Really good I think, the card's mana usage is very flexible as you can chose and late game you'll almost always get a minion that's good. Great with auctioneer but that's probably unrealistic to pull off.
This card isn't as random as some people will have it. The more times you roll a dice, the more likely you are to get something you want. It was the same concept with Yogg (pre-nerf). Lots of random spells, means you will eventually get the one you are looking for (board clear), as well as a lot of others that will likely help you in other ways.
A single random event has high variance. Repeat something a lot of times, and it becomes very predictable what the outcome will be. If someone gets something good with this spell, it is not because they got lucky with RNG. It's because that is what this spell does.
Seems broken. Evolve required board presence for value. This card act the same, but can also turn an empty board and no other cards into a 7-drop. It's like a choose one: Evolve or Forbidden Shaping in one card.
You can actually get a 10 drop on turn 1 if you really want and RNG is in your favor. Turn 1: random one mana minion + coin + this into either sorcerer's apprentice or radiant elemental. Play a 0 drop or pull a Patches out of the deck. Play this card for free until your opponent concedes. It is unlikely, but it is possible.
You can actually get a 10 drop on turn 1 if you really want and RNG is in your favor. Turn 1: random one mana minion + coin + this into either sorcerer's apprentice or radiant elemental. Play a 0 drop or pull a Patches out of the deck. Play this card for free until your opponent concedes. It is unlikely, but it is possible.
lol it's actually more likely that a priest coins out a radiant turn one, mind visions this card, plays a penguin then goes penguin shit crazy.
Other than that, good but not so OP, especially against control. It'll take quite a bit of mana to evolve totems into something threatening. Burgle Priests will have alot of fun with this card for sure.
It's pretty good, but it can't go into existing Evolve Shaman decks since they only really care about Evolve + Doppelgangster and want to go wide, not high. This is better when you want to upgrade single minions, or possibly when you have some synergy with casting multiple spells. It's not immediately obvious to me which deck this belongs in, mostly because the only other card that is good for single-target evolve is Master of Evolution, and it costs significantly more mana. That would mean that if you build a deck around this card, the interaction better be really powerful.
You could for example look at a seemingly great evolve target like Nerubian Prophet and estimate the value of this card. With one evolve you're going from 4/4 to around 6/6, which is just +2/+2 for 1 mana, not particularly exciting. Two evolves gives about an 8/8, which is a little better as +4/+4 for 2 mana, but that is still not good enough as a deck-defining combo since you're still countered by hard-removal, and evolving again is usually bad since most 9-mana minions are worse than 8-mana minions when on the board.
Another option is Big-Time Racketeer, which for one evolve goes from 7/7 (1/1 and 6/6) to 12/12 (6/6 and 6/6), or +5/+5 for 1 mana. Two evolves gives 14/14, or +7/+7 for 2 mana. Now we're starting to see some actual benefits, but then of course comes the question of what you do when you draw the Racketeer without having this card, and the actual strength of having pure stats on the board on turn 7-8, when other classes gain access to removal like Twisting Nether, Shadowreaper, etc.
The Arcane Giant interaction seems like the best use of this card. At any point in the game you can simply play Unstable Evolution a bunch of times on a minion with poor stats, maybe an injured minion, and almost immediately get Arcane Giant down to a playable cost. Get the Giants down really low and you can then abuse Spirit Echo for more free giants. This also makes the card more flexible and consistent, since you don't really have to hold on to it until you draw a minion to combo with.
The Auctioneer synergy is also pretty cute, but then you'd need to have like 9-10 mana to really get any use from it, and that makes you have at least 4 cards in your deck that are basically intended as 9-10 drops, which is really slow.
What if the oponent has no hand and no board... and you have cho, another minion, 10 mana and evolve the other minion 10 times, giving your oponent 10 of this card... does that mean your opponent automatically loses?
Yep, but if opponent have so bad in the game he lose already, never will happen a scenario like this, controls and combos have several draw engines for don't run out steam and aggro concede when you have plenty of life and they exaust the resources.
Not necessarily, what if he's at 1 life and you would've drawn a damage spell or a chargeminion? What if both didn't have hands and you draw deathwing, because you play him? What if he was at fatigue and you would have drawn an answer for the board? There are many scenarios you have to take in consideration, therefore, I think this kind of interaction is not healthy for the game.
Each time you cast one instance of this spell you get a free Totem from the Witchdoctor, which also boosts your Primal Fusion value, possible draws from auctioneer and the giants to grant big swing turns. It may be more powerfull on wild w/ Totem Golem.
EDIT: Changed all instances of totemic might for pirmal fusion, which is an actual good card in this kind of deck.
What if the oponent has no hand and no board... and you have cho, another minion, 10 mana and evolve the other minion 10 times, giving your oponent 10 of this card... does that mean your opponent automatically loses?
Yep, but if opponent have so bad in the game he lose already, never will happen a scenario like this, controls and combos have several draw engines for don't run out steam and aggro concede when you have plenty of life and they exaust the resources.
Not necessarily, what if he's at 1 life and you would've drawn a damage spell or a chargeminion? What if both didn't have hands and you draw deathwing, because you play him? What if he was at fatigue and you would have drawn an answer for the board? There are many scenarios you have to take in consideration, therefore, I think this kind of interaction is not healthy for the game.
I don't know how many more unlikely scenarios are there in heartstone. You will be very lucky if you can find that happening on trolden once. I mean, first you need Lorewalker, a second minion and unstable evolution. Then you need your opponent not to have any playable cards in hand and you need to clear his board as well. All in the same turn. If you are able to pull it off, your victory is well deserved.
Amazing card (if its true that you can play this over and over). You know that Fire Elemental you just topdecked on turn 10? Don't worry. Now it's a 12/12 dragon.
I really don't understand why so many people are triggered by this card. Undoubtedly, as any highly random card it will bring some frustrating and memorable games, but - for both sides. At 8+ mana it's on par with Free from amber which is not considered broken. At 4-8 mana for every dream scenario there will be really bad scenario (like spending all your mana on turn 5 and evolving 4 mana minion into something like 5/4 through low stats battlecry minions) On average you will give your minion 2.5/2.5 (for 4-5! mana) and heal it thus effectively playing slightly better mark of the wild (OP?) and inviting target removal.
Evolve shamans right now go wide and this card alone will not change it.
Playable, yes. Op? Doubt it. In the future? may be, if they dare to print some sort of shaman flamewanker or reducing spell cost card.
Another poster explained it well. Until now, the cards you mentioned are one-shots. You roll the dice on a 5-drop. Maybe you get a 7/8 taunt, maybe you get a 1/1. That's what you get. With this card, you can keep trying until you get a good outcome. If you get the 7/8, you keep it. If you get the 1/1, roll again for a 6-drop. And so on. And if you have 2 or more minions, you can spread the effect around.
The "random" becomes less random when you can keep rolling until you get a decent outcome.
What the hell, this is so much better than regular evolve.
Really good I think, the card's mana usage is very flexible as you can chose and late game you'll almost always get a minion that's good. Great with auctioneer but that's probably unrealistic to pull off.
Carpe Diem - Seize the day
This card isn't as random as some people will have it. The more times you roll a dice, the more likely you are to get something you want. It was the same concept with Yogg (pre-nerf). Lots of random spells, means you will eventually get the one you are looking for (board clear), as well as a lot of others that will likely help you in other ways.
A single random event has high variance. Repeat something a lot of times, and it becomes very predictable what the outcome will be. If someone gets something good with this spell, it is not because they got lucky with RNG. It's because that is what this spell does.
Seems quite strong.
Now will need to have Harrison AND Geist as auto-includes in all but the most aggressive decks.
Seems broken. Evolve required board presence for value. This card act the same, but can also turn an empty board and no other cards into a 7-drop. It's like a choose one: Evolve or Forbidden Shaping in one card.
So it's a Forbidden Shaping with a tuning knob that needs a target. Kinky.
You can actually get a 10 drop on turn 1 if you really want and RNG is in your favor. Turn 1: random one mana minion + coin + this into either sorcerer's apprentice or radiant elemental. Play a 0 drop or pull a Patches out of the deck. Play this card for free until your opponent concedes. It is unlikely, but it is possible.
possibly broken
Me hungry... Skulking Geist
Other than that, good but not so OP, especially against control. It'll take quite a bit of mana to evolve totems into something threatening. Burgle Priests will have alot of fun with this card for sure.
It's pretty good, but it can't go into existing Evolve Shaman decks since they only really care about Evolve + Doppelgangster and want to go wide, not high. This is better when you want to upgrade single minions, or possibly when you have some synergy with casting multiple spells. It's not immediately obvious to me which deck this belongs in, mostly because the only other card that is good for single-target evolve is Master of Evolution, and it costs significantly more mana. That would mean that if you build a deck around this card, the interaction better be really powerful.
You could for example look at a seemingly great evolve target like Nerubian Prophet and estimate the value of this card. With one evolve you're going from 4/4 to around 6/6, which is just +2/+2 for 1 mana, not particularly exciting. Two evolves gives about an 8/8, which is a little better as +4/+4 for 2 mana, but that is still not good enough as a deck-defining combo since you're still countered by hard-removal, and evolving again is usually bad since most 9-mana minions are worse than 8-mana minions when on the board.
Another option is Big-Time Racketeer, which for one evolve goes from 7/7 (1/1 and 6/6) to 12/12 (6/6 and 6/6), or +5/+5 for 1 mana. Two evolves gives 14/14, or +7/+7 for 2 mana. Now we're starting to see some actual benefits, but then of course comes the question of what you do when you draw the Racketeer without having this card, and the actual strength of having pure stats on the board on turn 7-8, when other classes gain access to removal like Twisting Nether, Shadowreaper, etc.
The Arcane Giant interaction seems like the best use of this card. At any point in the game you can simply play Unstable Evolution a bunch of times on a minion with poor stats, maybe an injured minion, and almost immediately get Arcane Giant down to a playable cost. Get the Giants down really low and you can then abuse Spirit Echo for more free giants. This also makes the card more flexible and consistent, since you don't really have to hold on to it until you draw a minion to combo with.
The Auctioneer synergy is also pretty cute, but then you'd need to have like 9-10 mana to really get any use from it, and that makes you have at least 4 cards in your deck that are basically intended as 9-10 drops, which is really slow.
I think the main interaction which was not explored yet in this topic is between this card and Wicked Witchdoctor in a Toten Shamman, including Bloodlust, Primal Fusion, Arcane Giant and maybe Gadgetzan Auctioneer. This may be a Totem/Zoo/Aggro shamman, which might even include Evolve and the DK.
Each time you cast one instance of this spell you get a free Totem from the Witchdoctor, which also boosts your Primal Fusion value, possible draws from auctioneer and the giants to grant big swing turns. It may be more powerfull on wild w/ Totem Golem.
EDIT: Changed all instances of totemic might for pirmal fusion, which is an actual good card in this kind of deck.
Dumbest card ever.
Flamewreathed Faceless Turn 2 with The Coin?
Earth Elemental Turn 3?
Obsidian Statue Turn 5 against aggro opponent? Ysera Turn 5 against Priest?
Sure, high skill card.
this card seems good with Questing Adventurer put it on board, then start evolving another minion
Amazing card (if its true that you can play this over and over).
You know that Fire Elemental you just topdecked on turn 10? Don't worry. Now it's a 12/12 dragon.
Yay! :-D