Clarifications
- Mistcaller buffs minions, not cards created by minions. (Source)
Battlecry: Give all minions in your hand and deck +1/+1.
Calling the mist doesn't sound all that great. "Ooooh, it is slightly damp now!"
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healing healing wave returning 7 or 14 health for 3 mana. Shaman won't be losing close games by a few dmg to face/aggro decks. it will go longer.
best card of tgt
Varian?
I feel like this is going to be pretty strong for the mid-range type totem deck they seem to be pushing. Pumping any existing totems you have in play and then also edging all of the mid-rangey type cards like Fireguard Destroyer into even stronger late game seems kind of big game.
This doesn't buff your board state. It buffs what's in your hand and what is in your deck.
I outlined my take on it below so I wont repeat myself but yes, this is an incredibly strong card that I think some people are not giving due credit to. It does something massive that can't be silenced off once it hits the board.
It is clear from the cards being Introduced with TGT that Blizzard is doing its best to smoothly transition away from cancerous aggro metas. The longer the match goes on the better this gets but in all honesty its pretty incredible just as a means to outvalue anything your opponent can put down on turn 7 in a sterile environment (i.e. outside of gimmicky draws likeUnstable Portal Varian Wrynn Shennanigans.)
Whoops, I misread the card. I didn't read it as +1/+1 to *hand* and deck- I read it as all minions + all in deck. My bad. This isn't as good as I thought then as it has no immediate impact the turn it comes into play and it doesn't need to be answered the way Thaurissan often does.
It can't be answered. The damage is already done when it comes into play.
I thought I'd made that analysis pretty clear.
Thaurissan ramps and needs to be responded to - Thaurissan, to an extent, can be responded to.
This can't be stopped.
All you can do is hope to close out the game quickly after it is played or else you're just going to to get outvalued into the late game.
While I understand "the damage is done" so to speak as it's a battlecry that just applies to your hand + deck - it still feels just a little slow to me. What I'm saying is that for the very reason "the damage is already done", plus the fact that he's a 6-drop 4/4, Mistcaller doesn't really present an immediate "this minion needs to die ASAP" the way Thaurissan or Ysera, whose effects persist, does.
I'm not really sure what kind of deck this guy would even play well in. The anthem effect thing he does tends to suggest he plays better with go-wide style decks but the fact that he doesn't pump your lower drop minions already in play, his cost, and the sort of long-game inevitability approach of out-valuing post turn 6 he feels like he'd be more at home in some sort of control deck. The problem there is I'm not really sure what kind of minions you're really looking to Sunwell Cleric pump for turns 7+ to be that impactful. I don't think holding a lot of low drops until turn 7 is a winning proposition for a deck that features a lot of low drops. I don't know- I don't know what kind of deck would rather have this dude than just Sylvannas, Thaurissan, or even Cairne. Maybe I'm just being short sighted, but I don't see this guy as being better value than Sylvannas or Cairne in a mid-rangey type deck, and I don't see his impact being as strong as Thaurissan in a more controlling deck that often has higher costing cards he helps to cast.
I can see that the effect would potentially be powerful, but it feels awkward to me that you need to survive multiple turns beyond at least turn 6 to see a solid return on investment. What kind of deck do you think he belongs in?
Blizz pls.....y u no Therazane?
I don't care for the cards actual stats but after turn 6 prepare for a tougher Shaman!
Cards with abilities this strong can't have normal stats. It would be amazingly OP. Just like Ancient of Lore, this has an extremely powerful ability while still putting out a sizable body.
It's strong right, but 4/4... not sure how good this will be =/ it looks really strong guess it all depends how quick you manage to get it out.
4/4 is still pretty significant. You only need to summon 2 additional minions to make this to even out. Given the shamans play style, this card will easily make up for the lost value from what are still relevant stats. Especially given shamans tendency to buff weaker minions
"Mistcaller Yngvar" is his actual name, they just called that for some reason.
Control Shaman Hype!
The Mistcaller +Brewmaster's
It'll be fun in the first few weeks when people are experimenting with decks, but overall I don't see a deck running that combo being consistent.
Solid card but is it that good, I don't know it is similar to emperor in a way that you have stronger cards comparing to base card value. But it is not huge because it is one time effect but if you cat put in in your hand and than play again it would significantly buff your minions although it would be supper slow.
In a sense it puts your opponent on a clock because it increases the starts of all your minions by +1/+1.
This means that to win the board control game once this is played you need to kill your opponent (i.e. rush) because all their equivalent minions now outlive yours. Shaman's Dr. Boom is now 8/8 so you need to spend more cards removing it because your Dr. Boom no longer does it.
Spider Tank is now a Yeti. Sludge Belcher is now a 4/6. Christ even things like Big Game Hunter - 5/3
Earth Elemental is 8/9 for 5 Mana now. Fire Elemental is 7/6
How much hard removal are you able to bring to a match?
I'm not saying this is a 'play this. win game' card but it sets a precedent that from here on out it got a lot harder for you if you aren't able to drop the Shaman soon. (Which might be probable)
Mana Tide Totem andFlametongue Totem are now out of Frostbolt and Darkbomb range.
This will be an auto include in all my Shaman decks, anyway.
Yes, but when this card is played on turn 6 it has significantly worst stats than a Ogre (6/7) so you will break even after playing third buffed minion. So your advantage starts on turn 8 or even later. I think that it is good but since it will give you value after two turns your opponent has advantage in terms of mana efficiency/tempo for few turns. I'm interested how it will turn to work in practice but it seems solid enough to build competitive deck around it.