The mana cost, combined with its synergy with a deck that we already know can be very powerful makes this way better than the other two Death Knight cards revealed, imho. I'm looking forward to this one. A lot.
May be strong, but kinda underwhelmed, honestly. Was expecting some interesting freeze synergy with DK Shaman, given the other cards we've seen. Instead this is essentially just more of the same.
People are overrating this in my opinion. The initial effect is clearly good - but you're not usually going to have a massively developed board by Turn 5. Still, it's a good effect regardless. But 2 mana to bump up one random minion by one mana cost? Eurgh, way weaker than the other hero powers... and that's why it's 5 mana.
It'll see play I'm sure but it's not some crazy broken OP thing that people are making it out to be in my opinion.
I think the thing is that it is a 4th or 5th wincon in a deck that is arguably the best and most versatile in the format.
The hero power is weak long term; but of your initial board survived in part, it keeps snowballing.
It requires you to have a massive board to be value, but isn't an immediate wincon or guaranteed tempo swing like bloodlust.
The effect is completely RNG and can actually kill you on a bad roll.
The hero power has negative synergy with token decks as if it does not win you the game, you just got crippled with -1 tokens a turn. Your board flood ability basically dies after playing this.
The funny thing is that hero power is just hilariously bad. Yes if anything survives the inevitable board clear that follows this turn you can hero power to heal (or do so after trading is anything lives). But because if you ever lose board it instantly becomes "Use 1 card and pay X mana to get a random X mana minion" that is not good.
Yes the dopplegangster combo could be ridiculous, but that is 10mp put a lot of stats on the board but have very high chances of not actually doing anything that turn. Most of the 7cost cards have between 10-12 stat points, so while you are getting like 15~ attack on the board. 5/33 have taunt. Almost none of the rest actually do anything unless you highroll a stormwind champ or super lowroll a baron geddon. At 10mp this is either a hail mary pray to the yogg gods for a roll that saves you from lethal that they cannot answer for turnaround lethal or a win more card.
It doesn't affect your opponent's board and its cost means that you won't be able to play anything to deal with any board they have while also throwing out your own guys to evolve. So you better have popped that mage last turn or you just gave them an extra turn to kill you, more than undoing the +5 armor from the battlecry. If the opponent had board, well you better hope you get a geddon against token druid or get super lucky and get a lot of taunts against others.
It feels very much like a crappy "flip the table, rest of the game doesn't matter, let's just decide the game on a coin flip" that can only work maybe against a couple specific decks.
Some are saying this is ''bad card'' ? I could have agreed on un-imaginative, unoriginal and so on, but bad ? I know the hero power isn't necessarily top of the chart, but the way I see it, it won't matter once you played it : 5 mana, 5 armor gain + Double Evolve ; I'd say its quite effective, and midrange AF to completement (D/E)volve's shaman that is already all over the place. That's a YES for me!
first of all it costs 5 mana and it requires you to have a board or use your things from below .Evolve in the other hand costs only 1 mana so you can play a board and use the evolve the same turn we are playing evolve in the first place because its hard to answer 3 6 drops on turn 6 with dopplegangster combo but as turns go by this combo becomes more meh so 5 mana for 2 evolves seems slow not to forget the hero power is trash
Wait, to all the people saying the hero power is bad: this is a fucking full heal for a Minion, a Heal minion to Max and potentially make him stronger...the only downside of this card is that you can't target the hero power into enemy minions as a way to "silence" big vancleefs or taunts,
so ths is the card, we've found our caverns below, completely understimated Strong card (at least on reveal state)
It'll be subject to RNG, of course, but you can at least maximize your return by using the hero power on minions that derive most of their value from Battlecries.Moat Lurker and Bomb Squad turn into a great tempo swings with this hero power (Bomb Squad would actually be better than Firelands Portal). Evolving a Big-Time Racketeer would be fun. Some of the elementals are battlecry-heavy, as well, so there's some possible synergy there with Blazecaller or Stone Sentinel.
There's also value in being able to trade a minion and then fully heal it.
This card is definitely strong in mid-game, but probably not that OP, because you only have one copy of this in your deck, and you have to draw it which is unlike the quest cards. Evolve Shaman is already a pretty feasible deck and this is guaranteed to strengthen it.
Get ready for Token Shaman - 1 Bloodlust for this.
I'm not sure about that. If you have a wide enough board for this to be a big impact you can get a ton of damage out of a Bloodlust
Bloodlust is useless when you have only a minion in board, this make the minion much better, gain 5 armor and if the result don't is that great you can use the hero power to evolve, in other words, your 4 manas 2/3 turn itself into a 6 mana minon and in the worst case scenario become a 1/1 you can turn into a random 7 mana minion, after that, for the entire game, your opponent have to eliminate all your minion in all turns, any minion with 1 health left will become a new and full healed problem.
Again, this for 7 manas will be the best hero we see so far, for 5? It is just bad design card.
Why Rexxar and Jaina cost 6 and 9? This don't make any sense, Rexxar and Jaina are much more weaker and slow than this and this abomination cost less? Almost half than Jaina?
Wait, to all the people saying the hero power is bad: this is a fucking full heal for a Minion, a Heal minion to Max and potentially make him stronger...the only downside of this card is that you can't target the hero power into enemy minions as a way to "silence" big vancleefs or taunts,
so ths is the card, we've found our caverns below, completely understimated Strong card (at least on reveal state)
It is understandable the fact it'll see more play than ultra greedy 9 mana Jaina, but for one less mana and such a battlecry it seems so much stronger than turn 6 Rexxar.
Pretty weak. Especially compared to the other DKs.
It's essentially = Upgraded Evolve + 5 armor for 5 mana--which is overcosted imo.
That leaves, the Hero Power, which is fairly strong, but replaces your ability to generate totems, which seems like the biggest reason to want this hero power is to upgrade your totems.
Shaman have Totem, Overload, Elemental synergies, even Murloc and Freeze, but no, give us a tool for a rng-prayer deck who don't need it for being competitive, a deck, already strong and independant, in the meta, a deck who already call "nerf thread" by some people :-/
The mana cost, combined with its synergy with a deck that we already know can be very powerful makes this way better than the other two Death Knight cards revealed, imho. I'm looking forward to this one. A lot.
May be strong, but kinda underwhelmed, honestly. Was expecting some interesting freeze synergy with DK Shaman, given the other cards we've seen. Instead this is essentially just more of the same.
What is the point of this card?
It requires you to have a massive board to be value, but isn't an immediate wincon or guaranteed tempo swing like bloodlust.
The effect is completely RNG and can actually kill you on a bad roll.
The hero power has negative synergy with token decks as if it does not win you the game, you just got crippled with -1 tokens a turn. Your board flood ability basically dies after playing this.
The funny thing is that hero power is just hilariously bad. Yes if anything survives the inevitable board clear that follows this turn you can hero power to heal (or do so after trading is anything lives). But because if you ever lose board it instantly becomes "Use 1 card and pay X mana to get a random X mana minion" that is not good.
Yes the dopplegangster combo could be ridiculous, but that is 10mp put a lot of stats on the board but have very high chances of not actually doing anything that turn. Most of the 7cost cards have between 10-12 stat points, so while you are getting like 15~ attack on the board. 5/33 have taunt. Almost none of the rest actually do anything unless you highroll a stormwind champ or super lowroll a baron geddon. At 10mp this is either a hail mary pray to the yogg gods for a roll that saves you from lethal that they cannot answer for turnaround lethal or a win more card.
It doesn't affect your opponent's board and its cost means that you won't be able to play anything to deal with any board they have while also throwing out your own guys to evolve. So you better have popped that mage last turn or you just gave them an extra turn to kill you, more than undoing the +5 armor from the battlecry. If the opponent had board, well you better hope you get a geddon against token druid or get super lucky and get a lot of taunts against others.
It feels very much like a crappy "flip the table, rest of the game doesn't matter, let's just decide the game on a coin flip" that can only work maybe against a couple specific decks.
It smells like a bad, poorly designed card.
Wait, to all the people saying the hero power is bad: this is a fucking full heal for a Minion, a Heal minion to Max and potentially make him stronger...the only downside of this card is that you can't target the hero power into enemy minions as a way to "silence" big vancleefs or taunts,
so ths is the card, we've found our caverns below, completely understimated Strong card (at least on reveal state)
It'll be subject to RNG, of course, but you can at least maximize your return by using the hero power on minions that derive most of their value from Battlecries. Moat Lurker and Bomb Squad turn into a great tempo swings with this hero power (Bomb Squad would actually be better than Firelands Portal). Evolving a Big-Time Racketeer would be fun. Some of the elementals are battlecry-heavy, as well, so there's some possible synergy there with Blazecaller or Stone Sentinel.
There's also value in being able to trade a minion and then fully heal it.
This card is definitely strong in mid-game, but probably not that OP, because you only have one copy of this in your deck, and you have to draw it which is unlike the quest cards. Evolve Shaman is already a pretty feasible deck and this is guaranteed to strengthen it.
This basically plays and draws 3 cards evolve+evolve+ironhide for 5 mana
Evolve is a played card already in that list, this is realy so insanely strong.
Also people compain about HP, its not like shaman has no token generators outside HP.
I forgot about that part...
At 7 mana and one of the dices rolled badly? Roll again with you new hero power. Same for any evolve later that game.
Occasionally gives helpful advice.
definitly meta defining. good finisher
[deck]1042300[/deck]
Imagine playing this guy AND evolve.
So far the strongest hero.
It is understandable the fact it'll see more play than ultra greedy 9 mana Jaina, but for one less mana and such a battlecry it seems so much stronger than turn 6 Rexxar.
Will be surprising if Thrall doesn't see play.
Pretty weak. Especially compared to the other DKs.
It's essentially = Upgraded Evolve + 5 armor for 5 mana--which is overcosted imo.
That leaves, the Hero Power, which is fairly strong, but replaces your ability to generate totems, which seems like the biggest reason to want this hero power is to upgrade your totems.
Why do people think that a 2 card combo on turn 10 that most likely does nothing the turn it's played except gain 5 armor is that great?
Shaman have Totem, Overload, Elemental synergies, even Murloc and Freeze, but no, give us a tool for a rng-prayer deck who don't need it for being competitive, a deck, already strong and independant, in the meta, a deck who already call "nerf thread" by some people :-/
Strong but so sad in design, come on devs!
After amazingly fun and/or designed cards like Fatespinner, Stitched Tracker, Eternal Servitude, Moorabi, Defile, Corpsetaker... you give us a Hero "cast two evolve and PH cast a targeted evolve"? :-/
The effect is nice but the heropower is so garbage i think the basic chaman hero power it's better therefore this card will not see play
Nice Card Blizzard