It was already leaked, but I guess this confirms it. A very nice addition to the big spell package shaman's been receiving for past 4 or so expansions.
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Check out my ambitiously horrific custom expansion, Call of the Ocean!
If you take a look at shaman spells and legendaries with corresponding mana cost you may notice that this card isn’t as good as you may think.
You want to play high-cost spells for it and it includes 5+ mana spells (5, 6, 7 and new 10 mana to be exact). Legendaries with this costs may and in most cases will give you a body with normal stats at best (not including 10-mana minions, but that’s another story) since most legendaries have battlecry that makes them strong.
Best minions you could wish for are 7 and 10 drops. But the weapon costs 4. So you want to play it one turn before using the spell and hope for the best. And keep in mind that the opponent may have weapon removal or even steal. A combo with 6-mana spell will give you just a normal body in most cases but also a board hard to clear for some classes
I wonder how much difference there is stat-wise comparing an all legendary minion pool vs an all minions pool. Would getting an Hireek statted legendary minion happen too often to make it worth it? I absolutely love RNG, as long as it reliable/controable enough.
at least no 2 cost spell into doomsayer :P
edit: also, theres quite a few legendaries with lousy stats and a battlecry that won't be triggered,
I'm really excited for this. Control Shaman has been meh for a while now. This is high value of 4 decent minions for a reasonable investment of 4. Earthquake, Scheme, maybe a 1 of the 10 mana spell hoping to roll Colossus is a serious threat. Just a question of how much deathrattle rogue is going to be played to measure the oozes out there if this card will be run.
I think it's really good. Normally board clears like Hagatha's Scheme reset the board and don't leave you any mana to develop. They buy you time, but your opponent can keep curving out as normal. This card makes it so that you get a body to go with the scheme, so you actually get ahead on board instead of resetting. Now your opponent has to spend mana dealing with that which makes his/her next play weaker, which means you get even further ahead when you play, for example, a Rain of Toads the next turn.
The swingy nature of this is very powerful. Reminds me of Arcane Tyrant. If any kind of control shaman is good this card is the nuts.
Call me a grumpy old grandpa, but I would rather play the good ol' The Runespear over this.
Even Medivh, the Guardian doesn't really saw THAT much play back in his days (both in Standard and Wild). I know, this one is a lot more cheaper, but a lot more clunkier too.
Legendary cards rarely have great stats for their cost, especially in Wild. Control/Combo/Shudderwock Shamans rarely play spells that cost more than 5.
That being said, the first deck I'll try when this hits is Fist-Runespear-Atiesh-Shudderwock Shaman with weapon return guys.
I'm a bit disappointed. Why Shaman? Why this weapon? It doesn't fit in any current Shaman deck. So does this card alone create a new Shamn archetype? No I don't think so. I could this being awesome IF it were a neutral weapon, but alas no.
4 legendaries and all of them feel weaker than the the worst DoD legendary (maybe with the exception of Reno). This adventure is beginning to feel like DoD leftovers; like they had a lot of left over ideas and decided to make some money on cards that didn't make the final cut. Yum leftover ideas... my favorite. The rest of the cards have to blow my socks off for me to change my mind.
Edit: OK this set isn’t that bad... upon review, DoD was a crazy powerful expansion and to compare this and that isn’t all that fair. There are some really solid cards, that will see play. However I am still a bit disappointed in the legendary pool (except Reno- looks super fun).
I'm a bit disappointed. Why Shaman? Why this weapon? It doesn't fit in any current Shaman deck. So does this card alone create a new Shamn archetype? No I don't think so. I could this being awesome IF it were a neutral weapon, but alas no.
4 legendaries and all of them feel weaker than the the worst DoD legendary (maybe with the exception of Reno). This adventure is beginning to feel like DoD leftovers; like they had a lot of left over ideas and decided to make some money on cards that didn't make the final cut. Yum leftover ideas... my favorite. The rest of the cards have to blow my socks off for me to change my mind.
Exactly.
The previous adventure's Legendaries were so innovative and widely usable. So far, these Legendary cards are made for one specific kind of deck, and now, only for one class's one specific archetype. It's not even that mindblowing or creative.
I don't know if they're going to produce more Legendaries to this set than the usual, but either way, I'm tired of Legendary cards that create more Legendary cards. It might be exciting for new players, but we get a card with this effect in every expansion.
The most value minion cost is 6 (8 low roll is a 1/1 while a high roll is a 12 12, 7 low roll is a 2/4, 9 low roll is a 5/5, 6 is a 3/4). Also with 6, you can either do Rain of Toads, Eureka! or The Storm Bringer, which is good value.
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Great card... if you draw it in time
This explains the 10 mana spell.
Also great with the spirit and horde pillager
It was already leaked, but I guess this confirms it. A very nice addition to the big spell package shaman's been receiving for past 4 or so expansions.
Check out my ambitiously horrific custom expansion, Call of the Ocean!
https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/240598-custom-expansion-call-of-the-ocean
Spell shaman with Spirit of the Frog + Hoard Pillager could be fun.
If you take a look at shaman spells and legendaries with corresponding mana cost you may notice that this card isn’t as good as you may think.
You want to play high-cost spells for it and it includes 5+ mana spells (5, 6, 7 and new 10 mana to be exact). Legendaries with this costs may and in most cases will give you a body with normal stats at best (not including 10-mana minions, but that’s another story) since most legendaries have battlecry that makes them strong.
Best minions you could wish for are 7 and 10 drops. But the weapon costs 4. So you want to play it one turn before using the spell and hope for the best. And keep in mind that the opponent may have weapon removal or even steal.
A combo with 6-mana spell will give you just a normal body in most cases but also a board hard to clear for some classes
Atiesh 2.0
This is very good in standard for the legendary pool and it is more consistent
(i'm a wild player)
I wonder how much difference there is stat-wise comparing an all legendary minion pool vs an all minions pool. Would getting an Hireek statted legendary minion happen too often to make it worth it? I absolutely love RNG, as long as it reliable/controable enough.
at least no 2 cost spell into doomsayer :P
edit: also, theres quite a few legendaries with lousy stats and a battlecry that won't be triggered,
It would be a great card even it weren't for the fact that team 5 seems to go out of it's way to make poorly stated high cost Legendary minions.
I have no idea how good this is but damn it's a sweet design
I'm really excited for this. Control Shaman has been meh for a while now. This is high value of 4 decent minions for a reasonable investment of 4. Earthquake, Scheme, maybe a 1 of the 10 mana spell hoping to roll Colossus is a serious threat. Just a question of how much deathrattle rogue is going to be played to measure the oozes out there if this card will be run.
I think it's really good. Normally board clears like Hagatha's Scheme reset the board and don't leave you any mana to develop. They buy you time, but your opponent can keep curving out as normal. This card makes it so that you get a body to go with the scheme, so you actually get ahead on board instead of resetting. Now your opponent has to spend mana dealing with that which makes his/her next play weaker, which means you get even further ahead when you play, for example, a Rain of Toads the next turn.
The swingy nature of this is very powerful. Reminds me of Arcane Tyrant. If any kind of control shaman is good this card is the nuts.
Hello my 400 dust!)
I don't think this makes the 10 mana spell good,
but it does give control shaman some needed juice.
eh, interesting tool for control shaman. Still keeps them about as RNG as control gets.
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
Wild environment comment alert!
Call me a grumpy old grandpa, but I would rather play the good ol' The Runespear over this.
Even Medivh, the Guardian doesn't really saw THAT much play back in his days (both in Standard and Wild). I know, this one is a lot more cheaper, but a lot more clunkier too.
Legendary cards rarely have great stats for their cost, especially in Wild. Control/Combo/Shudderwock Shamans rarely play spells that cost more than 5.
That being said, the first deck I'll try when this hits is Fist-Runespear-Atiesh-Shudderwock Shaman with weapon return guys.
Obey C'Thun, Praise The Darkness, Pet Hakkar, the Soulflayer, Love Yogg-Saron, Hope's End
I'm a bit disappointed. Why Shaman? Why this weapon? It doesn't fit in any current Shaman deck. So does this card alone create a new Shamn archetype? No I don't think so. I could this being awesome IF it were a neutral weapon, but alas no.
4 legendaries and all of them feel weaker than the the worst DoD legendary (maybe with the exception of Reno). This adventure is beginning to feel like DoD leftovers; like they had a lot of left over ideas and decided to make some money on cards that didn't make the final cut. Yum leftover ideas... my favorite. The rest of the cards have to blow my socks off for me to change my mind.
Edit: OK this set isn’t that bad... upon review, DoD was a crazy powerful expansion and to compare this and that isn’t all that fair. There are some really solid cards, that will see play. However I am still a bit disappointed in the legendary pool (except Reno- looks super fun).
Exactly.
The previous adventure's Legendaries were so innovative and widely usable. So far, these Legendary cards are made for one specific kind of deck, and now, only for one class's one specific archetype. It's not even that mindblowing or creative.
I don't know if they're going to produce more Legendaries to this set than the usual, but either way, I'm tired of Legendary cards that create more Legendary cards. It might be exciting for new players, but we get a card with this effect in every expansion.
Obey C'Thun, Praise The Darkness, Pet Hakkar, the Soulflayer, Love Yogg-Saron, Hope's End
The most value minion cost is 6 (8 low roll is a 1/1 while a high roll is a 12 12, 7 low roll is a 2/4, 9 low roll is a 5/5, 6 is a 3/4). Also with 6, you can either do Rain of Toads, Eureka! or The Storm Bringer, which is good value.