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after long w8ing 4 shaman 2 work they give him this card !! lol
Control shaman is coming.
While this may not be enough to enable slow Shaman decks, it's a big step in the right direction.
Board wipe and Reno Jackson just by playing Elemental Destruction? Yes please!
So wait, if you lightning Storm? do you heal for every minion it hits?
I think that is how it works! I really WANT this card!
Hello Elemental Destruction
As for a shaman main, this card gave me kreygasm :o
Well, something that can heal 1 to 30,yer they said Boom, Sylvanas and Rag are op XD.
I have high hopes this card might somewhat resurrect crusher shaman...
Crusher its that with earth elementals?
Yes
another card that fits horribly with its wow counterpart, Just like DR boom! :D
awesome card ... kinda makes all those overload spells more worth to cast
This is my opinion so feel free to disagree, but please do so respectfully.
The card seems to me like in Arena, it may see some play due to its decent stats, however its ability doesn't help generate tempo, so I would say it's good but not great in Arena.
However, this card seems to be made for constructed to push Control Shaman. In Standard, based off of the cards that have already been revealed and that are already in Standard, it seems weak. There is the great synergy with Elemental Destruction, but usually you won't be in a situation where your opponent has a full board, you have both cards in hand, and you are low on life but not dead. Even then, if your opponent is that far ahead, they still may be able to win. Think of this like an Antique Healbot where its effect is not guaranteed. Usually your opponent will just remove it in 1 or 2 turns like a Sludge Belcher, so this then is like a worse version of a Sludge Belcher. Even with Antique Healbot and Sludgebelcher in the current format, Control Shaman is not a thing, so I see no reason to think that this card will make it. Maybe it will see play in Wild, but I still think it's worse than Control Warrior and Freeze Mage in Wild, where they have access to Death's Bite and Mad Scientist, respectively.
Oh well, that's just my 2 cents, again, it's an opinion, not a fact, but I don't think it's very good.
I see 4 big differences between this and Armorsmith.
1) Mana Cost. Playing Armorsmith on turn 2 isn't a big deal, but playing a card on turn 5 with no immediate effect is a big tempo loss. If the dream combo is with AoE board clear, you lose too much tempo when you play this on curve. Armorsmith can be played with Whirlwind or another effect, and has 4 HP, meaning that it takes a 3 or 4 drop to trade into it. This, however, can cost you the game, as if you are behind when you play it, your opponent will easily remove it and you just wasted 5 mana.
2) Legendary. It's pretty big that you can only have 1 copy of this in your deck. One problem with minions like this are that they are extremely vulnerable to Silence, whereas Armorsmith is hard to silence because it is cheap and trades well into Ironbeak Owl, and Warriors usually run other cards (like Grommash, Grim Patron, or Sludge Belcher) that you want to save Silences for, while Shamans do not.
3) Armor vs. HP. This is not as big as the others, but armor is better than HP. An early game Armorsmith can get you up to 35 or 40 HP in the early/mid game. However, if you play this card when you're at a decent life total - let's say around 15 - you can only restore up to 15 HP, so even if you hit 10 minions with Elemental Destruction, you will only restore part of the HP.
4) Card Reliance. Armorsmith is not a very situational card as it can be followed up with a Frothing Beserker or Acolyte of Pain. Hallazeal, however, requires you to have damaging spells in your hand, and it requires you to use them. With Overload, Shaman is a very punishing class. Shaman also doesn't have 6 mana spells. If you play it on curve, you would have an awkward turn 6 where you would need to have the right cards in your hand, the right minions to play them against (it doesn't do much if you're ahead on the board and life, unlike Armorsmith, and you wouldn't want to waste a Lava Burst on a 2 HP minion), and even if you have this, you're setting yourself up for a turn 7 where you will be Overloaded, which can allow your opponent to build back up their board advantage that you spent 2 turns denying.