Hey guys! So, I noticed that Shamans have a bit of a free spell theme in WoW and Hearthstone. I think this was implemented horribly in Hearthstone (Totemic Might), so I decided to create some of my own. Here you go :)
0-Cost Cards:
So, when you see this card, the first thing you'll think is Target Dummy. But that really isn't what this card is. First, This card interacts with cards that care about totems and things that summon them. Think about a turn 3 Thing from Below, with totem turn 2 and 3 plus two Earthen Summons mixed in. Second, it works with the 0-mana synergy cards which I also have coming up. This is going to be the first of four elemental cards as well.
This card is very simple, it's like a Moonfire combined with a situational coin. I know that it's strictly better than Moonfire, but let's be honest, that card sucks. This has synergy with both Overload and my 0-Cost Synergy.
To be honest, I'm surprised Blizz hasn't created this card by now. It's a variation of Holy Smite for Shaman. It's kind of obvious. Here you go. Have fun.
A defensive card you can use to make better trades or protect yourself. Compare it to PW: Shield. Loses the draw a card, but 0 mana.
This is my favorite 0-Mana card. Maybe a bit OP in use with other damage spells, but that is the point of the card, to provide an OTK enabler. Malygos + 2 Overload Storm + Static Bolt Static Bolt Flame Jab = 32 damage turn 9 with 6 cards. OP? What do you think?
0-Cost Synergy:
This card gets rid of the main drawback of 0 mana cards, being that they don't do enough to warrant a card. This card immediately replaces 0 mana cards with another card, getting rid of the card advantage you could have gained. Is this too OP? I think if you play it on turn two with 1 or 2 spells it's balanced because it isn't providing pressure, but I don't know. What do you think?
This is a weapon that interacts with 0 mana spells. I assume this will be used as a control tool for shamans, gaining 1 or 2 attack and taking out 2 or 3 small minions.
Turtles are good. Playable turtles are better. This will be used in the 0 mana control deck I seem to have made as a 6 health heal most of the time, and a strong anti-agro body.
This card allows you more synergy in your 0-cost deck. You might get 2 horrible spells, but the effects you can trigger with them should be worth the investment.
And finally, we have the legendary. Farseer Nobundo is an interesting card. He himself should give 1 or 2 buffs out the turn he is played, making for a 4/6 or better minion, and adds a weapon that can be used to stall before adding a taunt to your hand. I tried to go with the heling/ice theme here. I think this card is mostly balanced because of the body, but it is kind of hard to tell. What are your thoughts?
And that wraps it up. If you have any suggestions or cards that might fit this flavor, I'd love to hear them. Have a nice day!
Thanks for the feedback! First, doom hammer has overload, so you couldn't curve into this :) Second, the legendary is meant to be played in a control deck as a tempo minion for stalling. I really appreciate the compliment, I spent a whole thinking about these cards :)
If you play doomhammer turn 5 you can't play the legend turn 6, but on turn 7. By turn 7 you will still have swings left in the hammer.
I think it would be cooler if the battlecry gave your weapon freeze, considering how many weapon options shamans have.
Like I said just a small criticism, I was brainstorming the concept of shaman cards you can only cast with locked mana, meaning you would have to play overload cards the turn before and if you cannot overload it's a dead card in hand.
Thank you! I actually really like that idea, I'm thinking of changing the farseer to 7 mana, giving your weapon freeze, and having some other effect. I'll change it next time I have the chance.
The thing is, though, shaman doesn't have a reliable otk combo to draw into except for thaurisan- malygos bolt bolt shock shock which needs a ET trigger on 5 cards. Is that enough to make that deck good?
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Hey guys! So, I noticed that Shamans have a bit of a free spell theme in WoW and Hearthstone. I think this was implemented horribly in Hearthstone (Totemic Might), so I decided to create some of my own. Here you go :)
0-Cost Cards:
So, when you see this card, the first thing you'll think is Target Dummy. But that really isn't what this card is. First, This card interacts with cards that care about totems and things that summon them. Think about a turn 3 Thing from Below, with totem turn 2 and 3 plus two Earthen Summons mixed in. Second, it works with the 0-mana synergy cards which I also have coming up. This is going to be the first of four elemental cards as well.
This card is very simple, it's like a Moonfire combined with a situational coin. I know that it's strictly better than Moonfire, but let's be honest, that card sucks. This has synergy with both Overload and my 0-Cost Synergy.
To be honest, I'm surprised Blizz hasn't created this card by now. It's a variation of Holy Smite for Shaman. It's kind of obvious. Here you go. Have fun.
A defensive card you can use to make better trades or protect yourself. Compare it to PW: Shield. Loses the draw a card, but 0 mana.
This is my favorite 0-Mana card. Maybe a bit OP in use with other damage spells, but that is the point of the card, to provide an OTK enabler. Malygos + 2 Overload Storm + Static Bolt Static Bolt Flame Jab = 32 damage turn 9 with 6 cards. OP? What do you think?
0-Cost Synergy:
This card gets rid of the main drawback of 0 mana cards, being that they don't do enough to warrant a card. This card immediately replaces 0 mana cards with another card, getting rid of the card advantage you could have gained. Is this too OP? I think if you play it on turn two with 1 or 2 spells it's balanced because it isn't providing pressure, but I don't know. What do you think?
This is a weapon that interacts with 0 mana spells. I assume this will be used as a control tool for shamans, gaining 1 or 2 attack and taking out 2 or 3 small minions.
Turtles are good. Playable turtles are better. This will be used in the 0 mana control deck I seem to have made as a 6 health heal most of the time, and a strong anti-agro body.
This card allows you more synergy in your 0-cost deck. You might get 2 horrible spells, but the effects you can trigger with them should be worth the investment.
And finally, we have the legendary. Farseer Nobundo is an interesting card. He himself should give 1 or 2 buffs out the turn he is played, making for a 4/6 or better minion, and adds a weapon that can be used to stall before adding a taunt to your hand. I tried to go with the heling/ice theme here. I think this card is mostly balanced because of the body, but it is kind of hard to tell. What are your thoughts?
And that wraps it up. If you have any suggestions or cards that might fit this flavor, I'd love to hear them. Have a nice day!
The legend would see no play because he would destroy your on curve doomhammer but I do think the rest are creative and interesting
Thanks for the feedback! First, doom hammer has overload, so you couldn't curve into this :) Second, the legendary is meant to be played in a control deck as a tempo minion for stalling. I really appreciate the compliment, I spent a whole thinking about these cards :)
If you play doomhammer turn 5 you can't play the legend turn 6, but on turn 7. By turn 7 you will still have swings left in the hammer.
I think it would be cooler if the battlecry gave your weapon freeze, considering how many weapon options shamans have.
Like I said just a small criticism, I was brainstorming the concept of shaman cards you can only cast with locked mana, meaning you would have to play overload cards the turn before and if you cannot overload it's a dead card in hand.
keep it up man
way too op with malygos. 0 cost cards (especially spells) are very difficult to balance
Thank you! I actually really like that idea, I'm thinking of changing the farseer to 7 mana, giving your weapon freeze, and having some other effect. I'll change it next time I have the chance.
Do you think I should add "Cannot be affected by spell damage" in the 0-mana damage spells? That would remove the OP synergy.
maybe considering shamans don't have combo cards or flamewaker but it can still be too powerful in some combo/otk/miracle deck with the auctioneer.
The thing is, though, shaman doesn't have a reliable otk combo to draw into except for thaurisan- malygos bolt bolt shock shock which needs a ET trigger on 5 cards. Is that enough to make that deck good?