Really REALLY strong. IF we go into a control meta. Hell you can just throw this in and then have a good card against control decks, or ingore it and go full aggro.
VERY powerful.
I was really hoping for freeze synergy :( Still it's pretty good. It actually fits right into evolve shaman now as well.
Blizz wont make both class legendaries in an expansion for the same archetype hopefully after the backlash to discardlock in ungoro
True, but one can hope, and apparently be disappointed. #babyrage
Really REALLY strong. IF we go into a control meta. Hell you can just throw this in and then have a good card against control decks, or ingore it and go full aggro.
VERY powerful.
I was really hoping for freeze synergy :( Still it's pretty good. It actually fits right into evolve shaman now as well.
Blizz wont make both class legendaries in an expansion for the same archetype hopefully after the backlash to discardlock in ungoro
Well sorta but both professor putridcid and deathstalker Rexar both fit into a control hunter and Sindrosa and Jaina frost lich also fit together in a control deck and even synergism well with each other.
That's true but control is a rather broad archtype versus something like Freeze Shaman which (while control) is a lot more specific than a card like Sindragosa which you could jam into any kind of control mage deck.
Really REALLY strong. IF we go into a control meta. Hell you can just throw this in and then have a good card against control decks, or ingore it and go full aggro.
VERY powerful.
I was really hoping for freeze synergy :( Still it's pretty good. It actually fits right into evolve shaman now as well.
Blizz wont make both class legendaries in an expansion for the same archetype hopefully after the backlash to discardlock in ungoro
Well sorta but both professor putridcid and deathstalker Rexar both fit into a control hunter and Sindrosa and Jaina frost lich also fit together in a control deck and even synergism well with each other.
That's true but control is a rather broad archtype versus something like Freeze Shaman which (while control) is a lot more specific than a card like Sindragosa which you could jam into any kind of control mage deck.
Good but not Op..You can't play it on curve to get the value because on turn 5 you can't have a decent board. And then the new hero power makes it difficult also to establish a board. So the best use is on Turn 10 combined with doppelgangster.... But that's too late and still worse tha on turn 6 as you normally would with just evolve... So it isn't an improvement on the evolve archetype, wake up!
the hero power is trash. it had to be "one that cost (2) more"
Every single turn the shaman can take a value trade and then fully "heal" their minion. This is busted. The ONLY time it isn't good is if you have no minions at all, and for a token shaman that will rarely be the case.
I've noticed that many people claim the hero power is bad. Can someone explain this to me? In my eyes it seems like a much better Priest hero power. It "heals" your minions so they can stick on the board forever. It's like all of your minions have a very similar effect to Stoneskin Gargoyle, which would be really powerful if his stats weren't garbage.
This card looks insane, it might be the most powerful card of the expansion so far. It works really well with understatted battlecry minions and totems, and will just develop an ok board in to an insane board most of the time. The hero power is ok, but the battlecry can win you the game.
Though, maybe this is a bit more reasonable than we're initially reacting. After all, evolve is just a 1 mana card. The battlecry is actually the equivalent of three 1 mana cards (evolve + evolve + 5 armor). With card draw that's actually statted as a 4 or 5 mana battlecry, and the other mana is for the hero power. In practice I feel like it will be a bit stronger than that though.
In the current Evolve Shaman you'll get a board full of 3-4 mana cost minions, nothing that a random aoe can't deal with, or if you play Dopplegangster you have to wait one turn to play Thrall, Deathseer.
And the hero power is not special, no more token generator.
I don't know if I would say OP. I would say very strong. Anyway if you have board of 4 cost minions that is still very threatening. If they do AoE it, well now your Doppelgangster/Evolve is that much stronger a play. Also token generation has a break point in shaman where it's less useful. In the beginning it's important to threaten with Flametongue Totem and Bloodlust, generating token is a great way of doing that. After a you can play the Doppelgangster/Evolve just healing the your already big evolved creatures is pretty darn good. Though I will say this, it does open you up to more chances at getting bad or disastrous variance.
Lastly you only have to wait a turn on curve. You can do both on 10. While that isn't amazing, it's not terrible either. If you can safely use Evolve itself earlier to bait removal then you still have two more global evolve effects to use for your two more Doppelgangster
Will someone explain to me why they believe this has anything to do with improving Ticking Abomination? It's similar to any other 4 drop and doesn't even evolve any better due to its higher stats. If your board gets cleared you want to try and rebuild it and keep evolving as opposed to playing something that may trap you from doing so. And on 4 it potentially clears your board right before the battlecry.
Warlock's hero power is largely considered the best in the game. Obviously evolving a good minion into a bad one is bad, but the probability of a minion costing 1 more and being worse stat wise (sometimes the ability will matter, but you don't HAVE to evolve your minions.) For instance- evolve shaman works and it has the potentiomal for bad evolves.
I really hope this enables slower Evolve Shamans. They have the stall to pull it off, but the only effective way they have of filling the board is the same as the Token variant: Dopplegangster.
Al'Akir the Windlord is awesome for this deck, since you can drop it turn 10 and Evolve it to seriously pump up its stats.
The power of this card is obvious. Turning 4 and 5 drops into 6 and 7 drops on playing it is almost always going to be amazing, especially if you can value trade first. The hero power is the ultimate value trade power. I'm voting Very Good.
I will say that comparatively speaking, this deathknight is more boring than the other two we've seen. Boring doesn't mean weak, it just means boring. There is no new mechanic here, just evolve with more evolve on top of it. We've had this mechanic in the game for quite some time so it's just more of the same. The only thing exciting about the card is the level of power it brings, which is substantial. But, if you were hoping for something unique then you'll have to look elsewhere.
Will someone explain to me why they believe this has anything to do with improving Ticking Abomination? It's similar to any other 4 drop and doesn't even evolve any better due to its higher stats. If your board gets cleared you want to try and rebuild it and keep evolving as opposed to playing something that may trap you from doing so. And on 4 it potentially clears your board right before the battlecry.
it is not improv it is a nerf, if you double evolve a 2 drop by the battlecry or evolve a 3 drop with the HP it has a chance of ticking and then it fucks you, you dont play ticking but ticking can happen so it was created to be a bad card AND nerf evolve shaman at the same time.
Think this card's flexible enough to be in every Shaman deck. At the moment there just isn't too many cards supporting hero power totems and your deck is most likely minions anyway so the hero power is better than some 0/2 deadbeat. Obviously won't matter if you are losing already but neither does the totems do anything.
The best decks probably aren't formed with the evolve in mind specifically. It can belong in some elemental shell, jade shell, and of course the common token shell. It's by far the best legendary released so far in my opinion and I'd love to play with this card since I already enjoy the token shaman shell.
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Regular NA Arena Leaderboard player. Reached #1 in NA arena leaderboard in May 2018 with a 9.07 average!
I just dunno how to rate this card. The initial battlecry is undeniably strong. Gaining 5 armor, evolving a board to twice their mana cost, that's definitely worth the 5 mana. However, it puts you on a huge clock. You need to be playing a heavy draw based deck to make sure you have a minion to evolve up every turn, but you also need to play all the strong early game minions to gain the board and hold it until your turn 5 bomb. The hero power is just so insanely weak if you can't evolve something every turn. I sort of like the concept though. It feels like an old school Shaman card, where you have one powerful swing turn but if your opponent can deal with it you're fucked, very similar to how overload works. It's going to be very polarizing on how powerful that swing turn can be though. We'll have to see the deck to really judge this one.
Ironically, at 5 mana it isn't actually undercosted per say because 2 Evolve and Shield Block is 5 mana total... free hero power to do full healing on your minions trade-ing off of RNG though might be OP
So aggro shaman, more powerfull.
My magic will tear you apart!
Good but not Op..You can't play it on curve to get the value because on turn 5 you can't have a decent board. And then the new hero power makes it difficult also to establish a board. So the best use is on Turn 10 combined with doppelgangster.... But that's too late and still worse tha on turn 6 as you normally would with just evolve... So it isn't an improvement on the evolve archetype, wake up!
This is obviously meta defining. Evolve Shaman is already tier 1. Imagine bieng able to run this bad boy for when you run out of evolve combos!
I've noticed that many people claim the hero power is bad. Can someone explain this to me? In my eyes it seems like a much better Priest hero power. It "heals" your minions so they can stick on the board forever. It's like all of your minions have a very similar effect to Stoneskin Gargoyle, which would be really powerful if his stats weren't garbage.
This card looks insane, it might be the most powerful card of the expansion so far. It works really well with understatted battlecry minions and totems, and will just develop an ok board in to an insane board most of the time. The hero power is ok, but the battlecry can win you the game.
Though, maybe this is a bit more reasonable than we're initially reacting. After all, evolve is just a 1 mana card. The battlecry is actually the equivalent of three 1 mana cards (evolve + evolve + 5 armor). With card draw that's actually statted as a 4 or 5 mana battlecry, and the other mana is for the hero power. In practice I feel like it will be a bit stronger than that though.
My new Arthas hero portrait and equality + X will have something to say about this
in terms of power this is just slightly better than the card that turns the hunter hero power into +2/+2 to beasts.
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Will someone explain to me why they believe this has anything to do with improving Ticking Abomination? It's similar to any other 4 drop and doesn't even evolve any better due to its higher stats. If your board gets cleared you want to try and rebuild it and keep evolving as opposed to playing something that may trap you from doing so. And on 4 it potentially clears your board right before the battlecry.
Warlock's hero power is largely considered the best in the game. Obviously evolving a good minion into a bad one is bad, but the probability of a minion costing 1 more and being worse stat wise (sometimes the ability will matter, but you don't HAVE to evolve your minions.) For instance- evolve shaman works and it has the potentiomal for bad evolves.
I really hope this enables slower Evolve Shamans. They have the stall to pull it off, but the only effective way they have of filling the board is the same as the Token variant: Dopplegangster.
Al'Akir the Windlord is awesome for this deck, since you can drop it turn 10 and Evolve it to seriously pump up its stats.
The power of this card is obvious. Turning 4 and 5 drops into 6 and 7 drops on playing it is almost always going to be amazing, especially if you can value trade first. The hero power is the ultimate value trade power. I'm voting Very Good.
I will say that comparatively speaking, this deathknight is more boring than the other two we've seen. Boring doesn't mean weak, it just means boring. There is no new mechanic here, just evolve with more evolve on top of it. We've had this mechanic in the game for quite some time so it's just more of the same. The only thing exciting about the card is the level of power it brings, which is substantial. But, if you were hoping for something unique then you'll have to look elsewhere.
Think this card's flexible enough to be in every Shaman deck. At the moment there just isn't too many cards supporting hero power totems and your deck is most likely minions anyway so the hero power is better than some 0/2 deadbeat. Obviously won't matter if you are losing already but neither does the totems do anything.
The best decks probably aren't formed with the evolve in mind specifically. It can belong in some elemental shell, jade shell, and of course the common token shell. It's by far the best legendary released so far in my opinion and I'd love to play with this card since I already enjoy the token shaman shell.
Regular NA Arena Leaderboard player.
Reached #1 in NA arena leaderboard in May 2018 with a 9.07 average!
I just dunno how to rate this card. The initial battlecry is undeniably strong. Gaining 5 armor, evolving a board to twice their mana cost, that's definitely worth the 5 mana. However, it puts you on a huge clock. You need to be playing a heavy draw based deck to make sure you have a minion to evolve up every turn, but you also need to play all the strong early game minions to gain the board and hold it until your turn 5 bomb. The hero power is just so insanely weak if you can't evolve something every turn. I sort of like the concept though. It feels like an old school Shaman card, where you have one powerful swing turn but if your opponent can deal with it you're fucked, very similar to how overload works. It's going to be very polarizing on how powerful that swing turn can be though. We'll have to see the deck to really judge this one.
Ironically, at 5 mana it isn't actually undercosted per say because 2 Evolve and Shield Block is 5 mana total... free hero power to do full healing on your minions trade-ing off of RNG though might be OP
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