Is anyone off put by the fact that shamans can get a 3/4 on turn 1 now with the coin? Additionally, what about how wildly swingy Tuskarr Totemic can be? I get that shaman needed a buff, but this is entirely different. Games should not be won or lost by turn 2.
Is anyone off put by the fact that shamans can get a 3/4 on turn 1 now with the coin? Additionally, what about how wildly swingy Tuskarr Totemic can be? I get that shaman needed a buff, but this is entirely different. Games should not be won or lost by turn 2.
Regarding Totem Golem. It is turn 1 with coin only and the overload makes so they switch turn 3 and turn 2. Powerful yes but 9/10 the turn 3 play will either be a two drop or hero power.
Is anyone off put by the fact that shamans can get a 3/4 on turn 1 now with the coin? Additionally, what about how wildly swingy Tuskarr Totemic can be? I get that shaman needed a buff, but this is entirely different. Games should not be won or lost by turn 2.
This is different, as it takes two cards for druid to do the same as one card for shaman. Not even comparable.
Totem Golem comes out on turn one with coin at the cost of a weaker turn two. Druids can get a Chillwind Yeti turn one with the cost of an additional card. Warlocks can get a Wrathguard turn one at the cost of health, I don't see a problem here.
Succubus is also not comparable for the same reason innervate is not, namely that it takes two cards. Wrathguard also has a potentially severe downside.
Both the mentioned cards are 4/3's and not 3/4's and are thus handle-able on turn 2 by the various 2 mana, 3 damage removal. The only cards that deal 4 damage with 2 mana are Eviscerate and Flamecannon, and Eviscerate requires a combo (which is very hard without the coin on turn 2). So Flamecannon is currently the only real answer to a turn 1 Totem Golem
Is anyone off put by the fact that shamans can get a 3/4 on turn 1 now with the coin? Additionally, what about how wildly swingy Tuskarr Totemic can be? I get that shaman needed a buff, but this is entirely different. Games should not be won or lost by turn 2.
This is different, as it takes two cards for druid to do the same as one card for shaman. Not even comparable.
Totem Golem comes out on turn one with coin at the cost of a weaker turn two. Druids can get a Chillwind Yeti turn one with the cost of an additional card. Warlocks can get a Wrathguard turn one at the cost of health, I don't see a problem here.
Again, the two card combo for turn 1 yetis/shredders is a two card combo. You need to have both cards in your starting hand for it to work. Wrathguard is a 4/3 and thus an entirely different beast because it is easily removable. The reliability of a turn 1 Totem Golem is what is concerning.
Is anyone off put by the fact that shamans can get a 3/4 on turn 1 now with the coin? Additionally, what about how wildly swingy Tuskarr Totemic can be? I get that shaman needed a buff, but this is entirely different. Games should not be won or lost by turn 2.
This is different, as it takes two cards for druid to do the same as one card for shaman. Not even comparable.
Totem Golem comes out on turn one with coin at the cost of a weaker turn two. Druids can get a Chillwind Yeti turn one with the cost of an additional card. Warlocks can get a Wrathguard turn one at the cost of health, I don't see a problem here.
Again, the two card combo for turn 1 yetis/shredders is a two card combo. You need to have both cards in your starting hand for it to work. Wrathguard is a 4/3 and thus an entirely different beast because it is easily removable. The reliability of a turn 1 Totem Golem is what is concerning.
It is only half the games right? Unless shamans magically get the coin every turn. Rogues benefit from the coin as well.
Is anyone off put by the fact that shamans can get a 3/4 on turn 1 now with the coin? Additionally, what about how wildly swingy Tuskarr Totemic can be? I get that shaman needed a buff, but this is entirely different. Games should not be won or lost by turn 2.
This is different, as it takes two cards for druid to do the same as one card for shaman. Not even comparable.
Totem Golem comes out on turn one with coin at the cost of a weaker turn two. Druids can get a Chillwind Yeti turn one with the cost of an additional card. Warlocks can get a Wrathguard turn one at the cost of health, I don't see a problem here.
Again, the two card combo for turn 1 yetis/shredders is a two card combo. You need to have both cards in your starting hand for it to work. Wrathguard is a 4/3 and thus an entirely different beast because it is easily removable. The reliability of a turn 1 Totem Golem is what is concerning.
What you don't seem to be getting is that Totem Golem actually is a 3 mana minion. Coining it on turn 1 leaves you with 1 mana on turn 2 and not being able to play anything. Obviously not the best use of The Coin in the majority of cases.
Totem Golem is perfectly fine. It's a really good card, but it's not OP.
Is anyone off put by the fact that shamans can get a 3/4 on turn 1 now with the coin? Additionally, what about how wildly swingy Tuskarr Totemic can be? I get that shaman needed a buff, but this is entirely different. Games should not be won or lost by turn 2.
This is different, as it takes two cards for druid to do the same as one card for shaman. Not even comparable.
Succubus, Wrathguard
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Regarding Totem Golem. It is turn 1 with coin only and the overload makes so they switch turn 3 and turn 2. Powerful yes but 9/10 the turn 3 play will either be a two drop or hero power.
The dream is of course. Turn 2 Totem Golem, turn 3 Totem Golem , turn 4 Tuskarr Totemic + Totem Golem / Mana Tide Totem
Totem Golem comes out on turn one with coin at the cost of a weaker turn two. Druids can get a Chillwind Yeti turn one with the cost of an additional card. Warlocks can get a Wrathguard turn one at the cost of health, I don't see a problem here.
Succubus is also not comparable for the same reason innervate is not, namely that it takes two cards. Wrathguard also has a potentially severe downside.
Both the mentioned cards are 4/3's and not 3/4's and are thus handle-able on turn 2 by the various 2 mana, 3 damage removal. The only cards that deal 4 damage with 2 mana are Eviscerate and Flamecannon, and Eviscerate requires a combo (which is very hard without the coin on turn 2). So Flamecannon is currently the only real answer to a turn 1 Totem Golem
Just got a Totem Golem summoned by a Tuskarr Totemic on turn 2 ... could not come back from this.
Next game I coined out a Darnassus Aspirant, then Innervated a Druid of the Claw. Game was on.
Again, the two card combo for turn 1 yetis/shredders is a two card combo. You need to have both cards in your starting hand for it to work. Wrathguard is a 4/3 and thus an entirely different beast because it is easily removable. The reliability of a turn 1 Totem Golem is what is concerning.
It is only half the games right? Unless shamans magically get the coin every turn. Rogues benefit from the coin as well.
What you don't seem to be getting is that Totem Golem actually is a 3 mana minion. Coining it on turn 1 leaves you with 1 mana on turn 2 and not being able to play anything. Obviously not the best use of The Coin in the majority of cases.
Totem Golem is perfectly fine. It's a really good card, but it's not OP.
You say this like a Rogue can't "This town's ours punk, yeah, beat it" on turn 1 with the coin as well.