Welcome to my first post about a semi-expansion to give shamans many new archtypes, including control, combo, and midrange. These cards will make shaman into basically a spell based druid. Here we go:
One new "thing" for shaman is drawing at the end of your turn. Here are a couple examples.
The basic card draw for shaman. Seems balanced. You get lots of cards, but can't use them right away. Staple in control shaman.
I'm not sure about this one. Maybe this one needs to be 2 mana to be playable. Right now, its only really worth while when you have 2 or more totems. Works well in a deck with tuskar totemic, totem golem and thunder bluff valiant. Totem shaman hype!
Moving on to the other spells...
This card although slightly situational ,provides awesome effects!
Unleash Flame (searing totem): Deal 2 damage to all enemies.
Unleash Life (healing totem): Restore 8 health to your hero and 1 health to all friendly minions.
Unleash Earth (stoneclaw totem): Summon 3 0/1 Earth Totems, then give your minions taunt.
Unleash Air (wrath of air totem): Gain +2 spell damage this turn only. Add a lightning bolt to your hand.
NOTE: Transforming into ghost wolf DOES NOT set your current health to 30.
Anyway, this card is pretty friggin awesome. You get 2 attack, 2 health, and 1 spell damage. Imagine this in a shaman control deck. Everything u want. Damage for your spells, board control tool, and health. The only problem is that playing this on curve is really harsh on your mana next turn, and this card would NEVER be played in totem shaman, because you lose value on unleash elements and other totem cards.
I never understood this draw problem people say shaman has, esp now with totem shaman. I run one zure and one mana tide and most games i dont even draw them, its really ok, i usually lose cause of aggro or a big combo.
One thing shamans do need is a 1 drop and a overpowered 3-4 drop like the otehrs classes have, thats usually the time my board control slips a bit, and not something like tusk totemic, which offers great value, but most times its more utility and doesnt help that much with board control, since only a few of the totems actually trade.
So yeah, draw is not a problem in my opinion and rehgars heling is abit op, also take the summon a healing totem out of it, legends tend to have unique effects
Edit: Alao ghost wolf is kinda op, think, you have 2 hp and recover 28 with one card and 5 mana only and atill has aseriously strong hero power.
Welcome to my first post about a semi-expansion to give shamans many new archtypes, including control, combo, and midrange. These cards will make shaman into basically a spell based druid. Here we go:
One new "thing" for shaman is drawing at the end of your turn. Here are a couple examples.
The basic card draw for shaman. Seems balanced. You get lots of cards, but can't use them right away. Staple in control shaman.
I'm not sure about this one. Maybe this one needs to be 2 mana to be playable. Right now, its only really worth while when you have 2 or more totems. Works well in a deck with tuskar totemic, totem golem and thunder bluff valiant. Totem shaman hype!
Moving on to the other spells...
This card although slightly situational ,provides awesome effects!
Unleash Flame (searing totem): Deal 2 damage to all enemies.
Unleash Life (healing totem): Restore 8 health to your hero and 1 health to all friendly minions.
Unleash Earth (stoneclaw totem): Summon 3 0/1 Earth Totems, then give your minions taunt.
Unleash Air (wrath of air totem): Gain +2 spell damage this turn only. Add a lightning bolt to your hand.
NOTE: Transforming into ghost wolf DOES NOT set your current health to 30.
Anyway, this card is pretty friggin awesome. You get 2 attack, 2 health, and 1 spell damage. Imagine this in a shaman control deck. Everything u want. Damage for your spells, board control tool, and health. The only problem is that playing this on curve is really harsh on your mana next turn, and this card would NEVER be played in totem shaman, because you lose value on unleash elements and other totem cards.
Just one more card for now.
Control shaman. All I have to say.
Also check out this card for shaman I made --> http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/62450-the-tidecaller-and-no-hes-not-a-murloc#c8
Anyway. Have a good day.
I never understood this draw problem people say shaman has, esp now with totem shaman. I run one zure and one mana tide and most games i dont even draw them, its really ok, i usually lose cause of aggro or a big combo.
One thing shamans do need is a 1 drop and a overpowered 3-4 drop like the otehrs classes have, thats usually the time my board control slips a bit, and not something like tusk totemic, which offers great value, but most times its more utility and doesnt help that much with board control, since only a few of the totems actually trade.
So yeah, draw is not a problem in my opinion and rehgars heling is abit op, also take the summon a healing totem out of it, legends tend to have unique effects
Edit: Alao ghost wolf is kinda op, think, you have 2 hp and recover 28 with one card and 5 mana only and atill has aseriously strong hero power.
Damn Ancestral Swiftness looks really fun and balanced. Possible Handshaman even.