It may be because you can control some of the potential value. With mindgames, you get what you get from their deck @ 4 mana which, who knows what they have really. I'm sure someone somewhere has a write up on the % for getting worse than 4 mana value from what you pull from mindgames. If you can drop something from YOUR hand at greater than 4 mana value, hopefully you can control it to where that cost is made up in what they drop from their hand. 8 from your hand is 4 over value, 4 from their hand is break even, with anything over being "worse". Obviously it'll take some hand management to make it happen favorably.
This card is bad, and worse for the Shaman class. It's awful. I told you vote for the tree. But Shaman players were so desperate to see a good new card for their class. And this is what you got. Be careful what you wish for I guess. This is what happens when you people keep voting for the wrong cards. You didn't vote for the Pirate, either.
Remember this is a shaman card, which means most of your mininions are cheap or with valuable battlecry. This card is so anti-shaman, and also makes Mindgames look good.
Actually, Mindgames is so much better it's not even funny. With that, you don't give your opponent's a card on the field, too! And Mindgames actually has a place in certain decks. What viable Shaman deck would use this?
It may be because you can control some of the potential value. With mindgames, you get what you get from their deck @ 4 mana which, who knows what they have really. I'm sure someone somewhere has a write up on the % for getting worse than 4 mana value from what you pull from mindgames. If you can drop something from YOUR hand at greater than 4 mana value, hopefully you can control it to where that cost is made up in what they drop from their hand. 8 from your hand is 4 over value, 4 from their hand is break even, with anything over being "worse". Obviously it'll take some hand management to make it happen favorably.
I'm sure everyone wants a 4 mana flametongue!!
That being said, it might work in that earth elemental reincarnate deck. But shaman sucks at running big guys due to the lack of healing and their hero power.
I expected something better but after first shock i seem some usage for this card. First of all, it helps ignore overload/battlecry, so you can possibly deploy for example turn 4-5 Earth Elemental without drawback. Second and most obvios fact is that help bring your fatties faster against aggro. And last but not least it could give you advantage in mirror control, if you can bring enemy threat/win condition minion (still dodging immediate impact like rag fireball/battlecry) and instantly remove it or just take by Sylvanas.. Hexing Jarraxus instead to dealing with his weapon/hero power seems pretty temping. Ok, amount of rng in this card is really painful, but still i think it is worth try especially if you still try to use control shaman of any kind.
I wanna kill myself for having voted for this... I mean, why not card draw or heal, come on, this is just so sad for an epic card, I'd definitely trade with Druids for their Innervate...
It may be because you can control some of the potential value. With mindgames, you get what you get from their deck @ 4 mana which, who knows what they have really. I'm sure someone somewhere has a write up on the % for getting worse than 4 mana value from what you pull from mindgames. If you can drop something from YOUR hand at greater than 4 mana value, hopefully you can control it to where that cost is made up in what they drop from their hand. 8 from your hand is 4 over value, 4 from their hand is break even, with anything over being "worse". Obviously it'll take some hand management to make it happen favorably.
Should work well in Crusher Shaman, Sparhawk. Sure, there is definitely risk here, as I have labeled them below, but smart play can moderate risk. And considering agro stresses us, added bonus there.
2 Lightning Bolt 2 Wild Pyromancer MEH 2 Earth Shock 2 Earth Elemental GREAT 2 Injured Blademaster GREAT (1 more mana, but a full 4/7) 2 Ancestral Healing 2 Hex 2 Azure Drake BAD BAD BAD (wonder if this card can be replaced?) 2 Sen'jin Shieldmasta GOOD, straight trade. 1 The Black Knight BAD 1 Faceless Manipulator BAD 1 Ragnaros the Firelord GREAT 2 Ancestral Spirit 1 Earthen Ring Farseer MEH 1 Mana Tide Totem MEH 2 Fire Elemental Bad later, great early at turn 4 2 Lightning Storm 1 Kel'Thuzad GREAT if any other minions on table
In all practical sense, there are a lot of times late game where all I have are heavy minions in my hand.
I agree that it's playable if any card it might drop from your hand is a guaranteed 2 for 1 or will win you the game that turn. Otherwise, you're losing card advantage and tempo.
YES! This card effect is extremely potent when you construct your deck around it and Alarm-o-Bot already exists to make the deck more consistent by a lot (just like the MtG equivalent requires both Show and Tell + Sneak Attack in the deck).
Sneak & Show, I mean Alarm & Call here I come. :D
EDIT: Far Sight also slots perfectly into the plan, that's six(6) cards to enable your massive 8+ mana drops. Definitely warrants some serious testing. Naysayers lack vision.
This card is fairly terrible IMO. Compared to Innervate which is a great tempo card, this card is utter garbage. Innervate is essentially "sacrifice this card to bring out an expensive card earlier". This card is essentially "Pay 4 mana, sacrifice this card to bring out a potentially expensive card earlier while also allowing your opponent to bring out a card, also potentially expensive, that they'll be able to utilize first." UGH!!!
Obviously this card is better used when you can control the RNG. IE: The only minion you have in hand is that 9 cost legendary and your opponent has no cards on Turn 6. Given perfect conditions, this card is pretty good. Overall though, it's just inferior to Innervate which does the job so much better it hurts.
What an interesting card. Some of the best CCG cards are those which are hard to spot how to take advantage of. I'm not sure that this one will be one of the "best" but it's definitely going to be fun trying to make it work.
You've got to be targeting cards with either a hefty overload, or a high crystal cost, and no battlecry. Deathrattle is unaffected. It's virtually designed for Al'Akir the Windlord, Earth Elemental and Ragnaros the Firelord. Also good are Ysera, Baron Geddon, Kel'Thuzad, Malygos. Your other creatures are support, will be easy enough to play your hand into a situation where you only have spells and 2 fatties waiting to land. You're never going to get a bad creature from your own hand, you play around that.
I give this card a solid meh, not good, not b.....well......lets just leave it at meh. Just throwing it out there......I voted for the druid card it looked much better.......it appeared to be another ancient from the picture they previewed
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When life gives you lemons, trade'em for limes and get some Coronas!
this one is a very controllable early legendary... you stack you hand with spells and ragnaros, then you coin and throw this turn 3. especially good vs zoo!!!
At first I hated so much this card... Now I'm trying really hard to make this work.
I can see some uses if was a warrior card. In this meta with lots of control warrior and handlock, will be very difficult to make it work. I will try in casual anyway, without much hope to see this in an competitive deck.
This card would require a completely new shaman archetype. But rigth now, it sucks.
I like where this comment is going; There are a large number of cards this is utterly fantastic with. If this were to work in a late-game legendary deck, like you mentioned, you'd have to have a bunch of early removal and draw. That's eerily reminiscent of Miracle. There's no single big finisher, just a large amount of large minions.
shaman removal could probably keep the shaman afloat until turn 4 or 5. With decent draw, we may be able to expect to have a few of those good legendaries in hand. Since early minions were neglected in favor of draw, odds of getting a fantastic pull are pretty good. With all the aggro, odds are high your pull is better than their pull. By the time turn 6, 7, and 8 roll around, you can play the big minions straight-up, even if they sheep your first two, you should be in good shape.
Just an idea- I still think I would only play this if the meta was 80%+ aggro.
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It may be because you can control some of the potential value. With mindgames, you get what you get from their deck @ 4 mana which, who knows what they have really. I'm sure someone somewhere has a write up on the % for getting worse than 4 mana value from what you pull from mindgames. If you can drop something from YOUR hand at greater than 4 mana value, hopefully you can control it to where that cost is made up in what they drop from their hand. 8 from your hand is 4 over value, 4 from their hand is break even, with anything over being "worse". Obviously it'll take some hand management to make it happen favorably.
Legend Season 5, 9, 13, 15
9 Golden
Now - Tactikz#11247
This card is bad, and worse for the Shaman class. It's awful. I told you vote for the tree. But Shaman players were so desperate to see a good new card for their class. And this is what you got. Be careful what you wish for I guess. This is what happens when you people keep voting for the wrong cards. You didn't vote for the Pirate, either.
Actually, Mindgames is so much better it's not even funny. With that, you don't give your opponent's a card on the field, too! And Mindgames actually has a place in certain decks. What viable Shaman deck would use this?
I'm sure everyone wants a 4 mana flametongue!!
That being said, it might work in that earth elemental reincarnate deck. But shaman sucks at running big guys due to the lack of healing and their hero power.
I expected something better but after first shock i seem some usage for this card. First of all, it helps ignore overload/battlecry, so you can possibly deploy for example turn 4-5 Earth Elemental without drawback. Second and most obvios fact is that help bring your fatties faster against aggro. And last but not least it could give you advantage in mirror control, if you can bring enemy threat/win condition minion (still dodging immediate impact like rag fireball/battlecry) and instantly remove it or just take by Sylvanas.. Hexing Jarraxus instead to dealing with his weapon/hero power seems pretty temping. Ok, amount of rng in this card is really painful, but still i think it is worth try especially if you still try to use control shaman of any kind.
I wanna kill myself for having voted for this... I mean, why not card draw or heal, come on, this is just so sad for an epic card, I'd definitely trade with Druids for their Innervate...
I rarely run out of cards as a Crusher Shaman. I would downgrade it to good, then, your point is taken.
Don't run Flametongue.
I agree that it's playable if any card it might drop from your hand is a guaranteed 2 for 1 or will win you the game that turn. Otherwise, you're losing card advantage and tempo.
YES! This card effect is extremely potent when you construct your deck around it and Alarm-o-Bot already exists to make the deck more consistent by a lot (just like the MtG equivalent requires both Show and Tell + Sneak Attack in the deck).
Sneak & Show, I mean Alarm & Call here I come. :D
EDIT: Far Sight also slots perfectly into the plan, that's six(6) cards to enable your massive 8+ mana drops. Definitely warrants some serious testing. Naysayers lack vision.
Looks like all cards on the left side of Blizzard's poll are crappy. Next time vote for the right one guys. Kappa.
It's not ogre till it's ogre.
Except the 1st voting.
And this time guys,vote for the paladin one pls. BibleThump
This card is fairly terrible IMO. Compared to Innervate which is a great tempo card, this card is utter garbage. Innervate is essentially "sacrifice this card to bring out an expensive card earlier". This card is essentially "Pay 4 mana, sacrifice this card to bring out a potentially expensive card earlier while also allowing your opponent to bring out a card, also potentially expensive, that they'll be able to utilize first." UGH!!!
Obviously this card is better used when you can control the RNG. IE: The only minion you have in hand is that 9 cost legendary and your opponent has no cards on Turn 6. Given perfect conditions, this card is pretty good. Overall though, it's just inferior to Innervate which does the job so much better it hurts.
Personal rating? I'd say 2/10
Very happy to see this, Shaman needs some spicing up :)
human wannabe
Shaman Giants anyone? Just throwing things out there.
Legend Season 5, 9, 13, 15
9 Golden
Now - Tactikz#11247
I can see the card being used only in late-game legendary decks. Sneed's Old Shredder, Mekgineer Thermaplugg, Foe Reaper 4000 and Dr. Boom wich were considered poor by some people could fit in. (and the obvious better ones: Ysera and Ragnaros the Firelord.
This card would require a completely new shaman archetype. But rigth now, it sucks.
What an interesting card. Some of the best CCG cards are those which are hard to spot how to take advantage of. I'm not sure that this one will be one of the "best" but it's definitely going to be fun trying to make it work.
You've got to be targeting cards with either a hefty overload, or a high crystal cost, and no battlecry. Deathrattle is unaffected. It's virtually designed for Al'Akir the Windlord, Earth Elemental and Ragnaros the Firelord. Also good are Ysera, Baron Geddon, Kel'Thuzad, Malygos. Your other creatures are support, will be easy enough to play your hand into a situation where you only have spells and 2 fatties waiting to land. You're never going to get a bad creature from your own hand, you play around that.
How interesting
I give this card a solid meh, not good, not b.....well......lets just leave it at meh. Just throwing it out there......I voted for the druid card it looked much better.......it appeared to be another ancient from the picture they previewed
When life gives you lemons, trade'em for limes and get some Coronas!
this one is a very controllable early legendary... you stack you hand with spells and ragnaros, then you coin and throw this turn 3. especially good vs zoo!!!
At first I hated so much this card... Now I'm trying really hard to make this work.
I can see some uses if was a warrior card. In this meta with lots of control warrior and handlock, will be very difficult to make it work. I will try in casual anyway, without much hope to see this in an competitive deck.
I like where this comment is going; There are a large number of cards this is utterly fantastic with. If this were to work in a late-game legendary deck, like you mentioned, you'd have to have a bunch of early removal and draw. That's eerily reminiscent of Miracle. There's no single big finisher, just a large amount of large minions.
shaman removal could probably keep the shaman afloat until turn 4 or 5. With decent draw, we may be able to expect to have a few of those good legendaries in hand. Since early minions were neglected in favor of draw, odds of getting a fantastic pull are pretty good. With all the aggro, odds are high your pull is better than their pull. By the time turn 6, 7, and 8 roll around, you can play the big minions straight-up, even if they sheep your first two, you should be in good shape.
Just an idea- I still think I would only play this if the meta was 80%+ aggro.