I'm not sure why some people are expecting this to be a staple of Aggro Shaman. In fact, I think it may intentionally be designed to fit poorly into Aggro Shaman. You never want to overload on 4 if you can avoid it, because it steps on Doomhammer, your primary win condition. And the deck is also designed to lose board in the mid-to-late game and finish with burst from hand; this guy doesn't do that at all, and would be an atrocious topdeck for those times when all you need is the last burst of lethal. Finally, he's a poor Tunnel Trogg activator, because you can't coin into him after dropping Trogg on 1.
Don't get me wrong--it's a good card and will see play in Midrange. But it does not fit with the existing Aggro archetype.
Love it. I will use this in a new, more board-centric aggro Shaman. Should work extremely well. Add few more minions, cut on some burst, including Crackle that's not in standard anyway,
I'm not sure why some people are expecting this to be a staple of Aggro Shaman. In fact, I think it may intentionally be designed to fit poorly into Aggro Shaman. You never want to overload on 4 if you can avoid it, because it steps on Doomhammer, your primary win condition. And the deck is also designed to lose board in the mid-to-late game and finish with burst from hand; this guy doesn't do that at all, and would be an atrocious topdeck for those times when all you need is the last burst of lethal. Finally, he's a poor Tunnel Trogg activator, because you can't coin into him after dropping Trogg on 1.
Don't get me wrong--it's a good card and will see play in Midrange. But it does not fit with the existing Aggro archetype.
It gives a giant end-of-the-curve threat option available though. Yeah you're right aggro doesn't generally want to overload on turn 4 - you want to do so on turn 3 with Feral - but we've seen people tinkering with hybrid solutions that aim to keep the board for a while and then end with the burst from hand. I don't know, I wouldn't rule out this card yet
I think the thing that makes me most skeptical is that its top-deck value is very limited, because it has no immediate effect on the board. There are a few cards like that in the current list, such as Totem Golem and Feral Spirit, but both find a place because they help you protect your deadliest minions (Trogg and Zap-o-matic) and develop your early board presence. This does neither.
It could end up in some kind of aggro shaman deck, but that deck would have to look pretty different from the current highly successful list.
One thing I just realized--it has pretty extreme anti-synergy with Evolve and Master of Evolution. That's too bad, because I expect all three to make the biggest impact in board-centric midrange decks. (Totem Golem and Earth Elemental are other examples of class cards that work very poorly with the "swap up" evolution mechanic.)
Not sure about this card, stats seem hella broken and BGH is much worse but it's not THAT much better than Fireguard and that card isnt too great. We'll see.
Not sure about this card, stats seem hella broken and BGH is much worse but it's not THAT much better than Fireguard and that card isnt too great. We'll see.
Fireguard is amazing! Shredder has just taken a huge steaming dump on the 4 mana slot for so long that it was really tough for any other 4 drop to ever see play. The most important distinctions between fireguard though are the consistency and the 1 point of health. That extra point of health allows Flamewreathed to take a fireball without going down on turn 4 and the extra attack makes for more face damage in a relatively aggressive Shaman deck.
This card is actually very good, the amount of overload matters less the later in the game and having only 3 mana on turn 5 is alright because shaman naturally plays a lot of 3s
it seems like better version of fireguard... but i doubt that, simply coz of strong follow up to fireguard with master of evo on turn 5 ( so we ll get fresh 5 and 4 drop in reverse curve with a potential of free removal of opponent's 4 drop). So i ll prefer fireguard in my control shaman.
I would still pay 5 mana for this so it seems Op to coin it at turn 3, now for It's cost it should be rare, but its a common card that will be all around arena decks, mmm this will make things interesting for shamans
I'm not sure why some people are expecting this to be a staple of Aggro Shaman. In fact, I think it may intentionally be designed to fit poorly into Aggro Shaman. You never want to overload on 4 if you can avoid it, because it steps on Doomhammer, your primary win condition. And the deck is also designed to lose board in the mid-to-late game and finish with burst from hand; this guy doesn't do that at all, and would be an atrocious topdeck for those times when all you need is the last burst of lethal. Finally, he's a poor Tunnel Trogg activator, because you can't coin into him after dropping Trogg on 1.
Don't get me wrong--it's a good card and will see play in Midrange. But it does not fit with the existing Aggro archetype.
Power overwhelming - oh noes not overload. This is going to make shamans even more difficult to deal with.
Cute, ineffective, but cute.
Love it. I will use this in a new, more board-centric aggro Shaman. Should work extremely well. Add few more minions, cut on some burst, including Crackle that's not in standard anyway,
The card is wrong on the front page. It says it's a 7 mana 4/4...
I prefer fireguard, it might not be as strong, but you can follow up better.
but even still.it gud
with BGH nerf, this is good 4 drop
RNG love me Kappa
i like how the frontpage says 7mana 4/4 with 2 overload. PogChamp
Shamans curve makes secret paladin look like pre-wotg shaman.
One thing I just realized--it has pretty extreme anti-synergy with Evolve and Master of Evolution. That's too bad, because I expect all three to make the biggest impact in board-centric midrange decks. (Totem Golem and Earth Elemental are other examples of class cards that work very poorly with the "swap up" evolution mechanic.)
On the front page this was a 7 mana 4/4. This is much better.
OMG, Shaman revenge....Turn 1 Trog, 2 Totem Golem, 3 Coin Tuskkar, 4 this thing, 5 Eternal Sentinel + Wolfes OR 5 mana 6/6 Taunt....i'm oficially afraid of shamans.
Not sure about this card, stats seem hella broken and BGH is much worse but it's not THAT much better than Fireguard and that card isnt too great. We'll see.
This card is actually very good, the amount of overload matters less the later in the game and having only 3 mana on turn 5 is alright because shaman naturally plays a lot of 3s
it seems like better version of fireguard... but i doubt that, simply coz of strong follow up to fireguard with master of evo on turn 5 ( so we ll get fresh 5 and 4 drop in reverse curve with a potential of free removal of opponent's 4 drop). So i ll prefer fireguard in my control shaman.
I would still pay 5 mana for this so it seems Op to coin it at turn 3, now for It's cost it should be rare, but its a common card that will be all around arena decks, mmm this will make things interesting for shamans
"Shaman is a pretty weak class, how can we fix this?"
"Let's make a 7/7 for a total of 6 mana that comes down on turn 4. Oh, and it should be common."
"Seems perfectly balanced. What about Rogue? That class is also fairly weak."
"Let's nerf the only card holding it together into oblivion."
"Yeah great idea."
Blizzard logic.
Its fangs are in your flesh before its hiss leaves your ears.
Golden Heroes: Druid -> Rogue -> Shaman -> Hunter -> Warlock