Turn 1 Trogg, Turn 2 Totem Golem/Ancestral Knowledge, Turn 3 Ancestral Knowledge/Totem Golem, leaves you with a 3/3 and a 3/4 and probably card advantage
I can see this being played I think, but I can't really say it'll be strictly better than Zombie Chow. We'll see.
Dragon Priest does just fine with their conditional Zombie Chow (Twilight Whelp), and Mana Wyrm is a Mage staple, so maybe this is going to be THE Shaman 1 drop. Really exciting card!
It's a good card, but I don't like it, it promotes aggressive tempo decks even more, and meta is in desperate need of reliable slow cards. Nowdays Hearthstone is all about curving out well early, and we need something different. some step in different direction.
I'm sooo much going to put 2 of these Troggs along with the Chows, probably it's good enough to autoinclude 2 Totem Golems, 2 Stormforged Axes and 1 Ancestral Knowledge as well, maybe even one Spirit Totem, a Crackle and a Fireguard Destroyer (along with the Shredders) ... and all that might consequentially make me consider throwing in the Unbound Elementals and the Lava Shocks. Must.Test.Overload.Shammy.ASAP.
this card is actually a lot worse than people are calling it. whats the dream anyway? Turn 1 Tunnel Trogg, Turn 2 Totem Golem, Turn 3 Totem Golem. That's alright but not that much better than just a Zombie Chow. Plus, If you DON'T have the dream hand it's a lot worse than Chow.
this card is actually a lot worse than people are calling it. whats the dream anyway? Turn 1 Tunnel Trogg, Turn 2 Totem Golem, Turn 3 Totem Golem. That's alright but not that much better than just a Zombie Chow. Plus, If you DON'T have the dream hand it's a lot worse than Chow.
I don't think you fully grasp what this can open up for Shaman. As great as Zombie Chow is, it doesn't currently support what decks like Totem Shaman want to do. With only one totem golem, you already have an improved Zombie Chow and when running cards like crackle, feral spirit, lightning bolt, lightning storm, fireguard destroyer, etc, greatly increases the value this card can gain. Think about mana wyrm and just how impressive it can be and then add in the flexibility of begin able to grow your trogg while building a board. There's only one situation that trogg isn't better than chow and that's in the rare scenario that you don't have a single overload card while trogg is on the board.
this card is actually a lot worse than people are calling it. whats the dream anyway? Turn 1 Tunnel Trogg, Turn 2 Totem Golem, Turn 3 Totem Golem. That's alright but not that much better than just a Zombie Chow. Plus, If you DON'T have the dream hand it's a lot worse than Chow.
I don't think you fully grasp what this can open up for Shaman. As great as Zombie Chow is, it doesn't currently support what decks like Totem Shaman want to do. With only one totem golem, you already have an improved Zombie Chow and when running cards like crackle, feral spirit, lightning bolt, lightning storm, fireguard destroyer, etc, greatly increases the value this card can gain. Think about mana wyrm and just how impressive it can be and then add in the flexibility of begin able to grow your trogg while building a board. There's only one situation that trogg isn't better than chow and that's in the rare scenario that you don't have a single overload card while trogg is on the board.
Lightning Storm and a lot of other overload cards really aren't really things you want to be playing early on. It's also pretty easy to whiff on drawing early overload cards because of that. Its only Totem Golem and Feral Spirit. There's really only Feral Spirit and Totem Golem. In addition to that if you play turn 2 Totem Golem, you can't even follow up with Feral Spirit unless you have the coin. In which case, the only overload card you can follow up with after that is Totem Golem or Crackle. I also just don't think Lightning Bolt or Crackle are worth the deck slots they take up unless you're playing an aggressive deck where those cards are always going to go face. And if you ARE playing an aggro Shaman, why are you playing it over something like Aggro Paladin or Druid which can just do aggro better. In comparison to Mana Wyrm, I would still say that Mana Wyrm is better because you want to play spells anyway and its not that hard for a mage to build a board and clear at the same time because of things like Unstable Portal, Sorcerer's Apprentice, Flamewaker and cheap spells like Arcane Blast and Mirror Image. Mages also just have a lot more spells than Shamans have cheap early game overload cards.
this card is actually a lot worse than people are calling it. whats the dream anyway? Turn 1 Tunnel Trogg, Turn 2 Totem Golem, Turn 3 Totem Golem. That's alright but not that much better than just a Zombie Chow. Plus, If you DON'T have the dream hand it's a lot worse than Chow.
I don't think you fully grasp what this can open up for Shaman. As great as Zombie Chow is, it doesn't currently support what decks like Totem Shaman want to do. With only one totem golem, you already have an improved Zombie Chow and when running cards like crackle, feral spirit, lightning bolt, lightning storm, fireguard destroyer, etc, greatly increases the value this card can gain. Think about mana wyrm and just how impressive it can be and then add in the flexibility of begin able to grow your trogg while building a board. There's only one situation that trogg isn't better than chow and that's in the rare scenario that you don't have a single overload card while trogg is on the board.
Lightning Storm and a lot of other overload cards really aren't really things you want to be playing early on. It's also pretty easy to whiff on drawing early overload cards because of that. Its only Totem Golem and Feral Spirit. There's really only Feral Spirit and Totem Golem. In addition to that if you play turn 2 Totem Golem, you can't even follow up with Feral Spirit unless you have the coin. In which case, the only overload card you can follow up with after that is Totem Golem or Crackle. I also just don't think Lightning Bolt or Crackle are worth the deck slots they take up unless you're playing an aggressive deck where those cards are always going to go face. And if you ARE playing an aggro Shaman, why are you playing it over something like Aggro Paladin or Druid which can just do aggro better. In comparison to Mana Wyrm, I would still say that Mana Wyrm is better because you want to play spells anyway and its not that hard for a mage to build a board and clear at the same time because of things like Unstable Portal, Sorcerer's Apprentice, Flamewaker and cheap spells like Arcane Blast and Mirror Image. Mages also just have a lot more spells than Shamans have cheap early game overload cards.
You run aggro Shaman for the same reason you used mech Shaman pre-TGT. It's the best anti control aggro deck out there because of the combo like nature of Shaman burst. While paladin can still punish control effectively, it's lack of reach can become an issue in some metagames.
this card is actually a lot worse than people are calling it. whats the dream anyway? Turn 1 Tunnel Trogg, Turn 2 Totem Golem, Turn 3 Totem Golem. That's alright but not that much better than just a Zombie Chow. Plus, If you DON'T have the dream hand it's a lot worse than Chow.
I don't think you fully grasp what this can open up for Shaman. As great as Zombie Chow is, it doesn't currently support what decks like Totem Shaman want to do. With only one totem golem, you already have an improved Zombie Chow and when running cards like crackle, feral spirit, lightning bolt, lightning storm, fireguard destroyer, etc, greatly increases the value this card can gain. Think about mana wyrm and just how impressive it can be and then add in the flexibility of begin able to grow your trogg while building a board. There's only one situation that trogg isn't better than chow and that's in the rare scenario that you don't have a single overload card while trogg is on the board.
Lightning Storm and a lot of other overload cards really aren't really things you want to be playing early on. It's also pretty easy to whiff on drawing early overload cards because of that. Its only Totem Golem and Feral Spirit. There's really only Feral Spirit and Totem Golem. In addition to that if you play turn 2 Totem Golem, you can't even follow up with Feral Spirit unless you have the coin. In which case, the only overload card you can follow up with after that is Totem Golem or Crackle. I also just don't think Lightning Bolt or Crackle are worth the deck slots they take up unless you're playing an aggressive deck where those cards are always going to go face. And if you ARE playing an aggro Shaman, why are you playing it over something like Aggro Paladin or Druid which can just do aggro better. In comparison to Mana Wyrm, I would still say that Mana Wyrm is better because you want to play spells anyway and its not that hard for a mage to build a board and clear at the same time because of things like Unstable Portal, Sorcerer's Apprentice, Flamewaker and cheap spells like Arcane Blast and Mirror Image. Mages also just have a lot more spells than Shamans have cheap early game overload cards.
You run aggro Shaman for the same reason you used mech Shaman pre-TGT. It's the best anti control aggro deck out there because of the combo like nature of Shaman burst. While paladin can still punish control effectively, it's lack of reach can become an issue in some metagames.
Guys don't argue until we test it
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'There is nothing more deceptive than an obvious fact'
I'll still run Zombie Chow for the consistency, but it's nice for Shamans to get a 1-drop. Maybe if there's another 2-cost Overload minion in the future I'll consider running it.
Comparing this to Zombie Chow makes sense. On the other hand, do you always get your chows in your opening hand? I sure dont, and it sure does suck drawing them later on. This will work a lot better to even things out - 1 chow and 2 of these is going to be super fun to play with. I hope it's a week 1 card.
I think this is worse than Zombie Chow in the early game, but much better in the late game.
I don't think it will change Shaman much, though. Don't forget that everybody thought that Totem Golem was going to save the class before TGT was released, and it turned out that even just 1 overloaded mana crystal on turn 2/3 screws your curve pretty badly, which is especially punishing in a meta that is all about playing minions on curve every turn. Running enough overload cards to make this card consistently valuable sounds very dangerous. This card is essentially a mini-Unbound Elemental, and there's a reason nobody plays Unbounds anymore: Because most Shaman players try to avoid overload cards like the plague.
I guess there might come a time when enough overload-synergy cards like this exist to justify running overload cards themselves, but that time is certainly not now.
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Turn 1 Trogg, Turn 2 Totem Golem/Ancestral Knowledge, Turn 3 Ancestral Knowledge/Totem Golem, leaves you with a 3/3 and a 3/4 and probably card advantage
I can see this being played I think, but I can't really say it'll be strictly better than Zombie Chow. We'll see.
Dragon Priest does just fine with their conditional Zombie Chow (Twilight Whelp), and Mana Wyrm is a Mage staple, so maybe this is going to be THE Shaman 1 drop. Really exciting card!
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It's a good card, but I don't like it, it promotes aggressive tempo decks even more, and meta is in desperate need of reliable slow cards. Nowdays Hearthstone is all about curving out well early, and we need something different. some step in different direction.
Really strong card for Totem Shaman
only those with Straw in their heads fear the Spark of Truth
As some have said, worse than Mana Wyrm but good enough. I like seeing new options for weak classes so I'm thrilled to see this in Shaman.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
The dust devil synergy on the coin.
Turn 1 this guy, turn 2 golem or coin feral spirit, or lightning bolt or crackle...I like this card.
Can be played in aggressive shaman deck, unlike zombie chow.
wtf blizz
this card is actually a lot worse than people are calling it. whats the dream anyway? Turn 1 Tunnel Trogg, Turn 2 Totem Golem, Turn 3 Totem Golem. That's alright but not that much better than just a Zombie Chow. Plus, If you DON'T have the dream hand it's a lot worse than Chow.
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
I'll still run Zombie Chow for the consistency, but it's nice for Shamans to get a 1-drop. Maybe if there's another 2-cost Overload minion in the future I'll consider running it.
Comparing this to Zombie Chow makes sense. On the other hand, do you always get your chows in your opening hand? I sure dont, and it sure does suck drawing them later on. This will work a lot better to even things out - 1 chow and 2 of these is going to be super fun to play with. I hope it's a week 1 card.
turn 1 this little guy
turn 2 totem golem
turn 3 coin ferral spirits
turn 4 gg a 1 mana 4/3
My Awesome Decks
i think they are pushing the overload mechanic to the point it will be like tempo mage with the spell synrgy..
shamans just got a Mana Wyrm for overload
there will be a Flamewaker for overload i am sure in the future
My Awesome Decks
Meet the replacement for Zombie Chow in Shaman decks. Great card
I think this is worse than Zombie Chow in the early game, but much better in the late game.
I don't think it will change Shaman much, though. Don't forget that everybody thought that Totem Golem was going to save the class before TGT was released, and it turned out that even just 1 overloaded mana crystal on turn 2/3 screws your curve pretty badly, which is especially punishing in a meta that is all about playing minions on curve every turn. Running enough overload cards to make this card consistently valuable sounds very dangerous. This card is essentially a mini-Unbound Elemental, and there's a reason nobody plays Unbounds anymore: Because most Shaman players try to avoid overload cards like the plague.
I guess there might come a time when enough overload-synergy cards like this exist to justify running overload cards themselves, but that time is certainly not now.