Pretty big upside for only a 2 mana investment. When I saw the GvG video and this card was shown, I thought it would be 2 mana and 1 overload). But considering the damage output Knife Juggler could put out (and that Knives could hit minions), I don't think this card will be broken (so much better than Dust Devil though). Might help make a more aggressive Shaman.
This card sure is very powerful, if played early and left unanswered, things could escalae quickly.
Also, i was always wondering what to play turn 4 after a Trun 3 Spirit Wolf...
That's actually a good point, now we've got something to drop on turn 4 other than flametongue. All in all I like the card, it opens up a different shaman playstyle(which is what I was hoping for) and it's good without being broken or completely replacing the other two drop shamans run(haunted creeper).
Love it, sadly I am not sure shaman has anything else to team up with it in the 2 drop slot for those game where it does not draw this.
If you can protect this though it gets crazy, especially if you coin it out T1. Paired with Cheap removal and an early taunter (that other Mech with divine shield maybe) this thing sorta does make aggro shaman.
Just for the fact this card makes aggro Shaman an possibility is already fantastic. It is easy to remove (as a 2-drop should be) but is scary as hell, and if he bait removals people use against Flametongue Totem or Mana Tide Totem, I'm happy.
Extremelly strong card. But too vulnerable too, I like it a lot but idk if I would use this over a Persistent Deathrattle minion as is on my shaman deck. Its trading consistency for potential, and I rather have consistency.
I like it, just dont think it will be ultra strong as people are claiming it to be: its too vanilla.
This card is massively powerful not because it is highly likely to inflict the damage it threatens, but because it demands removal at turn 2. There are plenty of cards that fall into this category that have gotten extended play for the same reasons. Undertaker comes quickly to mind.
That said, cheap removal is available to all classes (except paladin), so the meta may adjust by including those. Priests and Hunters have both been known to neglect Holy Smite and Arcane shot, for example. Could be fun to see that change.
Cards like this just break the game. If this card stays on the board for a couple of turns you just straight up lose the game. That might not seem like a big deal but it means that control becomes even less viable than it is now because they have to run enough removal that they will always have something in hand to deal with these broken 2 drops.
3/2 windfury is quite strong for a 2 drop (Thrallmar Farseer is 2/3 for 3 Mana and). I still don't think this card would be used in current shaman archetypes..
Cards like this just break the game. If this card stays on the board for a couple of turns you just straight up lose the game. That might not seem like a big deal but it means that control becomes even less viable than it is now because they have to run enough removal that they will always have something in hand to deal with these broken 2 drops.
No it won't. Simply because it can be backstabbed all the time. Or Holy nova'd. Or Lightning Stormed. Or, or, or. Unlike Undertaker, the health is low and will remain low.
holy Nova? Hahaha. You expect the priest to take 2x3 damage up to turn 5 and then pull out some miracle holy Nova to turn around the game?
How they didn't make this a 2/2 I have no idea... Coin this out for 6 damage by turn 2 -- even Undertaker's got nothin' on that.
<3 <3 <3 <3 Love this card <3 <3 <3 <3
Pretty big upside for only a 2 mana investment. When I saw the GvG video and this card was shown, I thought it would be 2 mana and 1 overload). But considering the damage output Knife Juggler could put out (and that Knives could hit minions), I don't think this card will be broken (so much better than Dust Devil though). Might help make a more aggressive Shaman.
That's actually a good point, now we've got something to drop on turn 4 other than flametongue. All in all I like the card, it opens up a different shaman playstyle(which is what I was hoping for) and it's good without being broken or completely replacing the other two drop shamans run(haunted creeper).
Very solid card, I'm happy with it.
Love it, sadly I am not sure shaman has anything else to team up with it in the 2 drop slot for those game where it does not draw this.
If you can protect this though it gets crazy, especially if you coin it out T1. Paired with Cheap removal and an early taunter (that other Mech with divine shield maybe) this thing sorta does make aggro shaman.
Just for the fact this card makes aggro Shaman an possibility is already fantastic. It is easy to remove (as a 2-drop should be) but is scary as hell, and if he bait removals people use against Flametongue Totem or Mana Tide Totem, I'm happy.
This card is massively powerful not because it is highly likely to inflict the damage it threatens, but because it demands removal at turn 2. There are plenty of cards that fall into this category that have gotten extended play for the same reasons. Undertaker comes quickly to mind.
That said, cheap removal is available to all classes (except paladin), so the meta may adjust by including those. Priests and Hunters have both been known to neglect Holy Smite and Arcane shot, for example. Could be fun to see that change.
if this card can bait out removal, you'll be in good shape for the rest of the match
i prefer handlock over zoo.
Cards like this just break the game. If this card stays on the board for a couple of turns you just straight up lose the game. That might not seem like a big deal but it means that control becomes even less viable than it is now because they have to run enough removal that they will always have something in hand to deal with these broken 2 drops.
Why not?
Thanks FOO(The Banner God)!
What an amazing card.
Other than Arena, I doubt this card sees play in any Shaman deck regardless of how good it is objectively.
Basicly there's a new option for turn 4.
Turn 3 Feral Spirit > Turn 4 Whirling Zap-o-matic or Flametongue Totem.
My comments refer mostly to the wild format.
Blizzard thinks the games are too long and therefore adding more aggro.
this card will be nerfed to 2/2 faster than any other nerf imo. How can this card be justified given farseer is 2/3 for 3 mana?
holy Nova? Hahaha. You expect the priest to take 2x3 damage up to turn 5 and then pull out some miracle holy Nova to turn around the game?
turn 1 coin this, turn 2 2x rockbiter at face for 18?
Or turn 1 coin, turn 2 drop a second, turn 3 flametongue + rockbiter? If they didn't kill either of them they die.
Dude, it's got 2 hp. You can pretty much kill it by spitting at the screen.
Or more specifically Holy Smite and Shadow Word: Pain can do the job just fine. Or you know, minions can also die if attacked by other minions.
My comments refer mostly to the wild format.
This will gonna subs Haunted Creepers in Shaman basically (not counting it's a mech, so a mech-shaman is definetely possible).
The combinations are huge, cant' wait to see it in action.
Thus proving my point. Control suffers greatly if you have to run those cards.
Yeah, let's out-minion zoo. Against a class that has enough early game removal to flick away any minions you dare drop.
Because it won't be that much tougher to deal with then an undertaker start.
And as it's been said, Thrallmar is neutral.