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.
Imo this card is bad for control, because you can't be behind to use him safely. And he's gonna soak removal only when you're already ahead, in similar board he will be taken down by weaker minions. If you're ahead that this card is insane, but i prefer cards, whose are good where i am ahead/in statis, but helps me where i am behind.
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.
If you don't understand why 10 damage is better than 4, that's not Blizzard's fault.
By the way, this card is better than Drake or Belcher, and good players don't play loatheb on turn 5.
I fucking hate idiots like you. This dies to true silver, death's bit, etc. It's way too easy to kill, and has the draw back. You can play loatheb on five if you're ahead and want to lock your opponent out of the game. Fucking rank 10 idiots thinking this card is top tier. The rng and the overload isn't worth it especially with the health..
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If you're using this as a finisher, I literally don't know why you're not running some leeroy combo, doomhammer, double lava burst, or alakir.. They're all better and not rng
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.
This card is the antithesis of "Control".
I don't disagree with you - as an individual card, it does seem extremely aggressive. I just don't think it would be any good in an aggro deck because it requires an empty enemy board to be good. If you're going for face, you're not wanting to trade the first 3 turns.
I think this card will be exceptional at pulling removal out of your opponent's hand. The blank board I mentioned earlier is best achieved in a control deck. (or big-hitting midrange)
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.
tbh at 4 health, the big removals would only be last resorts, it dies to cheaper removals like: wrath + hero power, frostbolt + ping, evis, spellpowered LB, soulfire, shadowbolt and is suspectible to the popular 4mana weapons like truesilver and the warrior one. so yeah, whos gonna have troubles removing this efficiently enough? priest and hunter?
Despite the 4 mana cost, this is a late game card. Finishes the game while you are still ahead, without allowing the opponent time to topdeck the final bits of face damage he needs. In The Arena, this guy dies to Flamestrike and Swipe, so you will need to be careful about when you play him.
The 50% chance to miss is there to discourage building a face damage Shaman which would ignore the enemy board completely. I like this design a lot.
Dropping two of these on the 8 mana turn to set up 20 damage for the next turn can be much better than a Ragnaros at finishing the game. Also, these guys are not totally useless until turn 8, unlike Rag in a face damage metagame.
yeah, when was the last time shaman was able to keep up with face damage of the other class until turn 8? both zoo and hunter melt you long before that if you leave their board largely unanswered.
if it was 3/6, it would be possibly playable, at 4 health, its suspectible to too many cheap removals...
You're totally right about warrior and Paladin. They don't lose tempo removing this because the weapons have 2 charges. Every other class has to spend the entire turn removing it, and sometimes multiple cards. You do lose slight tempo with the overload, but given the potential upside this has, I'm not against it.
I do agree with you that big removals would be last resorts. That, however, is an upgrade from the scenario where they simply hold big removal, waiting for your larger minion. If they don't have any cheap removal options, they WILL use big ones, and you will benefit. No one is going to want to leave this on the board.
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.
If you don't understand why 10 damage is better than 4, that's not Blizzard's fault.
By the way, this card is better than Drake or Belcher, and good players don't play loatheb on turn 5.
I fucking hate idiots like you. This dies to true silver, death's bit, etc. It's way too easy to kill, and has the draw back. You can play loatheb on five if you're ahead and want to lock your opponent out of the game. Fucking rank 10 idiots thinking this card is top tier. The rng and the overload isn't worth it especially with the health..
Because drake doesn't die to tru silver right ? "lololo it draws a card" yeah 5 mana, draw a card, good. Dunemaul has 10 damage potential and huge synergy with other Shaman cards, yeti has 4 damage potential, just deal with it.
Also, ya got some issue with "fucking" ? Got raped or something ?
Drake is way better than this card in shaman lol, same with loatheb/belcher. It dies way too easily and is rng.. Just ignorant rank 10 people thinking they have an idea what they're talking about. 4 health is very awful, especially when it has overload. If this was a mech it would be more viable at least, it's just not good enough. You will lose tempo more often than not playing this.
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.
If you don't understand why 10 damage is better than 4, that's not Blizzard's fault.
By the way, this card is better than Drake or Belcher, and good players don't play loatheb on turn 5.
I fucking hate idiots like you. This dies to true silver, death's bit, etc. It's way too easy to kill, and has the draw back. You can play loatheb on five if you're ahead and want to lock your opponent out of the game. Fucking rank 10 idiots thinking this card is top tier. The rng and the overload isn't worth it especially with the health..
Because drake doesn't die to tru silver right ? "lololo it draws a card" yeah 5 mana, draw a card, good. Dunemaul has 10 damage potential and huge synergy with other Shaman cards, yeti has 4 damage potential, just deal with it.
Also, ya got some issue with "fucking" ? Got raped or something ?
You just need to realise, that ok it has 10 dmg potential at turn 5. But it's high kill priority target and turn 4 is turn, where most removal spells are enabled. So in most situations you're just going to lose card instead to deal that 10 dmg. Azure Drake at least give you this card and have potential to boost your spells, so even when you need to pay more, Azure Drake will give you more advantage than Dunemaul Shaman in most games. Yeti have maybe only 4 dmg potential, but with 5 hp he is only vurneable to fireball/hex/polymorph and lava burst, where will survive most minion aggresion. So he is most likely to deal more than 4 dmg.
Being slow for a 4 (5 with overload) isnt a big deal, his stats and text could be playable, biggest issue with him would probably be the fact you wont want/be able to play him on curve as feral spirit overloads your turn 4 and playing him turn 5 overloads your turn 6 with fire-elemental. Although if they release another card that benefits from the overload i could see this being alot better.
Btw is it just me or has shaman been getting the short end of the stick so far?
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.
If you don't understand why 10 damage is better than 4, that's not Blizzard's fault.
By the way, this card is better than Drake or Belcher, and good players don't play loatheb on turn 5.
I fucking hate idiots like you. This dies to true silver, death's bit, etc. It's way too easy to kill, and has the draw back. You can play loatheb on five if you're ahead and want to lock your opponent out of the game. Fucking rank 10 idiots thinking this card is top tier. The rng and the overload isn't worth it especially with the health..
Because drake doesn't die to tru silver right ? "lololo it draws a card" yeah 5 mana, draw a card, good. Dunemaul has 10 damage potential and huge synergy with other Shaman cards, yeti has 4 damage potential, just deal with it.
Also, ya got some issue with "fucking" ? Got raped or something ?
Drake is way better than this card in shaman lol, same with loatheb/belcher. It dies way too easily and is rng.. Just ignorant rank 10 people thinking they have an idea what they're talking about. 4 health is very awful, especially when it has overload. If this was a mech it would be more viable at least, it's just not good enough. You will lose tempo more often than not playing this.
Being condescending about what the meta is going to look like when only half of the cards have been revealed is very arrogant.
This card is definitely solid, but it also makes me at least a touch nervous. Attacking a random target is all well and good, but when attack is higher than health, that seems like a recipe for lost value.
you realize that in terms of "power creeping to evolve the meta" making this set all RNG, allows them to make then ext set RNG free with the same numbers and trump this set without making the classic cards we still use shit yet. it's good planning if you ask me
anyway, on this guy, I think the stats are soild. and the 1 overload on turn 5 won't be a huge thing, a lot of shaman ards are in the 3 and lower section, it won't be stopping anything important you want to play if your going on the agressive and playing him. and it will be an agressive play, this isn't the card you play to catch up, this is the card you play to apply pressure on an even board.
and don't bring up drake as a reason to not drop this turn 4. drake is a cantrip card/ replaces itself, so its good any time after turn 5. I actually really like it on turn 8 myself.
Not being able to cycle on turn 5 cause you're overloaded is bad, or not being able to drop any of your 5 drops while your opponent kills this card easily and drops theirs.. you just lose tempo cause you're playing a 5-4 with rng that also has overload. Sure you can cycle drake whenever, but usually it's just better to get the cycle right away to dig for more answers. This card is not a good four drop, it just dies way too easily and ruins tempo. If this was a mech or had 5 health it would be much much better, not sure if it that would be too good though.
It's too easy to kill this, doesn't even survive the first hit of death's bite or truesilver which yeti does :P.
Imo this card is bad for control, because you can't be behind to use him safely. And he's gonna soak removal only when you're already ahead, in similar board he will be taken down by weaker minions. If you're ahead that this card is insane, but i prefer cards, whose are good where i am ahead/in statis, but helps me where i am behind.
why is this expansion so rng heavy ?
I do not study the DIVINE to imitate what they do
I study the DIVINE to imitate what they ARE
This card is the antithesis of "Control".
I fucking hate idiots like you. This dies to true silver, death's bit, etc. It's way too easy to kill, and has the draw back. You can play loatheb on five if you're ahead and want to lock your opponent out of the game. Fucking rank 10 idiots thinking this card is top tier. The rng and the overload isn't worth it especially with the health..
If you're using this as a finisher, I literally don't know why you're not running some leeroy combo, doomhammer, double lava burst, or alakir.. They're all better and not rng
I don't disagree with you - as an individual card, it does seem extremely aggressive. I just don't think it would be any good in an aggro deck because it requires an empty enemy board to be good. If you're going for face, you're not wanting to trade the first 3 turns.
I think this card will be exceptional at pulling removal out of your opponent's hand. The blank board I mentioned earlier is best achieved in a control deck. (or big-hitting midrange)
tbh at 4 health, the big removals would only be last resorts, it dies to cheaper removals like: wrath + hero power, frostbolt + ping, evis, spellpowered LB, soulfire, shadowbolt and is suspectible to the popular 4mana weapons like truesilver and the warrior one. so yeah, whos gonna have troubles removing this efficiently enough? priest and hunter?
yeah, when was the last time shaman was able to keep up with face damage of the other class until turn 8? both zoo and hunter melt you long before that if you leave their board largely unanswered.
if it was 3/6, it would be possibly playable, at 4 health, its suspectible to too many cheap removals...
You're totally right about warrior and Paladin. They don't lose tempo removing this because the weapons have 2 charges. Every other class has to spend the entire turn removing it, and sometimes multiple cards. You do lose slight tempo with the overload, but given the potential upside this has, I'm not against it.
I do agree with you that big removals would be last resorts. That, however, is an upgrade from the scenario where they simply hold big removal, waiting for your larger minion. If they don't have any cheap removal options, they WILL use big ones, and you will benefit. No one is going to want to leave this on the board.
Drake is way better than this card in shaman lol, same with loatheb/belcher. It dies way too easily and is rng.. Just ignorant rank 10 people thinking they have an idea what they're talking about. 4 health is very awful, especially when it has overload. If this was a mech it would be more viable at least, it's just not good enough. You will lose tempo more often than not playing this.
Also if you don't realize how important the cycle/spellpower (especially in shaman) is you're too ignorant to have an opinion.
You just need to realise, that ok it has 10 dmg potential at turn 5. But it's high kill priority target and turn 4 is turn, where most removal spells are enabled. So in most situations you're just going to lose card instead to deal that 10 dmg. Azure Drake at least give you this card and have potential to boost your spells, so even when you need to pay more, Azure Drake will give you more advantage than Dunemaul Shaman in most games. Yeti have maybe only 4 dmg potential, but with 5 hp he is only vurneable to fireball/hex/polymorph and lava burst, where will survive most minion aggresion. So he is most likely to deal more than 4 dmg.
i play it for fun, but more rng is not that fun tho
I do not study the DIVINE to imitate what they do
I study the DIVINE to imitate what they ARE
Being slow for a 4 (5 with overload) isnt a big deal, his stats and text could be playable, biggest issue with him would probably be the fact you wont want/be able to play him on curve as feral spirit overloads your turn 4 and playing him turn 5 overloads your turn 6 with fire-elemental. Although if they release another card that benefits from the overload i could see this being alot better.
Btw is it just me or has shaman been getting the short end of the stick so far?
Being condescending about what the meta is going to look like when only half of the cards have been revealed is very arrogant.
This card is definitely solid, but it also makes me at least a touch nervous. Attacking a random target is all well and good, but when attack is higher than health, that seems like a recipe for lost value.
you realize that in terms of "power creeping to evolve the meta" making this set all RNG, allows them to make then ext set RNG free with the same numbers and trump this set without making the classic cards we still use shit yet. it's good planning if you ask me
anyway, on this guy, I think the stats are soild. and the 1 overload on turn 5 won't be a huge thing, a lot of shaman ards are in the 3 and lower section, it won't be stopping anything important you want to play if your going on the agressive and playing him. and it will be an agressive play, this isn't the card you play to catch up, this is the card you play to apply pressure on an even board.
and don't bring up drake as a reason to not drop this turn 4. drake is a cantrip card/ replaces itself, so its good any time after turn 5. I actually really like it on turn 8 myself.
Not being able to cycle on turn 5 cause you're overloaded is bad, or not being able to drop any of your 5 drops while your opponent kills this card easily and drops theirs.. you just lose tempo cause you're playing a 5-4 with rng that also has overload. Sure you can cycle drake whenever, but usually it's just better to get the cycle right away to dig for more answers. This card is not a good four drop, it just dies way too easily and ruins tempo. If this was a mech or had 5 health it would be much much better, not sure if it that would be too good though.