This card is fucking insane. Elemental? If your opponent has something big, most likely it has less than 8 attack => 8 mana kill something big, gain 8 life. If your opponent has small things: 8 mana kill 2 small-to-medium things, gain 8 life, leave a 4/2 minion with lifesteal on the board.
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Cross-server challenge-a-friend quest trading:
If you play primarily on NA, but also on EU, then maybe you are interested in cross-server trading? Whenever I get the 80g quest on NA I would love to give it away and get it on EU in return. If you'd like a long-lasting trade routine, drop me a message here on hearthpwn!
Yogg-Saron challenge: Whenever you encounter a Yogg Saron player - concede in honor and send a friend request. It takes balls to play a card that usually results in your own death. :D
Exactly what Shaman needed to push into a good position with Midrange & Control. Perfect mana cost for Ancestral Spirit & Earthen Might too. Here's an initial midrange theorycraft:
I have a habit of loving every single Shaman card so I can't claim to be unbiased, but this seems like an objectively good card. Whether it'll fit into a workable archetype, though, I'm not entirely sure. Though, you don't necessarily have to get to turn 8 to play it: Eureka!
Walking Fountain is really oppressive in arena and it's only a common (Deranged Doctor is a joke compared to this). In an 8-1 run, I lost twice by Shamans having it. They just had to kill a couple of small dudes, to heal for 8 and 4 more from me trying to get rid of it, when I had to push for face damage. It's straight up insane and needs to be taken out of the arena pool or nerfed (which it will).
The card is op af. I haven't played a single shaman in the past two weeks who doesn't run it.
The issue with this card is that if you can't remove next turn you'll most likely lose the game, because the shaman would have healed by up to 16 health and removed 1-3 minions.
It's basically the win condition in control shaman.
The card is op af. I haven't played a single shaman in the past two weeks who doesn't run it.
The issue with this card is that if you can't remove next turn you'll most likely lose the game, because the shaman would have healed by up to 16 health and removed 1-3 minions.
It's basically the win condition in control shaman.
Needs either attack or health nerf ASAP.
yeah exactly. it's something that really helps control shaman. control shaman is still a dirt tier deck though. and it's not ran at all in aggro overload.
hahaha, it really does not need a nerf. It's in 2 tier 4 decks and might be in Big shaman which is not anywhere near OP neither.
Some of these calls for nerfs are actually hilarious.
it's an 8 mana card. how is this a problem? if it wasn't for walking fountain then control shaman wouldn't even work. the only issue is aggro decks trading in baby minions and healing you back up to full.
aggro decks shouldn't even be alive at 8 mana. they should have won or died by then.
It amuses me to look back at all the people who thought this might not be a good card.
It amazes me how anyone can say this card would be bad or only playable. Compare it to Al'Akir and you get a Common Beast and a heal tool shaman lacks.
The only reason this card is not totally insane is the Shaman is otherwise fairly weak. This card alone makes Shaman playable, and if Shaman gets other tools in the next few expansions, watch out.
I think I've come to the conclusion, between this and Zilliax (and from Deathstalker Rexxar) that giving minions both rush and lifesteal is too powerful and should be avoided in the future.
Turn 8, you play this bad boy, destroy two minions with Rush and Windfury, restore 8 health to your hero through Lifesteal, and still will most likely have a minion on the board that your opponent will have to kill in their next turn, further restoring another 4 health to your hero. Great card against aggro decks, if you survive long enough to play it.
Earthen Might + Ancestral Healing = BONKERS
This card is fucking insane. Elemental? If your opponent has something big, most likely it has less than 8 attack => 8 mana kill something big, gain 8 life.
If your opponent has small things:
8 mana kill 2 small-to-medium things, gain 8 life, leave a 4/2 minion with lifesteal on the board.
Cross-server challenge-a-friend quest trading:
If you play primarily on NA, but also on EU, then maybe you are interested in cross-server trading? Whenever I get the 80g quest on NA I would love to give it away and get it on EU in return. If you'd like a long-lasting trade routine, drop me a message here on hearthpwn!
Yogg-Saron challenge:
Whenever you encounter a Yogg Saron player - concede in honor and send a friend request. It takes balls to play a card that usually results in your own death. :D
Exactly what Shaman needed to push into a good position with Midrange & Control. Perfect mana cost for Ancestral Spirit & Earthen Might too. Here's an initial midrange theorycraft:
Scholomance Academy Theorycrafts
I have a habit of loving every single Shaman card so I can't claim to be unbiased, but this seems like an objectively good card. Whether it'll fit into a workable archetype, though, I'm not entirely sure. Though, you don't necessarily have to get to turn 8 to play it: Eureka!
Should be Epic with those stats.
Rusty Recycler
Ironic. It could recycle others, but not itself.
Walking Fountain is really oppressive in arena and it's only a common (Deranged Doctor is a joke compared to this). In an 8-1 run, I lost twice by Shamans having it. They just had to kill a couple of small dudes, to heal for 8 and 4 more from me trying to get rid of it, when I had to push for face damage. It's straight up insane and needs to be taken out of the arena pool or nerfed (which it will).
This card is very good, one of the strongest one from the set.
https://outof.cards
The card is op af. I haven't played a single shaman in the past two weeks who doesn't run it.
The issue with this card is that if you can't remove next turn you'll most likely lose the game, because the shaman would have healed by up to 16 health and removed 1-3 minions.
It's basically the win condition in control shaman.
Needs either attack or health nerf ASAP.
yeah exactly. it's something that really helps control shaman. control shaman is still a dirt tier deck though. and it's not ran at all in aggro overload.
hahaha, it really does not need a nerf. It's in 2 tier 4 decks and might be in Big shaman which is not anywhere near OP neither.
Some of these calls for nerfs are actually hilarious.
the card costs 8 mana, dude.
Control shaman isn't a dominating deck, but that one card... absolute nightmare. It should be a legendary, 2 of those is just too much.
Destroying RnGeebus altars since 1983
it's an 8 mana card. how is this a problem? if it wasn't for walking fountain then control shaman wouldn't even work. the only issue is aggro decks trading in baby minions and healing you back up to full.
aggro decks shouldn't even be alive at 8 mana. they should have won or died by then.
also it's worth noting it doesn't matter what you say, I'm not going to change my mind on this.
should we just agree to disagree and save ourselves some time?
It amuses me to look back at all the people who thought this might not be a good card.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
It amazes me how anyone can say this card would be bad or only playable. Compare it to Al'Akir and you get a Common Beast and a heal tool shaman lacks.
Always expect the unexpectable!
But being a common just means it's easier getting hold of. Only difference otherwise except in arena is the price. But true it feels like a epic card.
The only reason this card is not totally insane is the Shaman is otherwise fairly weak. This card alone makes Shaman playable, and if Shaman gets other tools in the next few expansions, watch out.
I think I've come to the conclusion, between this and Zilliax (and from Deathstalker Rexxar) that giving minions both rush and lifesteal is too powerful and should be avoided in the future.
Turn 8, you play this bad boy, destroy two minions with Rush and Windfury, restore 8 health to your hero through Lifesteal, and still will most likely have a minion on the board that your opponent will have to kill in their next turn, further restoring another 4 health to your hero. Great card against aggro decks, if you survive long enough to play it.
Great card, can changed the match
Can did and almost every will.