I will make a fair assumption about the new shaman cards without counting the new neutrals in because that would be too much of meta planning. (you can skip to end conclusion if you want to, which is at the bottom) SO.
Inara Stormcrash : Like one said, its a doomhammer on a stick basically, can work well with weapon synergy like Whack-A-Gnoll Hammer or Rockbiter Weapon and if you want to have fun, you can try Rune Dagger to gain 2 spell damage for free. Otherwise, nothing too impressive, you would need to run healing to medicate the damage you do yourself and the cheap healing components aren't good right now, probably or probably not sees play in a aggro deck, AGAIN, shaman needs more draw.
Grand Totem Eys'or : 3 mana do nothing. for this to be good, we would need "Draw a totem" or "buff all totems" so it wouldnt be a 0/4 in bottom of your deck, but time will tell, its decent buff card as it buffs every totem, so will see play regardless in a totem deck.
Deathmatch Pavilion : If this works with Windfury, as the text is kinda hazy, you can get 3 of these and it would be pretty good value, as 2 mana get 6/4 worth of value, is too easy to remove but could be ok in a evolve or revolve deck.
Magicfin : There is allot of problems with random legendaries, because of the time, you like to build your deck around them, like Lothraxion the Redeemed or Djinni of Zephyrs like this card can be more then useless, it can be absolutely devastating to your deck because, whats worse then random legendaries, random legendaries that cost allot and do nothing or harm you, speacily within this expansion when you have legendaries that need work arounds, i would literally suggest people to use The Fist of Ra-den than this! but... you can try and hope rng blesses you. Also, you want your murlocs to live....not die..i think that was obvious.
Dunk Tank : Somebody already said that, its just worst Swipe Which i agree, but can be good if you are not dead in turn 5.
Pit Master : worst version of Desert Hare this is desert hare with setup, NEXT. jk, this can be good filler with desert hare in a evolve or revolve deck, otherwise, its just sh*t.
Cagematch Custodian only took em like.... 6 expansions to give shaman some draw again, but lets be honest, shaman wasnt this sh*t before either, but lests start. Rune Dagger : Spell shaman Boggspine Knuckles : Evolve shaman Splitting Axe : Totem shaman The Fist of Ra-den : Reqrium Shaman and if you are nut, Doomhammer shaman. This is good card, enough said, there is absolutely nothing bad i can say about this, its good and its something that shaman actually needed.
Revolve : There are many angles you can go around this card, you can use this as worst devolve to screw resurrection priest or buffaladin, you can use it to change your useless 3/2 to maybe something else...ya know that this card this exists Doomsayer , this is why shaman doesnt evolve 1 mana minions. and now you can recycle 2 mana minions into doomsayers. this card is good and bad, literally something that shaman didnt need, just give devolve number 2.
Stormstrike : this card could be better, but because it doesnt have overload, i will give 8 out 10, could be good removal/aggro card. shaman just need a sticky board, for this to be aggro potential, in control potential, it might be good but again, shaman needs to heal in early game, that isnt Witches brew.
As a whole, this set is pretty terrible compared to other classes, WE yet again are making a new type of shaman, like... we dont need a another shaman type, we dont need a weapon shaman becoming a thing when the weapons are split between other types of shaman, Do you want me to name the shamans that blizzard created? Dragon shaman Freeze shaman totem shaman battlecry shaman elemental shaman murloc shaman spell shaman galagrond shaman highlander shaman aggro shaman overload shaman jade shaman big shaman evolve shaman and probably windfury shaman AND NOW WEAPON SHAMAN, The amount of types of shaman is ridiculous, i want them to make 1 or 2 type of shaman that works, NOT 16!!! THAT DONT WORK. Shaman is the genuie pig of testing of new arc types, like jesus. This set has about 3 cards that good from class perspective, but testing must be done of course, otherwise, there is high chance of shaman getting ran over for another expansion, unless there is a power creep that i havent realized yet [regrium shaman maybe becoming a thing?] Have a great day.
Stormstrike and Cagematch Custodian seem to be the best Shaman card from this expansion. They both are decent in vacuum and fit into many archetypes. The other cards though, seem to be too specific to find their place unless Attack Shaman is gonna be a thing. Maybe Inara Stormcrash and Whack-A-Gnoll Hammer could be fit somewhere, idk.
I think the problem is not with printing new archetypes for shaman, the problem is that when you make a new archetype for a class, with no more support because is new, you need a good basic and classic set to make it viable or make that cards of the new archetype overpowered (look the LOE midrange shaman or Galakrond shaman when released). That is the difference between shamand and rogue por example. Rogue has a very good basic and classic set, and all centred in what he is good (tempo and agressive style). Meanwhile shaman has very weak cards.
In this new set shaman, we get new archetype, with no suport from the classic and basic, and not really strong cards at all, so it won't work, but shaman is getting a thing he needed in form of neutral cards: A win condition for control style. Shaman has good control tools, but was lacking that, so there is a chance to be viable. I was playing highlander shaman since before it was popular. Was enough good to hit legend, but the problem of the deck was that it only has Alex as a truly wincon, so I am building a new type of HL shaman with a pair of old goods and I am hyped for trying it.
Once again, and for third time in a row, shaman is getting meh cards, happened to pally the last year, and to priest the previous, there always happens, but we have to expect that in the next expansion shaman basic set will be revamped, like priest, so maybe things will be better for us :)
EDIT: BTW, check the difference of powerlevel between DH cards and shaman, and you will understand why the class is in that spot so long.
I agree with you mostly, shaman has been shit for so damn long because almost all of their cards every expansion is for an extremely specific deck and just don’t work at all without the whole package. If that deck doesn’t work, every card is totally useless. Next expansion, if that deck is no longer competitive due to power creep, all those cards are totally useless. As a result shaman just have a waaaay smaller card pool to choose from than every other class that have more universally used cards.
I feel the weapon theme is the first in a while that might actually find its way into multiple decks in the future at least. Most of these cards are ok just on their own. Unfortunately they’re all quite balanced. Decent cards but nothing meta defining. Compared to some of the other shit released, it’s not enough to get shaman out of the dumpster tier. But hey, bright side is these cards might be part of a decent shaman deck in a future expansion. Just need to sit it out for another 4 months and see what the next expansion has to offer. Haha
I have my disagreements with these assessments (I think Weapon Shaman looks like a decent aggro/midrange deck, though not tier 1) so I'll go one by one.
Inara Stormcrash I think you're assessing this card from the wrong perspective. It's not really a board control tool, it's a face tool with some utility. I see it played in an aggressive Shaman deck with a lot of weapons and burn. This card does two things: It helps you burn the opponent out, and it helps you utilize all of your weapons. Weapons are a super efficient source of face damage, but the problem with having too many of them in your deck is you can only use one swing per turn and they end up turning into dead draws. With Inara you can burn through those swings really fast and take advantage of how efficient the damage to mana ratio is on weapons a lot better. Even if it only lives for one turn, you've dealt four damage with it and used up an extra swing of one of your weapons, which is both a lot of face damage and heavily unclogs your hand. This is not to speak of its synergy with one-turn attack buffs like Rockbiter Weapon and the new Stormstrike. If this Weapon Shaman deck works out it's entirely because Inara is in it.
Deathmatch Pavilion's wording I think is pretty clear in that it doesn't work with Windfury. It doesn't say "For each time your hero attacked", just "If". I still think this is potentially a strong tool. If you managed to play it boosted on turn 2 it's absolutely insane pressure, though that'd require exactly turn one coin into Rune Dagger, which I don't think you play in Weapon Shaman, but even later on it's a lot of Tempo. Just dropping this on like turn 4 along with another 2 drop is sort of like an unnerfed Call to Arms, and we know just how powerful that was. This is a great way to get some early chip damage in and set up your opponent to be in the range where they can die to weapon hits and burn spells.
Dunk Tank doesn't go in this theoretical Weapon Shaman and I don't think a controlling Shaman is going to do well this expansion, but I really dislike people calling it a worse Swipe. You put it in a slow Control deck that's going to have no trouble corrupting it. When it's corrupted it's a Swipe that's been powered up by Spell Damage and that does an extra damage to the enemy you've targeted. That's insane. Dunk Tank is a very powerful card, it just happens that the archetype it goes in is trash. If at any point while this card is in standard Control Shaman sees play Dunk Tank will be in it and will be one of the best cards in the deck.
Cagematch Custodian is obviously a card that goes in Weapon Shaman and is strong in it. It's also probably useful in other builds as a tutor for whatever weapon you want. Low key a really strong card.
Revolve is a hybrid between Evolveand Devolve. Yes, it's a weaker effect than Devolve, but it accomplishes the same goal of "silencing" enemy minions. If your opponent has, say a corrupted Fairground Fool it's basically Devolve, and the same with minions with strong text. You're giving them slightly stronger minions than Devolve would, but it costs half the mana and you get the advantage of also transforming your minions, which can be powerful if your deck is built right - not as powerful as Evolve, but still strong. If you're using only either half of the effect it's weaker than Evolve and arguably stronger than Devolve (since it's half the mana for a small downgrade), but the scenario where you can take advantage of both is strong. The dream is something like turn 4 Desert Hare into Revolve transform your opponent's big four drop into random garbage, but even without running Desert Hare it can still be a strong effect. Once again, not convinced Control Shaman is going to be good, but if it is Revolve is a big role player in that.
Overall I expect an aggro (or maybe midrange) Weapon Shaman to be decent this expansion. It won't hit Tier 1 and maybe not even Tier 2, but it won't be a complete joke of a deck. Its main problem is probably that Soul Demon Hunter just does the whole weapon thing better, especially with the new Lifesteal into damage Legendary, so there's no reason to play Weapon Shaman over it. Slower Shaman will continue to suck, but if it sees a few win condition type cards in future expansions (and replacements for the strong AoE it loses in the rotation) then Dunk Tank and Revolve will be strong role-players in that archetype. This isn't the expansion to bring Shaman back into prominence, but it lays a solid foundation. Any future weapon or hero attack buff card will need to be considered strongly and is potentially insane with Inara Stormcrash.
Sigh, another Shaman Doomsayer who doesn't appreciate the class's style.
Grand Totem Eys'or is indeed junk, it should have buffed all your future Hero Power totems for the game too. Then it would be awesome.
Deathmatch Pavilion isn't hazy, it definitely only works once even if you've attacked twice. Learn to read game text precisely. This card could be great tempo if Shaman had a good 1-mana weapon; as is I don't expect to see it much.
I would love to see them support some older shaman archetypes (especially freeze shaman!) that failed, instead of constantly creating new ones, but ... on the other hand, it means you can always get something fresh out of the class! Maybe that's why it's my favorite class.
Fixes. i meant Zephrys the Great not the djinni of zpehrys.
Pro tip: posts are editable.
EDIT: added the tip.
EDIT 2: Added descriptions of edits.
I would if the edit button didnt disappear.
@BrovaTeam, i see that you are trying to think shaman in aggresive light with the inara, you just forgot that, if you only focus on face, you die first because most aggro tools need huge boards or overload and againts priest, this wouldnt work because they heal constantly. As a 4+ damage burst for 5 mana is ok, if you think about using your weapon twice, which is a problem because most shaman weapons have like 2 durability. So if you didnt use it a turn before, it can be valuable.
@KaptainKaulu Like you can use doomhammer with the Inar but, its just a worst Rockbitter buff for 5 mana. and Devolve doesnt evolve, it recycles. Like you said, its to hit argent braggart, but what happens when your minions turn into useless argant braggarts.
The only really good card that Shaman got in this expansion is Cagematch Custodian. Tutored draw can be extremely powerful and I am particularly excited about it in an Evolve Shaman deck, where drawing your Boggspine Knuckles is a life and death matter. In comparison, Rune Dagger is not such a critical card in spell damage Shaman (which is anyway not a great deck) and Splitting Axe is fine but also not always needed in Totem Shaman (Totemic Reflection + the 0-mana buffs are often enough)
On a side note, evolve Shaman could make decent use of Revolve, but I am not so convinced. Desert Hare is a fine target, other minions not so much. Maybe it can be run as a combo between 'silencing' enemy minions and fixing 'unlucky' evolutions on your side.