Sparky is meant for shaman to curve out instead of getting mana screwed. Play it on turn two and your turn three wont backfire
Rujabu its just a solid 3 drop who will add spells to your hand if it manged to survive turns or a silence effect
Wanjin is a good 4 drop in my eyes. May be a bit to strong but its just a bit beater gnomish inventor and since its class card it should be stronger then neutral cards.
These cards may be strong but to be fair, shaman is a underdog class who need some love.
If these are named characters they should be legendaries. For rares / commons, the card title should be more generic, like "troll mystic" or whatever.
Apart from that, Wanjin is fine. Compare Azure Drake (also draws a card, same cost / stats relation, deals 2 damage instead of +1 spell damage).
Sparky... (long rant coming up) This is a very general game design pet peeve of mine. If something has a disadvantage (like Overload limiting your next turn mana), that disadvantage is there for a reason. It's a tradeoff for getting something, like a minion with a body that is much better than what you could normally play that turn. If you then introduce a "remove disadvantage from X" card, it's bland, but leads to all kinds of broken shit. EVERY overload shaman card after the release of sparky would have to be balanced against "what happends if you play this + Sparky in one turn".
Now, there are ways in Hearthstone to remove disadvantages, or even turn them into an advantage. For example, Auchenai Soulpriest and Zombie Chow. The difference here is that the game is not making this combo obvious, and lets it be discovered by experienced players. It also takes a bit of skill to pull of, it's not as easy as "play card 1, play card 2".
Shaman overload is a shitty mechanic that should just be removed from the game and forgotten. (I'll leave this statement here, to explain why would be another full page rant). To make it less shitty without completely removing it, a better approach then just "don't overload" is cards that synergize with overload. Unfortunately, Blizz has blessed Shaman players with only two such cards so far, but maybe we get a third one before the end of 2016.
Rujabu: The word is spelled "attack", and verbs in the 3rd person don't have an apostrophe before the "s". The closest comparison I have to this card is Cutpurse. I think he's fine, as a legendary card. Shaman has no way to give him charge, and he doesn't have the means to create tons of synergy from cheap spells like Mage. But for a common card, there is way too much snowball potential and he'd be broken in arena.
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Sparky is meant for shaman to curve out instead of getting mana screwed. Play it on turn two and your turn three wont backfire
Rujabu its just a solid 3 drop who will add spells to your hand if it manged to survive turns or a silence effect
Wanjin is a good 4 drop in my eyes. May be a bit to strong but its just a bit beater gnomish inventor and since its class card it should be stronger then neutral cards.
These cards may be strong but to be fair, shaman is a underdog class who need some love.
Compare your 2/4 "better gnomish" with the class card SI Agent, considered one of not the best three drops in the game, and I think it's a bit OP.
but shaman needs overpowered, so I like!
edit: just saw it was a 4 drop. Make it a 3/4
If these are named characters they should be legendaries. For rares / commons, the card title should be more generic, like "troll mystic" or whatever.
Apart from that, Wanjin is fine. Compare Azure Drake (also draws a card, same cost / stats relation, deals 2 damage instead of +1 spell damage).
Sparky... (long rant coming up) This is a very general game design pet peeve of mine. If something has a disadvantage (like Overload limiting your next turn mana), that disadvantage is there for a reason. It's a tradeoff for getting something, like a minion with a body that is much better than what you could normally play that turn. If you then introduce a "remove disadvantage from X" card, it's bland, but leads to all kinds of broken shit. EVERY overload shaman card after the release of sparky would have to be balanced against "what happends if you play this + Sparky in one turn".
Now, there are ways in Hearthstone to remove disadvantages, or even turn them into an advantage. For example, Auchenai Soulpriest and Zombie Chow. The difference here is that the game is not making this combo obvious, and lets it be discovered by experienced players. It also takes a bit of skill to pull of, it's not as easy as "play card 1, play card 2".
Shaman overload is a shitty mechanic that should just be removed from the game and forgotten. (I'll leave this statement here, to explain why would be another full page rant). To make it less shitty without completely removing it, a better approach then just "don't overload" is cards that synergize with overload. Unfortunately, Blizz has blessed Shaman players with only two such cards so far, but maybe we get a third one before the end of 2016.
Rujabu: The word is spelled "attack", and verbs in the 3rd person don't have an apostrophe before the "s". The closest comparison I have to this card is Cutpurse. I think he's fine, as a legendary card. Shaman has no way to give him charge, and he doesn't have the means to create tons of synergy from cheap spells like Mage. But for a common card, there is way too much snowball potential and he'd be broken in arena.