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Bad, not boring.
hahaha Was considering on not dusting it, but I like your reply to yourself, nice.
Not even salty at this hunk of junk, since the shaman legendary is so good, promoting combos, elementals, and all that good stuff
does this weapon lose durability?
They said in the stream that shaman has a lot of non-target spells so the random target isn't a huge downside. But idk. It seems like a lot of those spells are valued around 1-3 mana if you value the attack and durability around idk 4.5 mana that's almost fine, since it has chance for multiple spells to be cast and some are valued higher especially with the new shaman spell. The problem becomes overload.
So lets see what spells work well with this and what don't to get a better feel for this card.
Non-target or guaranteed enemy or friendly target spells (ascending mana cost): Totemic Might (bad), Evolve (good but low value), Finders Keepers (low value), Frost Shock (low value; okay effect), Forked Lightning (good poor value), Devolve (good low value), Rockbiter Weapon (good effect poor value), Ice Fishing (good in a deck this probably won't ever be in), Maelstrom Portal (good but low value), Far Sight (Good meh value), Feral Spirit (good and fair value), Lightning Storm (good and fair value), Spirit Echo (okay and good value), Call in the Finishers (okay and fine value), Bloodlust (good and great value), Volcano (situational and good value), Lesser Sapphire Spellstone (good effect and good value - valued at 4 mana for one copy).
That's 17 spells out of 30. That's more than 50% chance of a card with no drawbacks - that aren't already inherent with the card's effect. 7 of which are fair value or greater.
Then there are a few cards that work given the right situation (most cases are either you have minions and they don't or they have minions and you don't): Ancestral Healing (bad value and okay effect if it targets a minion with low health which you can guarantee with only having one minion or all minions low health), Earth Shock (okay for bad value), Primal Fusion (poor value even more situational effect than most), Ancestral Spirit (good effect; poor value), Cryostasis (bad effect; poor value), Stormcrack (good effect; okay value), Windfury (okay effect poor value), Avalanche (good effect; good value), Hex (great effect; good value), Tidal Surge (good effect; good value), Volcano (listed twice, I know, but generally requires they have minions and you don't as well).
That's 10 more out of 30 that are situational thanks to the random targets effect. 4 of which are fair value or greater.
So far that's 26 out of 30 spells you will find work in your favor given the right situation. 11 have good value, and even more are good effects just not great value for only one swing of the weapon.
5 are even good in any given situation: Finders Keepers, Far Sight, and Ice Fishing (draw), Maelstrom Portal, Feral Spirit, and Call in the Finishers (summon minions). That's not very significant though (1 in 6 chance).
The few that can go wrong in any situation are (they can hit your face): Lightning Bolt, Lava Burst, and Jade Lightning. The last of which at least gives you a minion. So you could say only 2 or 3 are just bad for this weapon's effect (bar any unannounced cards).
tldr; Around 50% of these cards have no draw backs from the random targets tag, and even more can be still used given the right board (I have minions and he doesn't or vice versa), leaving only 3 that can hit you in the face regardless of the situation. Then there's roughly 1/3 chance of getting a good value card for only one swing of the weapon (based on the assumed value of a 3/3 weapon and the cost of the spell). Weapon is not as bad as previously thought.
You forgot to mentionYou can edit your post to include Healing Rain, Primal Talismans and Unstable Evolution which you can get back and cast it on your own until the end of your turn.Edit: looked at post date.
Why most people Voted it for dust it? I think its decent
Because you're wrong.
What sucks about this weapon is that you still get overload from the spells you pick.......
If you could recruit a weapon, this card would be better cause then you wouldn’t need to pay 8 mana.
Awesome designed text, card is lackluster for the class.
Welcome to Shaman Meme decks, Runespear!
Why is tempo shaman playing an 8 mana card? It's not. So this must be for control shaman? Idk, this card does nothing.
Ya'll are complaining that it'll blast your own minions, but it really can't do that if you don't have minions on the board. Volcano and Lightning Storm your opponent shouldn't be able to keep much on the battlefield, doubly so for Wild with Elemental Destruction.
The card is usable in a DEEP control deck, with a Malygos or Yogg Saron finisher. More so in Wild than in Standard.
Though, this card still should have been at least one mana cheaper.....
Yogg Saron of weapons.
I would prefer Blizzard make this not so RNG. I dont want dust a legendary card. Why didnt they make it like "Whenever you attack cast random spell. If its targetable cast it on your target"...
Garbage. Nerfed Fiery War Axe is still better than this.
Comes down on Turn 3, without the risk of Lava Bursting your own face or minion.
The problem I have is that the severe RNG attached to the hope that this will pay off is too much RNG, even for Shaman. 8 mana can do a ton of work when you have deliberate and diverse weapons and spells, which shaman isn't lacking. May be fun as a hail-Mary in a (very) wild Reno deck where you're not aiming for a win-con, and just looking for randomized chaos to net a victory with other fun but underperforming cards.
Will make for a good Twitch or YouTube clip eventually, if nothing else, I guess.
Complete trash in constructed but in arena it will definitely be picked sometimes. There are currently 30 Shaman spells. Out of these, there are 15 with a positive/neutral effect (either deals damage to enemies, devolves enemy minions, summons minions, buffs your own minions, or draws cards):
Bloodlust, Frost Shock, Rockbiter Weapon, Totemic Might, Call in the Finishers, Forked Lightning, Ice Fishing, Devolve, Feral Spirit, Lightning Storm, Maelstrom Portal, Lesser Sapphire Spellstone, Far Sight, Finders Keepers, and Spirit Echo.
Obviously, there are times where these will do nothing at all, but they are not negative effects. For example: Ice Fishing if you have no murlocs in your deck, Feral Spirit if you have no room on the board, Rockbiter Weapon if it buffs your hero and so on. The only possible negative effect comes from Devolve depending on the situation but it's good most of the time.
Each given choice has a 50% chance to be one of the above cards. Therefore there's a 87.5% chance that at least one of the options you are given will not hurt you. This is also assuming that both you and your opponent have the same board presence and that any card that has the potential to hurt you is "bad". This is obviously not the case though since these cards would only be bad half of the time.
Evolve is not good because if you are ahead on the board you want to bank on the chance of getting Bloodlust as a choice since it is clearly the most powerful. If you are behind on the board though then you may want to attack first since Volcano can be extremely useful.
Anyway I think this will be a fun card in arena because it will rarely hurt you when you are ahead and can completely change the tide of the game if you are behind. Obviously there are better cards to play with 8 mana, but if you don't happen to have any then this one is actually quite alright.