Crackle isn't something you play on an empty board at a 4+ health minion. Crackle is what you play on a Fire Elemental and then decide if you need to run your Searing Totem or your Harvest Golem into it. And then if it takes care of the problem all together, you are that much more ahead. It's the same as flipping your hero power before a lightning storm - if you get that spell power you're stoked...if not, it's not that big of a deal because you are expecting it and have prepared for it.
Wouldn't it be smarter to use Lava Burst to kill the Fire elemental and keep your minions on the board instead of 2 for 1 ing yourself with this RNG card?
And again how you would kill Dark Cultist/Spider tank etc?
Well, normally I have a creeper or spectrals on the board by then so I'd put a rockbiter on it and kill the cultist. What's your point? If you're asking would I use Lava Burst on a Cultist, well, I would have to have a really bad hand for that to even be considered but if I wanted to kill a cultist at least I wouldn't have to pray to the RNG gods as I would have to do with Crackle. You could argue that if you had a spell power totem on turn two then Crackle could replace lighting bolt but bolt is still better because you could remove the cultist and drop a 3 cost minion on the board, or unbound + bolt, Golem + bolt etc. Also you lose early game tempo if for example you want to kill a minion with 3 hp or less on turn 3 you can also play a 2 drop and then remove the minion, with crackle you can't do that. A turn 4 golem to bolt for removal or turn 3 coin, golem, bolt removal can't be done either. It's a bad card, that's just my opinion.
I feel this card is average at best. It's not terrible but it's not great. It's impossible to rely on this card to do anything more than 3 damage though (4 with spellpower totem). Even if it will do more than 3 damage 75% of the time, there's always that remaining 25% chance that it will do minimum damage meaning that 25% of the time, this card is more costly than it's worth.
In constructed, I don't see this being used competitively at all. In arena, it's a solid removal pick but I'd still take Lightning Bolt over Crackle. Any time you have to rely on it to do more than 3 damage, it's a gamble and like any other RNG style cards, sometimes it will pay off big and other times RNG will f*ck you in the face.
Not every class needs Heal, look at Rogue and Hunter, they do perfectly fine without it. Shaman has a lot of burst options atm but no efficient way to draw into them.
Its true, but Hunter hero power is arrow in the face, and our is creating 0/2 dudes. We supposed to be more controlish class than them. And Shaman is healing class in Wow so its really no reason why not to give us some options here.
mana tide is a control card, you'd want it in a crusher shaman deck if you want to play it, or if your running a large number of taunts and can safely drop this behind a wall, it can win the game
Well, normally I have a creeper or spectrals on the board by then so I'd put a rockbiter on it and kill the cultist.
And this is our point. Its ok for Shaman to use help from the board to make favorable trades. If it normal to you to have some board at turn 3 against Cultist than its for sure ok to have some board pressense against their 5-6 drops where u want use Lava Burst. Shaman is not Warrior/Priest who often struggle to deal 1-2 points of damage, so we have luxuty to use better but a bit unreliable spells since we can cover if something goes wrong with something like totems/spiders/flametongue.
Not every class needs Heal, look at Rogue and Hunter, they do perfectly fine without it. Shaman has a lot of burst options atm but no efficient way to draw into them.
Its true, but Hunter hero power is arrow in the face, and our is creating 0/2 dudes. We supposed to be more controlish class than them. And Shaman is healing class in Wow so its really no reason why not to give us some options here.
I think Shaman have no healing cards because of their hero power. If you think about how much life you save over the course of a game when your opponent attacks your totem and count that as healing (which it effectively is) then you can kind of understand why Shaman wasn't given any class heal options. Maybe the devs will change their mind on this at some point. They did release a nice neutral healing minion so that helps.
mana tide is a control card, you'd want it in a crusher shaman deck if you want to play it, or if your running a large number of taunts and can safely drop this behind a wall, it can win the game
Yes, this. If you want card draw in a more agro style, then you go with Cult Master. In a spell-based deck, Gadg. Sure, mage's 3 drop gives them two cards...but doesn't soak up that silence or removal that is so common.
At four damage, it is on par with the new mage Flamecannon for a 2 mana spell, with the overload being the part that ensures you the ability to point it wherever the hell you want.
At 5 damage, it is basically Lava Burst, but 1 less mana. Pretty serious value. You can also put it on par with Kill Command as they both effectively cost 3 and both sometimes do 5 damage.
At six damage, it is the best removal spell in the game. Its a cheaper fireball by a mile. It is a great huge tempo swing as you can kill a Savannah Highmane immediately 50% of the time and have 4 mana left over versus fireball's 2, meaning you can lightning storm the 2/2's.
So:
At 3 you loose 1 mana in value
At 4 you are on par for mana in value, maybe like a half mana in value lost.
At 5 you are definitely on par for mana in value, even gaining one mana simply because of the room it gives you to do other stuff
At 6 you are given the best removal spell in the game. 'Nuff said'
This means that 25% of the time, you are loosing value
75% of the time you are on par or gaining value.
Not to mention the disgusting amount of value you get with spell damage totems, or any spell damage at all. Yes spell damage always gives you value, but 4-7 for 2 is literally making me cry.
Considering Shaman is my main, take my word for when I say random damage isn't a big deal (lol low roll lightning storm), and this card is disgusting.
adds even more rng for shaman as if they lack it. one reason why i stopped playing shaman. sure rng is fun at times but too much of anything is bad. a thing to remember for these developers.
the problem with that line of thinking is that we don't want to have those two paths our turn can take, as one is obviously a worse path to take, which can lead to defeat in the long run. shaman wants to know what is going to happen. that's why the 1 damage RNG of lightning storm is okay. 3-6 is not.
Not every class needs Heal, look at Rogue and Hunter, they do perfectly fine without it. Shaman has a lot of burst options atm but no efficient way to draw into them.
Its true, but Hunter hero power is arrow in the face, and our is creating 0/2 dudes. We supposed to be more controlish class than them. And Shaman is healing class in Wow so its really no reason why not to give us some options here.
I think Shamans don't have healing because of the hero power. If you think about how much life you save over the course of a game when your opponent attacks your totem and count that as healing (which it effectively is) then you can kind of understand why Shaman wasn't given any class heal options. Maybe the devs will change their mind on this at some point. They did release a nice neutral healing minion so that helps.
I would agree with it if Paladin wouldnt the case. They also have hero power that can suck some damage, but that have 2 spells and 1 creature with healing.
So, am I the only one who usually has at least one (occasionally two, and rarely all three) +spellpower on the field? Much like Lightning Storm, which you can't just throw down, but you need to use it in combo with Azure Drake/Thalnos/Spellpower Totem. If you can use Drake/Thalnos Drake/Totem Thalnos/Totem, you are able to make flamestrike look like an overpriced AoE.
But, if we ignore +spellpower, and just look at the base mana cost of each of the spells, Lava Burst, Lightning Bolt, Cackle, and the difference of opinion about Overloaded Mana.
Lava Burst: 3 Mana + 2 Overload, 5 damage; so were at 1-1 for mana to damage
Lightning Bolt: 1 Mana + 1 Overload; 3 damage; so were at 1-1.5 for mana to damage
Cackle: 2 Mana + 1 Overload; 3-6 damage; so were at anywhere from 1-1 to 1-2 for mana to damage
So, talking pure damage for the cost of mana, your looking at a card that is at worst, as cost efficient as lava burst, but has the potential to be more cost effective than lightning bolt.
Now math aside, I think that this card is... sketchy... Is it reliable? Not really... The closest comparison for me isn't Lava Burst, or Lightning Bolt, as your paying X mana for Y damage. I think this is closer to Lightning Storm, because of the RNG and you'll need at least one +SP to make use of the card. Will I be running it? For sure, for a while at the very least. I thought lightning storm was incredibly sketchy when I started playing, but I gave it a chance. So I'll be running this card to test it out.
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"Or of course, because you are 'a strong, independent deck builder, who needs no blizzard to tell them what to include', you make your deck deliberately weaker." - Skaduush1
this card on paper looks like good value. 3 mana got 4.5 damage. But people forget that the rng factor makes it a average card, or even below average. Since u can't rely on it to always get the job done. People compare this to lightning storm, saying the damage role is ok but lightning storm is the only aoe shaman have, we have no other option, and the rng of lightning storm is smaller than this card. imagin lightning storm is deal 0-5 damage to enemy minions, I doubt many people would still play it.
People that keep complaining about RNG, you have a solution - simply don't play RNG cards. Rng is not there "only for fun and epic moments" which you clearly don't understand - Random factors exist in every aspect of life, and those are a part of a strategy. People who like taking the odds, and understand that they are willingly taking the risk of failing, just for potentialy greater value achieved, are making strategic moves right there when they put rng cards in their decks. Great people are not afriad of taking a risk, how many great generals, businessman, politicians and other successful/famous people in any profession achieve that success by taking a high riks strategies with high reword outcome. Damn, even if you want to win a girl, you need to take a risk.
So next time when somebody kill you topdecking a Crackle and then roll 6 for excat lethal or dennis rag lethal, don't cry, but rather ask your self what did you do wrong to put yourself in that situation.
Not every class needs Heal, look at Rogue and Hunter, they do perfectly fine without it. Shaman has a lot of burst options atm but no efficient way to draw into them.
Its true, but Hunter hero power is arrow in the face, and our is creating 0/2 dudes. We supposed to be more controlish class than them. And Shaman is healing class in Wow so its really no reason why not to give us some options here.
I think Shamans don't have healing because of the hero power. If you think about how much life you save over the course of a game when your opponent attacks your totem and count that as healing (which it effectively is) then you can kind of understand why Shaman wasn't given any class heal options. Maybe the devs will change their mind on this at some point. They did release a nice neutral healing minion so that helps.
I would agree with it if Paladin wouldnt the case. They also have hero power that can suck some damage, but that have 2 spells and 1 creature with healing.
Yes but they can only produce a 1/1 minion, which can be ignored until you get a good chance to kill it. They don't have a 0/2 taunt, they don't have a totem that grants spell power or a totem that heals other minions. Also, even the 1/1 Shaman totem must be destroyed because it increases the chance that the Shaman will get 0/2 taunt minion or spell power totem. Another thing to consider, Shaman has more burst potential than Paladin and if you don't kill a Shaman soon enough they WILL draw into a combo and kill you.
With this there's literally no control if this is going to kill that Yeti, is it going to overkill it or not kill it at all and make me waste two mana and a card. I just... bleh, don't like it.
I see where you're coming from, but this is basically the same as lightening storm. The best you can do is give yourself options. If this rolls a 3, then you have to also swing in with one of your wolves, if it rolls a 4, maybe you can consider using earth shock instead, if it rolls a 5 or 6, then great! As long as you are a good player and plan out the options this card will present, it's a great value card.
So next time when somebody kill you topdecking a Crackle and then roll 6 for excat lethal or dennis rag lethal, don't cry, but rather ask your self what did you do wrong to put yourself in that situation.
I agree with your post up until this: If opponent pulls a super RNG miracle, I would strive to feel good about it, and realize I did nothing wrong, because it means that I played well enough to win every time they didn't get that miracle roll. We can't win every game.
People that keep complaining about RNG, you have a solution - simply don't play RNG cards. Rng is not there "only for fun and epic moments" which you clearly don't understand - Random factors exist in every aspect of life, and those are a part of a strategy. People who like taking the odds, and understand that they are willingly taking the risk of failing, just for potentialy greater value achieved, are making strategic moves right there when they put rng cards in their decks. Great people are not afriad of taking a risk, how many great generals, businessman, politicians and other successful/famous people in any profession achieve that success by taking a high riks strategies with high reword outcome. Damn, even if you want to win a girl, you need to take a risk.
So next time when somebody kill you topdecking a Crackle and then roll 6 for excat lethal or dennis rag lethal, don't cry, but rather ask your self what did you do wrong to put yourself in that situation.
why are you even connecting this with real life? ridiculous. this is a game and look at firebat. he didn't win the championship match because he used rng cards. only rng draws.
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Well, normally I have a creeper or spectrals on the board by then so I'd put a rockbiter on it and kill the cultist. What's your point? If you're asking would I use Lava Burst on a Cultist, well, I would have to have a really bad hand for that to even be considered but if I wanted to kill a cultist at least I wouldn't have to pray to the RNG gods as I would have to do with Crackle. You could argue that if you had a spell power totem on turn two then Crackle could replace lighting bolt but bolt is still better because you could remove the cultist and drop a 3 cost minion on the board, or unbound + bolt, Golem + bolt etc. Also you lose early game tempo if for example you want to kill a minion with 3 hp or less on turn 3 you can also play a 2 drop and then remove the minion, with crackle you can't do that. A turn 4 golem to bolt for removal or turn 3 coin, golem, bolt removal can't be done either. It's a bad card, that's just my opinion.
I feel this card is average at best. It's not terrible but it's not great. It's impossible to rely on this card to do anything more than 3 damage though (4 with spellpower totem). Even if it will do more than 3 damage 75% of the time, there's always that remaining 25% chance that it will do minimum damage meaning that 25% of the time, this card is more costly than it's worth.
In constructed, I don't see this being used competitively at all. In arena, it's a solid removal pick but I'd still take Lightning Bolt over Crackle. Any time you have to rely on it to do more than 3 damage, it's a gamble and like any other RNG style cards, sometimes it will pay off big and other times RNG will f*ck you in the face.
Its true, but Hunter hero power is arrow in the face, and our is creating 0/2 dudes. We supposed to be more controlish class than them. And Shaman is healing class in Wow so its really no reason why not to give us some options here.
mana tide is a control card, you'd want it in a crusher shaman deck if you want to play it, or if your running a large number of taunts and can safely drop this behind a wall, it can win the game
And this is our point. Its ok for Shaman to use help from the board to make favorable trades. If it normal to you to have some board at turn 3 against Cultist than its for sure ok to have some board pressense against their 5-6 drops where u want use Lava Burst. Shaman is not Warrior/Priest who often struggle to deal 1-2 points of damage, so we have luxuty to use better but a bit unreliable spells since we can cover if something goes wrong with something like totems/spiders/flametongue.
I think Shaman have no healing cards because of their hero power. If you think about how much life you save over the course of a game when your opponent attacks your totem and count that as healing (which it effectively is) then you can kind of understand why Shaman wasn't given any class heal options. Maybe the devs will change their mind on this at some point. They did release a nice neutral healing minion so that helps.
Yes, this. If you want card draw in a more agro style, then you go with Cult Master. In a spell-based deck, Gadg. Sure, mage's 3 drop gives them two cards...but doesn't soak up that silence or removal that is so common.
So at three damage, you loose 1 mana in value :(
At four damage, it is on par with the new mage Flamecannon for a 2 mana spell, with the overload being the part that ensures you the ability to point it wherever the hell you want.
At 5 damage, it is basically Lava Burst, but 1 less mana. Pretty serious value. You can also put it on par with Kill Command as they both effectively cost 3 and both sometimes do 5 damage.
At six damage, it is the best removal spell in the game. Its a cheaper fireball by a mile. It is a great huge tempo swing as you can kill a Savannah Highmane immediately 50% of the time and have 4 mana left over versus fireball's 2, meaning you can lightning storm the 2/2's.
So:
At 3 you loose 1 mana in value
At 4 you are on par for mana in value, maybe like a half mana in value lost.
At 5 you are definitely on par for mana in value, even gaining one mana simply because of the room it gives you to do other stuff
At 6 you are given the best removal spell in the game. 'Nuff said'
This means that 25% of the time, you are loosing value
75% of the time you are on par or gaining value.
Not to mention the disgusting amount of value you get with spell damage totems, or any spell damage at all. Yes spell damage always gives you value, but 4-7 for 2 is literally making me cry.
Considering Shaman is my main, take my word for when I say random damage isn't a big deal (lol low roll lightning storm), and this card is disgusting.
100% Narf approved.
I Designed A Card This Week
adds even more rng for shaman as if they lack it. one reason why i stopped playing shaman. sure rng is fun at times but too much of anything is bad. a thing to remember for these developers.
the problem with that line of thinking is that we don't want to have those two paths our turn can take, as one is obviously a worse path to take, which can lead to defeat in the long run. shaman wants to know what is going to happen. that's why the 1 damage RNG of lightning storm is okay. 3-6 is not.
I would agree with it if Paladin wouldnt the case. They also have hero power that can suck some damage, but that have 2 spells and 1 creature with healing.
So, am I the only one who usually has at least one (occasionally two, and rarely all three) +spellpower on the field? Much like Lightning Storm, which you can't just throw down, but you need to use it in combo with Azure Drake/Thalnos/Spellpower Totem. If you can use Drake/Thalnos Drake/Totem Thalnos/Totem, you are able to make flamestrike look like an overpriced AoE.
But, if we ignore +spellpower, and just look at the base mana cost of each of the spells, Lava Burst, Lightning Bolt, Cackle, and the difference of opinion about Overloaded Mana.
Lava Burst: 3 Mana + 2 Overload, 5 damage; so were at 1-1 for mana to damage
Lightning Bolt: 1 Mana + 1 Overload; 3 damage; so were at 1-1.5 for mana to damage
Cackle: 2 Mana + 1 Overload; 3-6 damage; so were at anywhere from 1-1 to 1-2 for mana to damage
So, talking pure damage for the cost of mana, your looking at a card that is at worst, as cost efficient as lava burst, but has the potential to be more cost effective than lightning bolt.
Now math aside, I think that this card is... sketchy... Is it reliable? Not really... The closest comparison for me isn't Lava Burst, or Lightning Bolt, as your paying X mana for Y damage. I think this is closer to Lightning Storm, because of the RNG and you'll need at least one +SP to make use of the card. Will I be running it? For sure, for a while at the very least. I thought lightning storm was incredibly sketchy when I started playing, but I gave it a chance. So I'll be running this card to test it out.
"Or of course, because you are 'a strong, independent deck builder, who needs no blizzard to tell them what to include', you make your deck deliberately weaker." - Skaduush1
this card on paper looks like good value. 3 mana got 4.5 damage. But people forget that the rng factor makes it a average card, or even below average. Since u can't rely on it to always get the job done. People compare this to lightning storm, saying the damage role is ok but lightning storm is the only aoe shaman have, we have no other option, and the rng of lightning storm is smaller than this card. imagin lightning storm is deal 0-5 damage to enemy minions, I doubt many people would still play it.
The salt will be real...
People that keep complaining about RNG, you have a solution - simply don't play RNG cards. Rng is not there "only for fun and epic moments" which you clearly don't understand - Random factors exist in every aspect of life, and those are a part of a strategy. People who like taking the odds, and understand that they are willingly taking the risk of failing, just for potentialy greater value achieved, are making strategic moves right there when they put rng cards in their decks. Great people are not afriad of taking a risk, how many great generals, businessman, politicians and other successful/famous people in any profession achieve that success by taking a high riks strategies with high reword outcome. Damn, even if you want to win a girl, you need to take a risk.
So next time when somebody kill you topdecking a Crackle and then roll 6 for excat lethal or dennis rag lethal, don't cry, but rather ask your self what did you do wrong to put yourself in that situation.
i just can't rely on this card. period.
Yes but they can only produce a 1/1 minion, which can be ignored until you get a good chance to kill it. They don't have a 0/2 taunt, they don't have a totem that grants spell power or a totem that heals other minions. Also, even the 1/1 Shaman totem must be destroyed because it increases the chance that the Shaman will get 0/2 taunt minion or spell power totem. Another thing to consider, Shaman has more burst potential than Paladin and if you don't kill a Shaman soon enough they WILL draw into a combo and kill you.
I see where you're coming from, but this is basically the same as lightening storm. The best you can do is give yourself options. If this rolls a 3, then you have to also swing in with one of your wolves, if it rolls a 4, maybe you can consider using earth shock instead, if it rolls a 5 or 6, then great! As long as you are a good player and plan out the options this card will present, it's a great value card.
I agree with your post up until this: If opponent pulls a super RNG miracle, I would strive to feel good about it, and realize I did nothing wrong, because it means that I played well enough to win every time they didn't get that miracle roll. We can't win every game.
why are you even connecting this with real life? ridiculous. this is a game and look at firebat. he didn't win the championship match because he used rng cards. only rng draws.