I like the 50% chance to attack wrong target thing. As was previously said, with this cards you don't want them to hit what you want them to hit. It's a good strategy to send these cards at say a 1/1 or even a sen'jin because it can go around taunts to hit other creatures, players faces and even stealths. So throw it at a smaller target for a chance to hit a bigger more valuable target or throw it at a taunt in hopes to go around the taunt for a higher value target.
This card is brutal in the right aggro shaman deck, 5 fackin' 4 with windfury for 4 mana (turn 3 with coin), are you people fucking blind? It trade with every 4/5 mana or less drop in the game, who cares if it hits the wrong target, and with all board control options in shaman's arsenal, it will more than often be an easy 10 or more damage to the face.
Good card, overload is needed on this as its value can be pretty insane if this is plopped out behind a healthy board (which shaman has no trouble with) Another possibly game swinging card. Shaman hit it off... Now lets hope warlock sees decent class cards as Felcannon certainly was no treat.
Another RNG card...unbelievable...Once people played with this card enough, they'll realize it is garbage....Imagine if you have lethal and must reply on 5 damage from this minion and opponent has 2 minions on the board...How frustrating would it be...
and the overload the just not necessary for its huge drawback
Not bad actually. The drawback probably isnt that huge if you can play this card early. In most cases, it should still trade kinda well even if you attack the wrong target. It's obviously killer on a (near) empty board. And the Overload also isn't that bad. I'm kinda hoping that we are going to see some more cards that benefit from playing cards with Overload now.
Yup im thinking if you coin it out on turn 3 you can follow up with at least a two drop next turn and make up for possible tempo loss if the card survives and its possible in in midrange and especially vs heavy control.
I see it as 1) Tech card against miracle rogue. You can play this card before Auctioneer sand even if the auctioneer going to be stealthed you have a chance to kill him. The only option right now against a stealthed auctioneer for a shaman was to use lightning storm buffed with spellpower and pray for luck if you should only have +1 spellpower.
2) Actually the midrange shaman does not have that many essential 5 mana minions. It is "okay" to overload at 4 mana, this way you have full mana at 6 again which can be used for Fire Elemental.
This card is borderline constructed playable. The 4 health is the main problem, since it can still trade 1-for-1 on your opponent's turn when you play it. Everything else is pretty amazing though.
This card made me think of a hilariously stupid new set of cards blizzard should make. How about making about 3 or 4 neutral ogres in this style with high stats but all having the 50% debuff. they should then make a legendary minion called an Ogre War Chief. The ogre war chief would be an 8 mana 6/9 and would give all ogres a +2 attack buff Along with directing all ogre attacks straight to face. I feel like it would fit the ogre archetype and would be a hilariously random otk deck.
Playing it on turn 4 may make your opponent reconsider his belcher. It also has a decent probability of hitting a minion that is behind a belcher or a taz dingo.
From 2 known ogres who we know i would prefer Ninja than this one. He has vanilla baseline, but 4 health instead from 5 makes him for me to fragile for chance to hit wrong enemy. Overload make it even worse and windfury not really compesate this downsides. Only good side for me is that he can posibly take down Sluge Belcher by himself, but tbh it's not enough for me to run this card. I'll give him chance, but i have little hope for Dunemaul Shaman.
it's a 4-drop that demands removal, just like zap-o-matic demands removal. The key difference is that this is capable of pulling a sheep or hex or SW:D, where zap would just pull a holy smite or arcane shot or frostbolt. The interesting thing about removal of this magnitude is that it costs the whole turn's mana to play it, so the overload doesn't really hurt.
When played on an empty board, or you're ahead, turn 4: Tempo-neutral with a chance to be devastating
When played on a non-empty board, turn 4: Trades 1-1 most likely, overload prevents you from catching up.
Bottom line: This card may be a win-more card, but if you can control the early game it protects your big minions later on by soaking up removal. CONTROL CARD.
I literally don't understand why this is better than yeti, the 4 health is so bad lol. It's not even a mech.. Also overloads you before drake, loatheb, etc turn.
I like the 50% chance to attack wrong target thing. As was previously said, with this cards you don't want them to hit what you want them to hit. It's a good strategy to send these cards at say a 1/1 or even a sen'jin because it can go around taunts to hit other creatures, players faces and even stealths. So throw it at a smaller target for a chance to hit a bigger more valuable target or throw it at a taunt in hopes to go around the taunt for a higher value target.
I would not put this in a super-serious, grind-to-Legend deck, but I think it will be good in a fun deck.
People still play those, right?
Feel free to add me if you play on NA! iMPose#1429
I can't wait till GvG hits and players start playing cards like this in Tourny's.
The dreams.
The salt.
This card is brutal in the right aggro shaman deck, 5 fackin' 4 with windfury for 4 mana (turn 3 with coin), are you people fucking blind? It trade with every 4/5 mana or less drop in the game, who cares if it hits the wrong target, and with all board control options in shaman's arsenal, it will more than often be an easy 10 or more damage to the face.
Good card, overload is needed on this as its value can be pretty insane if this is plopped out behind a healthy board (which shaman has no trouble with) Another possibly game swinging card. Shaman hit it off... Now lets hope warlock sees decent class cards as Felcannon certainly was no treat.
10dmg on turn 4 straight to the face in case of enemy's board is clear. Sick!
It's not ogre till it's ogre.
Or a simple soul fire tbh. I like the card, but a counter to zoo? Lol not even.
Another RNG card...unbelievable...Once people played with this card enough, they'll realize it is garbage....Imagine if you have lethal and must reply on 5 damage from this minion and opponent has 2 minions on the board...How frustrating would it be...
and the overload the just not necessary for its huge drawback
Yup im thinking if you coin it out on turn 3 you can follow up with at least a two drop next turn and make up for possible tempo loss if the card survives and its possible in in midrange and especially vs heavy control.
I see it as
1) Tech card against miracle rogue.
You can play this card before Auctioneer sand even if the auctioneer going to be stealthed you have a chance to kill him. The only option right now against a stealthed auctioneer for a shaman was to use lightning storm buffed with spellpower and pray for luck if you should only have +1 spellpower.
2) Actually the midrange shaman does not have that many essential 5 mana minions. It is "okay" to overload at 4 mana, this way you have full mana at 6 again which can be used for Fire Elemental.
This card is borderline constructed playable. The 4 health is the main problem, since it can still trade 1-for-1 on your opponent's turn when you play it. Everything else is pretty amazing though.
This card made me think of a hilariously stupid new set of cards blizzard should make. How about making about 3 or 4 neutral ogres in this style with high stats but all having the 50% debuff. they should then make a legendary minion called an Ogre War Chief. The ogre war chief would be an 8 mana 6/9 and would give all ogres a +2 attack buff Along with directing all ogre attacks straight to face. I feel like it would fit the ogre archetype and would be a hilariously random otk deck.
Soulfire, Deadly shot (RNG permitting), Naturalize (not ideal but will work), etc...
Wake me up when they reveal a card that's applicable in constructed instead of Arena, snore,
Playing it on turn 4 may make your opponent reconsider his belcher. It also has a decent probability of hitting a minion that is behind a belcher or a taz dingo.
From 2 known ogres who we know i would prefer Ninja than this one. He has vanilla baseline, but 4 health instead from 5 makes him for me to fragile for chance to hit wrong enemy. Overload make it even worse and windfury not really compesate this downsides. Only good side for me is that he can posibly take down Sluge Belcher by himself, but tbh it's not enough for me to run this card. I'll give him chance, but i have little hope for Dunemaul Shaman.
it's a 4-drop that demands removal, just like zap-o-matic demands removal. The key difference is that this is capable of pulling a sheep or hex or SW:D, where zap would just pull a holy smite or arcane shot or frostbolt. The interesting thing about removal of this magnitude is that it costs the whole turn's mana to play it, so the overload doesn't really hurt.
When played on an empty board, or you're ahead, turn 4: Tempo-neutral with a chance to be devastating
When played on a non-empty board, turn 4: Trades 1-1 most likely, overload prevents you from catching up.
Bottom line: This card may be a win-more card, but if you can control the early game it protects your big minions later on by soaking up removal. CONTROL CARD.
4 health with overload and rng.. pretty awful card.
I literally don't understand why this is better than yeti, the 4 health is so bad lol. It's not even a mech.. Also overloads you before drake, loatheb, etc turn.
It's bad even if it didn't have that rng aspect to it