It is certainly a very strong card, but I'm not sure I would call it OP just yet. If you don't cheat the overload then you are essentially playing a 7/7 for 6 mana and that's not super OP by any means. If you do have a way to cheat the overload then it is pretty crazy.
The card is super strong in arena, but shaman was such a bad arena class before that I don't think it is super OP there either.
It is certainly a very strong card, but I'm not sure I would call it OP just yet. If you don't cheat the overload then you are essentially playing a 7/7 for 6 mana and that's not super OP by any means. If you do have a way to cheat the overload then it is pretty crazy.
The card is super strong in arena, but shaman was such a bad arena class before that I don't think it is super OP there either.
I hate when people just add the overload to the cost. The difference in playing a 7/7 on turns 4 and 6 is huge! On 4, you often beat a 4 drop and a 5 drop whereas on 6 a 7/7 is less impactful despite still actually being still really strong. Yes, your options are limited on the following turn, but you make up for it by being able to counter their following turn anyway.
Why does it being a common make a difference to its power level?
It matters in arena. Common cards show up more often than rare cards, which show up more often than rare cards, etc. It being a common card means that more often than not any shaman deck you come across in arena will have at least one. Also, in arena you won't have answers NEARLY as often as you would in constructed.
It is certainly a very strong card, but I'm not sure I would call it OP just yet. If you don't cheat the overload then you are essentially playing a 7/7 for 6 mana and that's not super OP by any means. If you do have a way to cheat the overload then it is pretty crazy.
The card is super strong in arena, but shaman was such a bad arena class before that I don't think it is super OP there either.
I hate when people just add the overload to the cost. The difference in playing a 7/7 on turns 4 and 6 is huge! On 4, you often beat a 4 drop and a 5 drop whereas on 6 a 7/7 is less impactful despite still actually being still really strong. Yes, your options are limited on the following turn, but you make up for it by being able to counter their following turn anyway.
You are right, combining overload with mana cost is wrong. There is a huge difference when you play it on turn 4 and 6.
Why does it being a common make a difference to its power level?
It matters in arena. Common cards show up more often than rare cards, which show up more often than rare cards, etc. It being a common card means that more often than not any shaman deck you come across in arena will have at least one. Also, in arena you won't have answers NEARLY as often as you would in constructed.
True, but where are all the whining threads about this card in arena? All I ever seem to find is people crying about aggro shaman in constructed getting a 4 mana 7/7
Flamewreathed Faceless is nothing new. Fel Reaver is 8/8 for 5 mana and Mountain Giant for 4 mana from handlock are on par. You are just so used to beating shaman that you rage now when you lose.
Fel reaver really sucks, .
Showing you have no idea of what you are talking about.
???
He's saying that Fel Reaver isn't actually a bad card; it's a NICHE card. Meaning in the right deck, that doesn't care at all about cards left in its deck (i.e. aggro decks ) all it is is a 5 mana 8-8 which can go face for 8 until your opponent manages to remove it. You're right, it does suck in control or midrange decks, but that doesn't mean it sucks everywhere.
Why does it being a common make a difference to its power level?
It matters in arena. Common cards show up more often than rare cards, which show up more often than rare cards, etc. It being a common card means that more often than not any shaman deck you come across in arena will have at least one. Also, in arena you won't have answers NEARLY as often as you would in constructed.
True, but where are all the whining threads about this card in arena? All I ever seem to find is people crying about aggro shaman in constructed getting a 4 mana 7/7
Maybe it has something to do with most people playing constructed, or maybe arena players are just better at dealing with salt. (Arena tilts me infinitely more than constructed ever will.) I honestly have no clue. :P
Why does it being a common make a difference to its power level?
It matters in arena. Common cards show up more often than rare cards, which show up more often than rare cards, etc. It being a common card means that more often than not any shaman deck you come across in arena will have at least one. Also, in arena you won't have answers NEARLY as often as you would in constructed.
True, but where are all the whining threads about this card in arena? All I ever seem to find is people crying about aggro shaman in constructed getting a 4 mana 7/7
It is certainly a very strong card, but I'm not sure I would call it OP just yet. If you don't cheat the overload then you are essentially playing a 7/7 for 6 mana and that's not super OP by any means. If you do have a way to cheat the overload then it is pretty crazy.
The card is super strong in arena, but shaman was such a bad arena class before that I don't think it is super OP there either.
I hate when people just add the overload to the cost. The difference in playing a 7/7 on turns 4 and 6 is huge! On 4, you often beat a 4 drop and a 5 drop whereas on 6 a 7/7 is less impactful despite still actually being still really strong. Yes, your options are limited on the following turn, but you make up for it by being able to counter their following turn anyway.
You should count the overload as part of the cost because if you can't cheat the overload then that is the cost. If you play shaman you will understand very quickly why you have to count the overload into the cost of the card. sure, the card will likely eat two 3-4 drops, but what 6 drop wouldn't?
It is certainly a very strong card, but I'm not sure I would call it OP just yet. If you don't cheat the overload then you are essentially playing a 7/7 for 6 mana and that's not super OP by any means. If you do have a way to cheat the overload then it is pretty crazy.
The card is super strong in arena, but shaman was such a bad arena class before that I don't think it is super OP there either.
I hate when people just add the overload to the cost. The difference in playing a 7/7 on turns 4 and 6 is huge! On 4, you often beat a 4 drop and a 5 drop whereas on 6 a 7/7 is less impactful despite still actually being still really strong. Yes, your options are limited on the following turn, but you make up for it by being able to counter their following turn anyway.
You should count the overload as part of the cost because if you can't cheat the overload then that is the cost. If you play shaman you will understand very quickly why you have to count the overload into the cost of the card. sure, the card will likely eat two 3-4 drops, but what 6 drop wouldn't?
You aren't getting the point. As someone who used to play a lot of mid-range Shaman, I know exactly what overload does. Getting a totem Golem out on turn 2 allows you to get better trades since you aren't fighting against 3 drops, you are fighting against other 2 drops. Then, you keep part of the totem golem on board to help with trades against your opponent's turn 3 play. You also play the totem golem on board while most removal is still only 3 or less damage (ie frostbolt, fiery war axe, etc).
Similarly with 4 mana 7/7, you aren't going against 6 drops, the opponent only has 4 or 5 mana to work with so you get even more favorable trades and it avoids removal like entomb or siphon soul that most 6 drops have to worry about while having more health than common damage removals like fireball can handle on turn 4. These factors give cards like 4 mana 7/7 a lot of extra value that a 6 mana 7/7 would not actually have. Hence why I hate adding overload to the cost of overload cards as it undersells the value that overload gives these cards.
A very strong card if you can't deal with it, but most classes are now prepared to do so. Humility, Aldor Peacekeeper, Sap, Power Overwhelming, Keeper of Uldaman, Execute, Shadow Word: Death, Flame Lance, Frostbolt and trade, Polymorph , Hex, Hunter's Mark, Big Game Hunter. Druid is really the only class that doesn't have a good counter for it, but they have such strong taunts for cheap and other decent removal spells. When playing against shaman you just really have to mulligan hard for removal. Sometimes they will just curve out perfect and there's nothing you can do but move onto the next game. Or if you are running into a lot of shaman, just play a class that can out tempo them.
It is certainly a very strong card, but I'm not sure I would call it OP just yet. If you don't cheat the overload then you are essentially playing a 7/7 for 6 mana and that's not super OP by any means. If you do have a way to cheat the overload then it is pretty crazy.
The card is super strong in arena, but shaman was such a bad arena class before that I don't think it is super OP there either.
I hate when people just add the overload to the cost. The difference in playing a 7/7 on turns 4 and 6 is huge! On 4, you often beat a 4 drop and a 5 drop whereas on 6 a 7/7 is less impactful despite still actually being still really strong. Yes, your options are limited on the following turn, but you make up for it by being able to counter their following turn anyway.
You should count the overload as part of the cost because if you can't cheat the overload then that is the cost. If you play shaman you will understand very quickly why you have to count the overload into the cost of the card. sure, the card will likely eat two 3-4 drops, but what 6 drop wouldn't?
You aren't getting the point. As someone who used to play a lot of mid-range Shaman, I know exactly what overload does. Getting a totem Golem out on turn 2 allows you to get better trades since you aren't fighting against 3 drops, you are fighting against other 2 drops. Then, you keep part of the totem golem on board to help with trades against your opponent's turn 3 play. You also play the totem golem on board while most removal is still only 3 or less damage (ie frostbolt, fiery war axe, etc).
Similarly with 4 mana 7/7, you aren't going against 6 drops, the opponent only has 4 or 5 mana to work with so you get even more favorable trades and it avoids removal like entomb or siphon soul that most 6 drops have to worry about while having more health than common damage removals like fireball can handle on turn 4. These factors give cards like 4 mana 7/7 a lot of extra value that a 6 mana 7/7 would not actually have. Hence why I hate adding overload to the cost of overload cards as it undersells the value that overload gives these cards.
Like I said, the total cost is 6 mana, so it makes since that it would trade with more than a single 4 drop. It comes down earlier than a 6 mana 7/7, but ignoring the overload is just plain stupid. If it gets removed by something like shadow word death or sap then you don't just lose 4 mana, you still lose 6 mana. You also don't seem to take into consideration that it is more likely than not going to be played past turn 4, or at least that is my experience anyway. I rarely get to play it on turn 4 myself.
You aren't getting the point. As someone who used to play a lot of mid-range Shaman, I know exactly what overload does. Getting a totem Golem out on turn 2 allows you to get better trades since you aren't fighting against 3 drops, you are fighting against other 2 drops. Then, you keep part of the totem golem on board to help with trades against your opponent's turn 3 play. You also play the totem golem on board while most removal is still only 3 or less damage (ie frostbolt, fiery war axe, etc).
Similarly with 4 mana 7/7, you aren't going against 6 drops, the opponent only has 4 or 5 mana to work with so you get even more favorable trades and it avoids removal like entomb or siphon soul that most 6 drops have to worry about while having more health than common damage removals like fireball can handle on turn 4. These factors give cards like 4 mana 7/7 a lot of extra value that a 6 mana 7/7 would not actually have. Hence why I hate adding overload to the cost of overload cards as it undersells the value that overload gives these cards.
Like I said, the total cost is 6 mana, so it makes since that it would trade with more than a single 4 drop. It comes down earlier than a 6 mana 7/7, but ignoring the overload is just plain stupid. If it gets removed by something like shadow word death or sap then you don't just lose 4 mana, you still lose 6 mana. You also don't seem to take into consideration that it is more likely than not going to be played past turn 4, or at least that is my experience anyway. I rarely get to play it on turn 4 myself.
Assuming it is played after turn 4 it still gets slightly more value than a 6 mana 7/7. You can play it when you are overloaded, you can play it and something else including another Flamewreathed. Yes I get the fact that it costs 6 mana in total, but in reality the 4 mana cost + 2 overload is incredibly significant. I'm not at all saying that the 2 mana overload is completely insignificant, but overload gives cards extra value. A vanilla 6 mana 7/7 would never be played, a 4 mana 7/7 with an overload of 2 is incredibly powerful (regardless of your opinion on it).
You guys know that this card won't be nerfed right? You do know how Blizzard works? Mysterious challenger and Boom were not nerfed. This card will be kept the same, it will just rotate out in 2 years.
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It is certainly a very strong card, but I'm not sure I would call it OP just yet. If you don't cheat the overload then you are essentially playing a 7/7 for 6 mana and that's not super OP by any means. If you do have a way to cheat the overload then it is pretty crazy.
The card is super strong in arena, but shaman was such a bad arena class before that I don't think it is super OP there either.
Playing since 1 June 2014.
Review on Every Card: http://goo.gl/RTz806
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Playing since 1 June 2014.
Review on Every Card: http://goo.gl/RTz806
Cards That Will Be Missed in Standart Next Year: http://goo.gl/adNMnn
Playing since 1 June 2014.
Review on Every Card: http://goo.gl/RTz806
Cards That Will Be Missed in Standart Next Year: http://goo.gl/adNMnn
A very strong card if you can't deal with it, but most classes are now prepared to do so. Humility, Aldor Peacekeeper, Sap, Power Overwhelming, Keeper of Uldaman, Execute, Shadow Word: Death, Flame Lance, Frostbolt and trade, Polymorph , Hex, Hunter's Mark, Big Game Hunter. Druid is really the only class that doesn't have a good counter for it, but they have such strong taunts for cheap and other decent removal spells. When playing against shaman you just really have to mulligan hard for removal. Sometimes they will just curve out perfect and there's nothing you can do but move onto the next game. Or if you are running into a lot of shaman, just play a class that can out tempo them.
3 Overload should be able to balance it
If this card is OP I don't know how to describe sea giant.
Handlock could play a Mountain Giant for the same price, and they had more lategame cards to follow it up after that. So no.
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My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
You guys know that this card won't be nerfed right? You do know how Blizzard works? Mysterious challenger and Boom were not nerfed. This card will be kept the same, it will just rotate out in 2 years.