But seriously guys... You all overestimate how good shaman is going to be once Ungoro comes out. EVERY GOOD CARD IN SHAMAN IS ROTATING. I play a lot of shaman myself, to the point where I've become golden, so I'm pretty sure I know what I'm talking about. The basic cards in every shaman deck: Tunnel Trogg and Totem Golem, are rotating out. This means that shaman has ZERO GOOD EARLY GAME. As if the death of any of shaman's potential for an aggressive or midrange deck wasn't enough, shaman can't play control either due to the rotation of Elemental Destruction, shaman's one good late-game board clear. While you may argue that shaman still has the overpowered mess of a mechanic that is Jade Golems, druid is still has better Jade cards than shaman and will easily be the preferred class. And as if all this wasn't enough, shaman is focusing on TWO mechanics in Ungoro: murlocs and elementals, and so the support for both archetypes will be extremely limited if not unplayable.
So yeah, the legendary is a good healer/board clearer. But what does it matter when ANY other deck can easily crush shaman post-rotation?
well. lets go through the list. since if I don't your just going to bitch about that one thing I don't mention.
we lose trogg. big deal. we get firefly and mistress of mixtures to fill in the slot mattering on deck design. the year ungoro starts is very much an anti aggro tilt, so as good as 1 drops may be, I don't think they will be able to do as much as people want them too. totem golem is going, and that could be a bit of hurt, but if your playing jade you have other opitions, and elementals will likely have something to do on turn two, and if not, totem roll and have thing from below lurking in the deck.
in exchange for elemental destruction, we now have a plethora of other Aoe, lightning storm is still around, maelstrom portal, devolve can do a lot of work, and we get a new card in volcano, which is amazingly flexible, as it can act as aoe for a swarm board or as single target destruction because very few things will have more than 15 health, plus, it can still kill jade golems 7 and 8 at the same time.
you statement for the split support would be good, if it wasn't for the fact that both archtypes drag in a ton of old cards. in addition to the stated " about 25" elemental minions in the set, we also bring 18 old cards into the elemental tribe, and guess what, of the 18, I believe at least half of them are shaman classic and basic set cards. fire elemental, one of our best older cards that we took out not because it got creeped, but because we needed something else in the 6 mana area, thing from below. but the elemental deck is going top heavy, what with the control style it's gaining, it's going to run good old fire again, easily.
and murlocs aren't even that big for us, it's just the quest. and it's honestly a little silly. it's a zoo quest. who has ever heard of shaman zoo? I"m going to be interested in seeing it come to fruition, and if it does, I"ll run both decks. because variety is what this game needs. it won't be every time you see a shaman you think " oh, here's another jade fight." now you don't know. that makes it fun. and what's more. new shaman archtypes don't fit in well with jade. might use claws, but I don't see us running past the claws and lightning pair just for the control tools. free bodies are just free bodies.
This is basically a 4 mana 7/7 (no overload) + a 4 mana spell.
3 dmg to enemies - Inferior flamestrike, worth around 4-5
12 heal - greater healing potion, 4 mana
6 damage - fireball to face, 4 mana
Fill your board with 1/1s - comparable to call in the finishers, 4 mana
3 damage to all enemy minions is worth 5.5 - 6 mana.
12 hero heal is worth 3.5 mana.
6 face damage is worth 2.5 mana at most.
Fill your board is hard to judge. 4 mana might be correct, more likely it's worth 5 tho.
Every effect gets a mana tax added because it comes from a minion. The budget of the card is however increased because of the 'if you played an elemental'. It gets even more budget if the effect is random (which might be the case since every effect is written with no target).
This is basically a 4 mana 7/7 (no overload) + a 4 mana spell.
3 dmg to enemies - Inferior flamestrike, worth around 4-5
12 heal - greater healing potion, 4 mana
6 damage - fireball to face, 4 mana
Fill your board with 1/1s - comparable to call in the finishers, 4 mana
3 damage to all enemy minions is worth 5.5 - 6 mana.
12 hero heal is worth 3.5 mana.
6 face damage is worth 2.5 mana at most.
Fill your board is hard to judge. 4 mana might be correct, more likely it's worth 5 tho.
Every effect gets a mana tax added because it comes from a minion. The budget of the card is however increased because of the 'if you played an elemental'. It gets even more budget if the effect is random (which might be the case since every effect is written with no target).
Yeah, you're right, a better comp is mind blast, not fireball.
There's no RNG here though. OP says you get to pick your effect. If it was random the card would be terrible.
This is basically a 4 mana 7/7 (no overload) + a 4 mana spell.
3 dmg to enemies - Inferior flamestrike, worth around 4-5
12 heal - greater healing potion, 4 mana
6 damage - fireball to face, 4 mana
Fill your board with 1/1s - comparable to call in the finishers, 4 mana
3 damage to all enemy minions is worth 5.5 - 6 mana.
12 hero heal is worth 3.5 mana.
6 face damage is worth 2.5 mana at most.
Fill your board is hard to judge. 4 mana might be correct, more likely it's worth 5 tho.
Every effect gets a mana tax added because it comes from a minion. The budget of the card is however increased because of the 'if you played an elemental'. It gets even more budget if the effect is random (which might be the case since every effect is written with no target).
Yeah, you're right, a better comp is mind blast, not fireball.
There's no RNG here though. OP says you get to pick your effect. If it was random the card would be terrible.
I don't really like that the effects aren't equal in mana. It means this card is better in some situations than others rather than being an all rounder. I guess it would be too strong if it was? Either way, 3damage AoE is a steal, and 6 damage face is garbage cause this isn't an aggro card.
Shaman Face elemental decks inc...am i the only one afraid this, thought it should be a control card will end up in a toxic facedeck as a finisher? At least golem+trog are rotating so there might not be the option for such a deck still this is a verry strong card and if shaman will see play this will see play too.
I think it will be fine. You certainly won't play your quest on turn 1 if facing pirate warrior (maybe you will if you have have a coin and ready answers in yoir hand), but against other decks you can always stall if you're priest, regain tempo if rogue etc.
I'm guessing since it's a chose card that you only get 3 options out of 4 and therefor can't guarantee a board clear for instance. I think that's a good way to balance the card. Still really powerful. Seems to me like Paladin deserves a legendary like that and not Shaman.
Its just an extremely good midrange card that fits well in its archetype.
Twin Emperor Vek'lor is the perfect way to build a giant wall taunt for only 7 mana, on a condition, and it supports the control C'Thun archetype. But is it broken? No. Auto-include? Yes.
This is NOT OP by any means. A 8-cost minion will be OP only if it will win the game instantly or enable that.
"Fill your board with 1/1 Elementals" - crappy effect, if you need 1/1s to win on 8th turn, you're winning anyway.
"Deal 6 damage to the enemy hero" - very weak effect, since you aren't playing Rush if you're playing Elementals. Yes, you can win the game occasionally, but the effect is still weak.
"Deal 3 damage to all enemy minions" - very strong effect on turn 4, but average on turn 8 where you may face real fatties.
"Restore 12 health to your hero" - strong effect, may save your life for a crucial turn. But it would be much better if Kalimos himself had Taunt.
The technology to choose any one of four is there for Shaman.
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Betrayer... In truth, it was I who was betrayed. Still, I am hunted. Still, I am hated. Now, my blind eyes see what others cannot: that sometimes the hand of fate must be forced! Now go forth... unleash the tides of Doom... Upon all those...who would oppose us.
this (mechanic) is inferior to jades in midrange. Mid range shaman is in top deck mode alot in turn 7-8 so the probality of you playing a elemantel last turn is not 100 % or anything, while top decking jade card is never bad
only gonna see play if control shaman and slower meta becomes a thing
If you consider Abyssal Enforcer being a good card, this one is absolutely broken.
It will all depend of the viability of Elementals (like always, with Blizzard enforcing archetypes ...), but I fear we will face another year or two of Shaman Curvestone ... at least this card is not pure aggro.
If you consider Abyssal Enforcer being a good card, this one is absolutely broken.
It will all depend of the viability of Elementals (like always, with Blizzard enforcing archetypes ...), but I fear we will face another year or two of Shaman Curvestone ... at least this card is not pure aggro.
yeah i love hove enforcer requires to play a demon in the turn before
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This is basically a 4 mana 7/7 (no overload) + a 4 mana spell.
3 dmg to enemies - Inferior flamestrike, worth around 4-5
12 heal - greater healing potion, 4 mana
6 damage - fireball to face, 4 mana
Fill your board with 1/1s - comparable to call in the finishers, 4 mana
S39 Legend - Quest Rogue, S38 Legend - Murloc Paladin, S37 Legend - Miracle Rogue, S36 Top 200 Legend - Aggro Shaman, S35 - Finished Rank 51 Legend - Aggro Shaman, S34 Legend - Aggro Shaman
S39 Legend - Quest Rogue, S38 Legend - Murloc Paladin, S37 Legend - Miracle Rogue, S36 Top 200 Legend - Aggro Shaman, S35 - Finished Rank 51 Legend - Aggro Shaman, S34 Legend - Aggro Shaman
Nice in wild if you get the coin and play it with brann on 10+ turns.
Yep, time for me to go back to Shaman.
8 mana 7/7. Isn't the mana cost little bit off for shaman? :) Just joking.
Shaman Face elemental decks inc...am i the only one afraid this, thought it should be a control card will end up in a toxic facedeck as a finisher? At least golem+trog are rotating so there might not be the option for such a deck still this is a verry strong card and if shaman will see play this will see play too.
I think it will be fine. You certainly won't play your quest on turn 1 if facing pirate warrior (maybe you will if you have have a coin and ready answers in yoir hand), but against other decks you can always stall if you're priest, regain tempo if rogue etc.
I'm guessing since it's a chose card that you only get 3 options out of 4 and therefor can't guarantee a board clear for instance. I think that's a good way to balance the card. Still really powerful. Seems to me like Paladin deserves a legendary like that and not Shaman.
For this whole OP nonsense. Its not.
Its just an extremely good midrange card that fits well in its archetype.
Twin Emperor Vek'lor is the perfect way to build a giant wall taunt for only 7 mana, on a condition, and it supports the control C'Thun archetype. But is it broken? No. Auto-include? Yes.
Same thing here.
Oh dear.. being able to choose the effect. Damn this card will be a nightmare in the meta..
Tar Creeper > Tol'vir Stoneshaper > White Eyes [/card] > [card] Fire Elemental > Stone Sentinel > Kalimos, Primal Lord ...
Shammycurvestone confirmed... :)
This is NOT OP by any means. A 8-cost minion will be OP only if it will win the game instantly or enable that.
"Fill your board with 1/1 Elementals" - crappy effect, if you need 1/1s to win on 8th turn, you're winning anyway.
"Deal 6 damage to the enemy hero" - very weak effect, since you aren't playing Rush if you're playing Elementals. Yes, you can win the game occasionally, but the effect is still weak.
"Deal 3 damage to all enemy minions" - very strong effect on turn 4, but average on turn 8 where you may face real fatties.
"Restore 12 health to your hero" - strong effect, may save your life for a crucial turn. But it would be much better if Kalimos himself had Taunt.
Why the fuck shaman receives this much love while Hunter gets an already countered legendary.
Yes it is OP condition they put is so easy so for 8 mana you are getting 7/7 body plus 4 mana spell which is flexible as fuck.
The technology to choose any one of four is there for Shaman.
Betrayer... In truth, it was I who was betrayed. Still, I am hunted. Still, I am hated. Now, my blind eyes see what others cannot: that sometimes the hand of fate must be forced! Now go forth... unleash the tides of Doom... Upon all those...who would oppose us.
The classic tier: Reno Jackson | Elise Starseeker | Brann Bronzebeard.
this (mechanic) is inferior to jades in midrange. Mid range shaman is in top deck mode alot in turn 7-8 so the probality of you playing a elemantel last turn is not 100 % or anything, while top decking jade card is never bad
only gonna see play if control shaman and slower meta becomes a thing
If you consider Abyssal Enforcer being a good card, this one is absolutely broken.
It will all depend of the viability of Elementals (like always, with Blizzard enforcing archetypes ...), but I fear we will face another year or two of Shaman Curvestone ... at least this card is not pure aggro.