtf are they thinking? It has exactly 0 counter play and no bad outcome. This makes Innervate look like shit. Hey, see that 4 drop I played on turn 4? Well, let's make it a 9 drop on turn 5. The fuck.
You know this is HS right? Do you even know what counterplay means?
Also, yes! There is counterplay in the form of Counterspell.
And yes, there are plenty of bad outcomes. You aren't always casting this with 10 mana available. Sometimes, you're going to low roll all your evolutions.
That's the fucking dumbest card ever printed. Wtf are they thinking? It has exactly 0 counter play and no bad outcome. This makes Innervate look like shit. Hey, see that 4 drop I played on turn 4? Well, let's make it a 9 drop on turn 5. The fuck.
Playing a minion from hand has no counterplay...wtf?? And playing a spell from your hand has no counterplay... seriously?? Drawing a card at the beginning of your turn has no counterplay...that's fucked up!! Making a deck has no counterplay...I'm so done with this game!! Opening the hearthstone app has no counterplay...see where I'm getting at? Don't just spam words that don't make sense.
This card is meta-defining for one reason: Evolve Shaman won't die with the rotations.
The thing is that evolve is the best card in evolve decks, this card is a great support card but I don't think this and thrall is strong enough to carry the deck the way it is now. (I was just about to start typing that doppelgangster won't make the cut without evolve but I just realized that it's rotating too.) Although I do think that thrall and this card are good enough stand alone but the deck will be more focused on a different mechanic, like jade or elemental which these cards actually would fit into.
I wouldnt say if this is playable or not, but i would just say Evolve is an annoying mechanic to deal with. Also can you make up your mind Blizzard? last set you made "freeze shaman" for some reason and now for this Set you gave us 3 totem Cards and now you gave us this Random Card. If youre gonna make a sense, have it so you can make it clear for everyone what class archetypes are going towards.
Yea, Freeze shaman was a mistake, but totem shaman was a thing (probably still is in wild) and Blizz definietly wants to keep evolve shaman archetype (evolve DK), so they need to print new evolve tools before new Year rotation (Evolve and Master of Evolution will move to wild)
Maybe the words "no counterplay" aren't that precisely used and maybe I'm saying the following out of disgust to the evolve mechanic, but, really, just imagine what an insane tempo you would get in one turn out of this card. Like Zukuu mentioned, you played a minion by turn four, let's say, it has the average 4/4 stats. What will you do on the following turn? - you would search for a valuable trade, then you would upgrade it a lot. You may stop at 8 mana, because normally the most impactful minions have that cost, but if it is a shitty one, then you would make the minion 8/8 (average stats).
This only regards the average result. Now imagine if you happen to find some "win stops points" while evolving this minion - let's say a charge minion for an additional trade/additional face damage, a spell damage minion, which (if you have some mana) may clear you the board with Maelstrom Portal or/and you end up evolving the card into an insane legendary with an powerful effect. All this on turn 5.
Yes, you need 2 cards to make this combo work; yes, you also need a living body to cast this on and the (control) opponent will find some sort of removal for that minion. But regardless, I hate this card of how unfairly fast you can play big bodies in a single, early turn and, now taking this from the POV of an aggro deck, how you wouldn't have the needed tools to stop a overstated minion, which wasn't there the previous turn (and normally against aggressive decks you would stop at a nice taunt and not at a value minion, e.g. Ysera).
[edit] I see that the word "counterplay" can become a very debatable topic. If we look at this as a super Innervate, then I a way you can't really stop the opponent from playing those minions. What you do is after the minion is being played and when you get to play your turn. What happens betwixt and between, well - you can see Zukuu's point.
Playing a minion from hand has no counterplay...wtf?? And playing a spell from your hand has no counterplay... seriously?? Drawing a card at the beginning of your turn has no counterplay...that's fucked up!! Making a deck has no counterplay...I'm so done with this game!! Opening the hearthstone app has no counterplay...see where I'm getting at? Don't just spam words that don't make sense.
Dude, you are playing for all of 3 months or whatever and don't even know what you are talking about. Current evolve-shaman has plenty of counterplay and inconsistencies it has to cope with - all of which this card doesn't have. e.g. currently, Evolve can be countered by keeping the board clean to minimize its effectiveness. That's a form of counterplay, just like playing taunt is counterplay to minion based aggro decks or heal against burn decks. That doesn't mean you can prevent Doppelgangster+Evolve, but you make it less good. And even before that, you have to play Doppelgangster, a combo-only card, in your deck and need a specific 2 card combo to maximize the effect. So you have to make your deck more inconsistent overall, by including both. The outcome is also fixed, meaning, if you low-roll and get that Doomsayer or 1/1 six drop, you are stuck with it. All of that is a factor of diminishing the cards potential.
This card doesn't have that, since you don't rely on specific other cards (you can to maximize the value, but aren't limited to it). You can't play around it by keeping the board clear, since it's not about mass evolving stuff (tho you can). It's also very versatile since you can just use a totem for a pseudo-Free From Amber. You can also stop at any point when you get a good minion, so you aren't fixed on a certain outcome like with Doomsayer or a 1/1. By making it a player-choice, you reduce it's RNG by A LOT. It also enables you to evolve into a charge minion, attack and evolve it again - possible to get another charge minion.
Lastly, I don't even have a fucking clue "where you are getting it" since you aren't making sense or have an actual point.
Maybe the words "no counterplay" aren't that precisely used and maybe I'm saying the following out of disgust to the evolve mechanic, but, really, just imagine what an insane tempo you would get in one turn out of this card. Like Zukuu mentioned, you played a minion by turn four, let's say, it has the average 4/4 stats. What will you do on the following turn? - you would search for a valuable trade, then you would upgrade it a lot. You may stop at 8 mana, because normally the most impactful minions have that cost, but if it is a shitty one, then you would make the minion 8/8 (average stats).
This only regards the average result. Now imagine if you happen to find some "win stops points" while evolving this minion - let's say a charge minion for an additional trade/additional face damage, a spell damage minion, which (if you have some mana) may clear you the board with Maelstrom Portal or/and you end up evolving the card into an insane legendary with an powerful effect. All this on turn 5.
Yes, you need 2 cards to make this combo work; yes, you also need a living body to cast this on and the (control) opponent will find some sort of removal for that minion. But regardless, I hate this card of how unfairly fast you can play big bodies in a single, early turn and, now taking this from the POV of an aggro deck, how you wouldn't have the needed tools to stop a overstated minion, which wasn't there the previous turn (and normally against aggressive decks you would stop at a nice taunt and not at a value minion, e.g. Ysera).
You mean like all of the other decks that cheat out big minions? Or any of the Giants? This isn't really anything new or crazy.
Playing a minion from hand has no counterplay...wtf?? And playing a spell from your hand has no counterplay... seriously?? Drawing a card at the beginning of your turn has no counterplay...that's fucked up!! Making a deck has no counterplay...I'm so done with this game!! Opening the hearthstone app has no counterplay...see where I'm getting at? Don't just spam words that don't make sense.
Dude, you are playing for all of 3 months or whatever and don't even know what you are talking about. Current evolve-shaman has plenty of counterplay and inconsistencies it has to cope with - all of which this card doesn't have. e.g. currently, Evolve can be countered by keeping the board clean to minimize its effectiveness. That's a form of counterplay, just like playing taunt is counterplay to minion based aggro decks or heal against burn decks. That doesn't mean you can prevent Doppelgangster+Evolve, but you make it less good. And even before that, you have to play Doppelgangster, a combo-only card, in your deck and need a specific 2 card combo to maximize the effect. So you have to make your deck more inconsistent overall, by including both. The outcome is also fixed, meaning, if you low-roll and get that Doomsayer or 1/1 six drop, you are stuck with it. All of that is a factor of diminishing the cards potential.
This card doesn't have that, since you don't rely on specific other cards (you can to maximize the value, but aren't limited to it). You can't play around it by keeping the board clear, since it's not about mass evolving stuff (tho you can). It's also very versatile since you can just use a totem for a pseudo-Free From Amber. You can also stop at any point when you get a good minion, so you aren't fixed on a certain outcome like with Doomsayer or a 1/1. By making it a player-choice, you reduce it's RNG by A LOT. It also enables you to evolve into a charge minion, attack and evolve it again - possible to get another charge minion.
Lastly, I don't even have a fucking clue "where you are getting it" since you aren't making sense or have an actual point.
Why are you acting like a bad version of free from amber is broken?
This card is meta-defining for one reason: Evolve Shaman won't die with the rotations.
The thing is that evolve is the best card in evolve decks, this card is a great support card but I don't think this and thrall is strong enough to carry the deck the way it is now. (I was just about to start typing that doppelgangster won't make the cut without evolve but I just realized that it's rotating too.) Although I do think that thrall and this card are good enough stand alone but the deck will be more focused on a different mechanic, like jade or elemental which these cards actually would fit into.
Dude, jade is rotating out too. Feel like a totem/evolve deck might become meta in the Spring.
Rollback Post to RevisionRollBack
On the third day before Witchwood, Blizzard gave to me,
I like this card. It seems shaman is shifting from mass evolve into single target evolve. Probably healthier for the game. Is the Dk still worth running though?
Playing a minion from hand has no counterplay...wtf?? And playing a spell from your hand has no counterplay... seriously?? Drawing a card at the beginning of your turn has no counterplay...that's fucked up!! Making a deck has no counterplay...I'm so done with this game!! Opening the hearthstone app has no counterplay...see where I'm getting at? Don't just spam words that don't make sense.
Dude, you are playing for all of 3 months or whatever and don't even know what you are talking about. Current evolve-shaman has plenty of counterplay and inconsistencies it has to cope with - all of which this card doesn't have. e.g. currently, Evolve can be countered by keeping the board clean to minimize its effectiveness. That's a form of counterplay, just like playing taunt is counterplay to minion based aggro decks or heal against burn decks. That doesn't mean you can prevent Doppelgangster+Evolve, but you make it less good. And even before that, you have to play Doppelgangster, a combo-only card, in your deck and need a specific 2 card combo to maximize the effect. So you have to make your deck more inconsistent overall, by including both. The outcome is also fixed, meaning, if you low-roll and get that Doomsayer or 1/1 six drop, you are stuck with it. All of that is a factor of diminishing the cards potential.
This card doesn't have that, since you don't rely on specific other cards (you can to maximize the value, but aren't limited to it). You can't play around it by keeping the board clear, since it's not about mass evolving stuff (tho you can). It's also very versatile since you can just use a totem for a pseudo-Free From Amber. You can also stop at any point when you get a good minion, so you aren't fixed on a certain outcome like with Doomsayer or a 1/1. By making it a player-choice, you reduce it's RNG by A LOT. It also enables you to evolve into a charge minion, attack and evolve it again - possible to get another charge minion.
Lastly, I don't even have a fucking clue "where you are getting it" since you aren't making sense or have an actual point.
If you think this is anywhere close to FFA then you need to think about this card again. FFA is good because you get to PICK, and usually of the three choices there is one that's quite a bit better than the other. Here you have to roll the dice; sure you get to re roll but it's just rng after rng.
Btw by your logic FFA also doesn't have counterplay
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Evolve intoSorcerer's Apprentice, get free evolves until your rope runs out.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
oh! look, it's another candy Skulking Geist
Pretty powerful for 1 mana.
and soo much flexibility.
seems really good.
I'm with Zukuu on this one.
Maybe the words "no counterplay" aren't that precisely used and maybe I'm saying the following out of disgust to the evolve mechanic, but, really, just imagine what an insane tempo you would get in one turn out of this card. Like Zukuu mentioned, you played a minion by turn four, let's say, it has the average 4/4 stats. What will you do on the following turn? - you would search for a valuable trade, then you would upgrade it a lot. You may stop at 8 mana, because normally the most impactful minions have that cost, but if it is a shitty one, then you would make the minion 8/8 (average stats).
This only regards the average result. Now imagine if you happen to find some "win stops points" while evolving this minion - let's say a charge minion for an additional trade/additional face damage, a spell damage minion, which (if you have some mana) may clear you the board with Maelstrom Portal or/and you end up evolving the card into an insane legendary with an powerful effect. All this on turn 5.
Yes, you need 2 cards to make this combo work; yes, you also need a living body to cast this on and the (control) opponent will find some sort of removal for that minion. But regardless, I hate this card of how unfairly fast you can play big bodies in a single, early turn and, now taking this from the POV of an aggro deck, how you wouldn't have the needed tools to stop a overstated minion, which wasn't there the previous turn (and normally against aggressive decks you would stop at a nice taunt and not at a value minion, e.g. Ysera).
[edit] I see that the word "counterplay" can become a very debatable topic. If we look at this as a super Innervate, then I a way you can't really stop the opponent from playing those minions. What you do is after the minion is being played and when you get to play your turn. What happens betwixt and between, well - you can see Zukuu's point.
Fit perfectly in shaman evolve. Very good but not too good cause we have Skulking Geist in case of OPiness.
One last time in the limelight before it rotates out, and this is just the perfect spell for it!
This isn't really anything new or crazy.
Buff to Skulking Geist!
On the third day before Witchwood, Blizzard gave to me,
three Handlock decks,
two Molten Giants
and a winstreak to Legend Rank #3
Disclaimer: This is a fictional poem and this didn't actually happen to me.
I like this card. It seems shaman is shifting from mass evolve into single target evolve. Probably healthier for the game. Is the Dk still worth running though?