one through four health heal wouldnt be worth a break in tempo or hand disadvantage imo even if it was a 0 cost, just to low impact, unless maybe you had a manatide and flametongue out as well but lets be realistic.
I like the idea, but, i think shamman heals shoud stand out more, make them unique so that its not another healing touch or whatever...i propose a 2-3 cost spell with (2) overload cost...heal for 3 and draw a card for each overload you have...might as well be called recharge or something...that would synergize with shammans unique mechanic, and i dont think it would be that OP because it very situational and you are never really that overloaded, so i think this card would tipically heal for 6 and draw 2 cards if played the right turn, loosing tempo this turn and the next, but gaining card advantage and life, wich are the 2 main shamman issues, in my opinion.
I just feel like shamans are missing a heal spell when all the other classes with a heal have one, hopefully GvG brings one :P
Here's a little idea i threw together maybe its too strong tho, anyone got ideas for one and do you think shamans need a heal added?
Well played my friend
I would drop the heal to maybe 5/3/1, and reduce the cost to 5
I say they give healing totem back its flavor, how op could a 1hp heal per turn really be and its easily dealt with....
(healing totem used to heal thrall as well for those who dont know)
What about 1 mana: Heal your hero for each totem you have?
Great card design by the way
one through four health heal wouldnt be worth a break in tempo or hand disadvantage imo even if it was a 0 cost, just to low impact, unless maybe you had a manatide and flametongue out as well but lets be realistic.
maybe then 2 for each totem you have and make it 2 mana?
I like the idea, but, i think shamman heals shoud stand out more, make them unique so that its not another healing touch or whatever...i propose a 2-3 cost spell with (2) overload cost...heal for 3 and draw a card for each overload you have...might as well be called recharge or something...that would synergize with shammans unique mechanic, and i dont think it would be that OP because it very situational and you are never really that overloaded, so i think this card would tipically heal for 6 and draw 2 cards if played the right turn, loosing tempo this turn and the next, but gaining card advantage and life, wich are the 2 main shamman issues, in my opinion.
Little situational but overall.. i like it