Most people probably didn't even realize this card was just printed, and at face value it looks like a general value card which the opponent gets to decide how much value it gets, which isn't the best. But it does have some very unusual interactions and there's probably more out there to be discovered.
Firstly the big one: From De Other Side. For some wacky reason when Fate Splitter is pulled and dies at the end of the cast, even if it dies from attacking a minion, it will return a copy of From De Other Side to your hand. This means you can cast it an infinite amount of times, turn after turn, almost setting up a Shudderwock-style game lockout that can be done in standard. You can craft a whole deck around this by constantly summoning Blightblood Berserker + Flesh Behemoth to provide constant full heals and damage output with Rivendare, Warrider as your win condition. Even though your hand basically becomes locked to playing From De Other Side every turn, the behemoths will keep pulling out horsemen each turn and you'll eventually win. Steamcleaner won't ruin you since you shuffle new horsemen in each turn. You can also try it with Naval Mine but I found it was much worse.
Click 10 mana spell to clear the opponent's board, fully heal, deal some face damage and leave some 3/1 Berserkers behind every turn until the opponent has no cards left or dies. Or dies to the horsemen.
There are some other strange interactions I've found:
Maxima Blastenheimer throwing fate splitter at the opponent gives you another copy of maxima. Sadly maxima pulls the actual card out of your deck and not the copy, so you can't infinitely throw splitters at your opponent. Same holds true for Flark's Boom-Zooka.
Habeas Corpses: if splitter dies to the end of turn effect, it'll return Habeas to your hand so you can infinitely loop it. Though, I don't see much use in that. Shattershambler killing splitter returns another shambler to your hand (useless). Reckless Experimenter's effect will return another experimenter to your hand, probably irrelevant.
Reincarnate is an infinite loop when played on fate splitter. Originally I thought this was useless but you can actually set up a meme OTK with the help of the new Flash of Lightning and Zentimo. Play two flashes (or one flash+Radiance of Azshara and reincarnate will be 0 mana next turn. You can then play splitter + zentimo + naval mine to play reincarnate on your naval mine until the opponent dies. Very memey.
The three minions swap around places every time you cast reincarnate but as long as you hit the middle of the three it'll work for an OTK.
There's probably some galaxy brain interactions out there that I haven't thought of (maybe involving Death Growl or Da Undatakah) that someone smarter than me can figure out, but there's a lot of fun to be had with this one oddball card. The other side shaman has actually won me a decent amount of games - if you can make it to turn 10, you've basically won the game. It's just getting there is hard. If the meta slows down with some potential future balance changes I could legitimately see this being a real deck. With lots of tweaking this was the best I could come up with myself:
There's some fun hand size manipulation too. Against plagues you can keep yr hand at 10 cards easily enough with the combo so you lock out their win condition.
Rivendare didn't feel like it would work.... how did it go for you?
Yeah I really like rivendare as your inevitable win con. Berserkers are mandatory, they keep you at full health and leave behind bodies, so I added Behemoths to pull them out in last-ditch situations on turn 9 when you really just need that one more turn to live. During FTOS I really like the internal synergy they have with rivendare - there is no combination of silence/steamcleaner that can actually counter it unless you pull warrider with a 10 card hand, then it gets silenced. After the horsemen start shuffling, behemoth will always keep summoning random ones leaving behind 6/6s and eventually a win.
My thought process was to try and make the deck with a good amount of control, healing and draw so you can actually get to turn 10 - the flash/reflexes package offers you a lot of control (and you can just play flash as draw 1) and you often end up discovering overload cards to help Flowrider draw the deck out more. Wave is just too good in this meta against mech rogue, mech paladin, drum circle druid and warlock in general. With chill vibes, altered chord and applebaum you also have a ton of healing in the deck.
I wanted minions I could play out normally on the leadup to turn 10 on their own but also be good during FTOS - explosive sheep can slow down board development a bit, and applebaum is a surprisingly good card at slowing the game down, I'm probably going to swap 2x sheep for 2x apple. Also works with behemoth.
Containment Unit sounds hilarious though, gonna have to try it!
Does Bonelord Frostwhisper dying with the effect already up reset the timer?
unfortunately no :)... at first I thought it did but it doesn't reset the timer. It would be OP if it did, tbh. It makes for some interesting decisions though... if Bonelord is the 5th minion in yr hand you can manipulate the board so it's not summoned with things like Piranhas/totems. I'm toying with a evolve version inc muckpools for the Bonelord, but you do tend to get an evolve effect. Choosing if Bonelord deathrattle is right is key, and I still have trouble with dooming myself, but it's still plenty fun :D.
Yeah I really like rivendare as your inevitable win con. Berserkers are mandatory, they keep you at full health and leave behind bodies, so I added Behemoths to pull them out in last-ditch situations on turn 9 when you really just need that one more turn to live. During FTOS I really like the internal synergy they have with rivendare - there is no combination of silence/steamcleaner that can actually counter it unless you pull warrider with a 10 card hand, then it gets silenced. After the horsemen start shuffling, behemoth will always keep summoning random ones leaving behind 6/6s and eventually a win.
My thought process was to try and make the deck with a good amount of control, healing and draw so you can actually get to turn 10 - the flash/reflexes package offers you a lot of control (and you can just play flash as draw 1) and you often end up discovering overload cards to help Flowrider draw the deck out more. Wave is just too good in this meta against mech rogue, mech paladin, drum circle druid and warlock in general. With chill vibes, altered chord and applebaum you also have a ton of healing in the deck.
I wanted minions I could play out normally on the leadup to turn 10 on their own but also be good during FTOS - explosive sheep can slow down board development a bit, and applebaum is a surprisingly good card at slowing the game down, I'm probably going to swap 2x sheep for 2x apple. Also works with behemoth.
Containment Unit sounds hilarious though, gonna have to try it!
For my set up I found the behemoths to cause the hand size probs as FTOS returns to the hand. Getting the Bonelord combo off early can kill the game too, so thinning the number of minions was my strategy. Containment Unit is nice as a 1 of but I am also gonna try a Shatterskin Gargoyle version focusing on face damage. Board space becomes a prob when yr FTOS twice a turn so maybe straight up damage might prove better.
Played the deck from the OP 6 games, with the only change that I swapped 2x Explosive sheep for 1 more Baum and 1 Containment Unit.
I had a good time, but out of the 6 games I only got to play the actual combo once, and I was so fair ahead at that point it was just for show.
Out of the other games the 1 that stood out was a frustrating loss, where I managed to reach turn 10, but didn't have my FTOS nor my Flowriders and had to go digging for either of them with Ancestral Knowledge I topdecked. That got me FTOS, but now I'm overloaded so can't play it next turn either. That cascaded into losing cause I couldn't play it that turn, nor the turn after, giving my opponent 2 free turns to kill me (Odyn Warrior).
Which just rubs me the wrong way, and I still hate Overload as a mechanic. lol
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It's definitely like a tier 3/4 deck lol. It's not even close to the power level of the top tier decks right now but you can pull off some really funny games. It's actually really good against control priest and blood DK since their pressure is so low.
And yeah you definitely want to do all your overload drawing before turn 9, that shit sucks but there's no real room for overdraft or similar in the deck.
It's definitely like a tier 3/4 deck lol. It's not even close to the power level of the top tier decks right now but you can pull off some really funny games. It's actually really good against control priest and blood DK since their pressure is so low.
And yeah you definitely want to do all your overload drawing before turn 9, that shit sucks but there's no real room for overdraft or similar in the deck.
Yeah, I actually looked at other draw options, but there's nothing on the level of the Overload package with AK and Flowrider. Just gotta not be unlucky to have them in the bottom of your deck.
The only draw option that I considered that might make sense is 2x Prescience instead of 1. Maybe cut the greedy Containment Unit for it. Cause the times I had it on curve or near curve turned out to be my best games. Deck thinning + board presence is nice. (and no overload! :D )
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I've now been having some success with ETC. I was hesitant to include it because of anti synergy with Prescience but that's not really a factor in this meta. My etc has: <Bonelord, Fatesplitter no2, FTOS no2> So you can tutor with Prescience for FTOS now, hope that helps :)
Fate Splitter
Most people probably didn't even realize this card was just printed, and at face value it looks like a general value card which the opponent gets to decide how much value it gets, which isn't the best. But it does have some very unusual interactions and there's probably more out there to be discovered.
Firstly the big one: From De Other Side. For some wacky reason when Fate Splitter is pulled and dies at the end of the cast, even if it dies from attacking a minion, it will return a copy of From De Other Side to your hand. This means you can cast it an infinite amount of times, turn after turn, almost setting up a Shudderwock-style game lockout that can be done in standard. You can craft a whole deck around this by constantly summoning Blightblood Berserker + Flesh Behemoth to provide constant full heals and damage output with Rivendare, Warrider as your win condition. Even though your hand basically becomes locked to playing From De Other Side every turn, the behemoths will keep pulling out horsemen each turn and you'll eventually win. Steamcleaner won't ruin you since you shuffle new horsemen in each turn. You can also try it with Naval Mine but I found it was much worse.
Click 10 mana spell to clear the opponent's board, fully heal, deal some face damage and leave some 3/1 Berserkers behind every turn until the opponent has no cards left or dies. Or dies to the horsemen.
There are some other strange interactions I've found:
Maxima Blastenheimer throwing fate splitter at the opponent gives you another copy of maxima. Sadly maxima pulls the actual card out of your deck and not the copy, so you can't infinitely throw splitters at your opponent. Same holds true for Flark's Boom-Zooka.
Habeas Corpses: if splitter dies to the end of turn effect, it'll return Habeas to your hand so you can infinitely loop it. Though, I don't see much use in that. Shattershambler killing splitter returns another shambler to your hand (useless). Reckless Experimenter's effect will return another experimenter to your hand, probably irrelevant.
Reincarnate is an infinite loop when played on fate splitter. Originally I thought this was useless but you can actually set up a meme OTK with the help of the new Flash of Lightning and Zentimo. Play two flashes (or one flash+Radiance of Azshara and reincarnate will be 0 mana next turn. You can then play splitter + zentimo + naval mine to play reincarnate on your naval mine until the opponent dies. Very memey.
The three minions swap around places every time you cast reincarnate but as long as you hit the middle of the three it'll work for an OTK.
There's probably some galaxy brain interactions out there that I haven't thought of (maybe involving Death Growl or Da Undatakah) that someone smarter than me can figure out, but there's a lot of fun to be had with this one oddball card. The other side shaman has actually won me a decent amount of games - if you can make it to turn 10, you've basically won the game. It's just getting there is hard. If the meta slows down with some potential future balance changes I could legitimately see this being a real deck. With lots of tweaking this was the best I could come up with myself:
[deck]
Happy memeing!
Sounds fun. Great post!
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Hi, yeah it's a fun interaction. I've been trying to make it work since release.
Bonelord Frostwhisper is an interesting interaction + and gives you the chance to cast From De Other Side twice for 2 turns.
The alternative is that you just want the perpetual single cast (against warrior for example) of From De Other Side
so you try to discover a transform effect for Bonelord Frostwhisper.
There's some fun hand size manipulation too. Against plagues you can keep yr hand at 10 cards easily enough with the combo so you lock out their win condition.
Rivendare didn't feel like it would work.... how did it go for you?
Does Bonelord Frostwhisper dying with the effect already up reset the timer?
Yeah I really like rivendare as your inevitable win con. Berserkers are mandatory, they keep you at full health and leave behind bodies, so I added Behemoths to pull them out in last-ditch situations on turn 9 when you really just need that one more turn to live. During FTOS I really like the internal synergy they have with rivendare - there is no combination of silence/steamcleaner that can actually counter it unless you pull warrider with a 10 card hand, then it gets silenced. After the horsemen start shuffling, behemoth will always keep summoning random ones leaving behind 6/6s and eventually a win.
My thought process was to try and make the deck with a good amount of control, healing and draw so you can actually get to turn 10 - the flash/reflexes package offers you a lot of control (and you can just play flash as draw 1) and you often end up discovering overload cards to help Flowrider draw the deck out more. Wave is just too good in this meta against mech rogue, mech paladin, drum circle druid and warlock in general. With chill vibes, altered chord and applebaum you also have a ton of healing in the deck.
I wanted minions I could play out normally on the leadup to turn 10 on their own but also be good during FTOS - explosive sheep can slow down board development a bit, and applebaum is a surprisingly good card at slowing the game down, I'm probably going to swap 2x sheep for 2x apple. Also works with behemoth.
Containment Unit sounds hilarious though, gonna have to try it!
unfortunately no :)... at first I thought it did but it doesn't reset the timer. It would be OP if it did, tbh. It makes for some interesting decisions though... if Bonelord is the 5th minion in yr hand you can manipulate the board so it's not summoned with things like Piranhas/totems. I'm toying with a evolve version inc muckpools for the Bonelord, but you do tend to get an evolve effect. Choosing if Bonelord deathrattle is right is key, and I still have trouble with dooming myself, but it's still plenty fun :D.
For my set up I found the behemoths to cause the hand size probs as FTOS returns to the hand. Getting the Bonelord combo off early can kill the game too, so thinning the number of minions was my strategy. Containment Unit is nice as a 1 of but I am also gonna try a Shatterskin Gargoyle version focusing on face damage. Board space becomes a prob when yr FTOS twice a turn so maybe straight up damage might prove better.
Played the deck from the OP 6 games, with the only change that I swapped 2x Explosive sheep for 1 more Baum and 1 Containment Unit.
I had a good time, but out of the 6 games I only got to play the actual combo once, and I was so fair ahead at that point it was just for show.
Out of the other games the 1 that stood out was a frustrating loss, where I managed to reach turn 10, but didn't have my FTOS nor my Flowriders and had to go digging for either of them with Ancestral Knowledge I topdecked. That got me FTOS, but now I'm overloaded so can't play it next turn either. That cascaded into losing cause I couldn't play it that turn, nor the turn after, giving my opponent 2 free turns to kill me (Odyn Warrior).
Which just rubs me the wrong way, and I still hate Overload as a mechanic. lol
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It's definitely like a tier 3/4 deck lol. It's not even close to the power level of the top tier decks right now but you can pull off some really funny games. It's actually really good against control priest and blood DK since their pressure is so low.
And yeah you definitely want to do all your overload drawing before turn 9, that shit sucks but there's no real room for overdraft or similar in the deck.
Wouldn't Jazz Bass be a good option, so thst you can cast the first FDOS earlier?
Edit: nvm, someone posted an updated list that covers me.
Yeah, I actually looked at other draw options, but there's nothing on the level of the Overload package with AK and Flowrider. Just gotta not be unlucky to have them in the bottom of your deck.
The only draw option that I considered that might make sense is 2x Prescience instead of 1. Maybe cut the greedy Containment Unit for it. Cause the times I had it on curve or near curve turned out to be my best games. Deck thinning + board presence is nice. (and no overload! :D )
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Looks like someone galaxy brained a fate splitter OTK with reckless experimenter and teron gorefiend, lol.
I've now been having some success with ETC. I was hesitant to include it because of anti synergy with Prescience but that's not really a factor in this meta. My etc has: <Bonelord, Fatesplitter no2, FTOS no2> So you can tutor with Prescience for FTOS now, hope that helps :)
Mark Mculz has done hundreds of insane combos with decks , he is the galaxy brain overlord of hearthstone to be fair.
degenerate af
After the recent nerfs, with otk decks having basically disappeared from the meta, i gave this combo a try.
2nd game, at about 500 legend, i beat Kolento! (He was playing armor warrior.)