dont forget something important they said this adventure will include elemental cards.... dont be surprised if you see a op elemental with over 3 overload
This card is only good if you have an overload higher than 3. Otherwise u only get 1 mana back or even nothing (if you overloaded for only 1 or 2). In endgame it may be nice if you played stuff to overload for 5+. To me its a shitty card and I don't think we will see it that often.
But you also deal 2 damage which is generally a one mana card all by itself (e.g. Holy Smite, Arcane Shot), so if you remove one overload, you break even. Everything past that is pure gain. If I interpret the card right, you remove overload from this turn and next, so if you played an Earth Elemental last turn and played one this turn, you could play Lava Shock to free up 3 mana for this turn yet, and remove the 3 overload from the next. Sounds good to me, but I'm pretty into Earth Elementals.
Does this card unlock the mana crystals that are currently locked or does it unlock the mana crystals that will be locked next turn? Or both?
For example, let's say I have 5/7 mana on turn 7 (I overloaded 2 last turn). I play Feral Spirit, taking me down to 2/7. Then I play Lava Shock. It would cost 2, taking me down to 0/7. But then do I unlock the 2 that were locked, taking me back up to 2/7? Or perhaps the effect is for the overload I did this turn - so on turn 8 will i have 8/8 or 6/8 (because of the feral spirit)?
The overload locked mana icons appear beneath the crystals when they are affecting next turn. I guess I'm wondering if it unlocks these too.
Very good but why Blizzard is taking the Weaknesses of all class? In GVG gave healing totem and now this? What will be next? better draw mechanic for priest and hard removal for druid ? there will come a time when no class will have weaknesses,that's right?.Anyway and again,very good card.
Priests have always had an amazing draw mechanic, it's paladins that need the draw. Priests weakness is that most of their cards are reactionary.
about time we finally get something that has some thought put into it. hard to say if it's worth it though since two damage doesn't exactly do much. i feel like there will be a lot of moments when you'll just want to use it on face or some big creature just to unlock crystals... maybe that'll be worth it though. we'll see.
I always thought Shaman had the worst card draw, well maybe Hunter since Starving Buzzard nerf, but their hero power means that they don't need the draw as much... sorta.
Does this card unlock the mana crystals that are currently locked or does it unlock the mana crystals that will be locked next turn? Or both?
For example, let's say I have 5/7 mana on turn 7 (I overloaded 2 last turn). I play Feral Spirit, taking me down to 2/7. Then I play Lava Shock. It would cost 2, taking me down to 0/7. But then do I unlock the 2 that were locked, taking me back up to 2/7? Or perhaps the effect is for the overload I did this turn - so on turn 8 will i have 8/8 or 6/8 (because of the feral spirit)?
The overload locked mana icons appear beneath the crystals when they are affecting next turn. I guess I'm wondering if it unlocks these too.
Does this card unlock the mana crystals that are currently locked or does it unlock the mana crystals that will be locked next turn? Or both?
For example, let's say I have 5/7 mana on turn 7 (I overloaded 2 last turn). I play Feral Spirit, taking me down to 2/7. Then I play Lava Shock. It would cost 2, taking me down to 0/7. But then do I unlock the 2 that were locked, taking me back up to 2/7? Or perhaps the effect is for the overload I did this turn - so on turn 8 will i have 8/8 or 6/8 (because of the feral spirit)?
The overload locked mana icons appear beneath the crystals when they are affecting next turn. I guess I'm wondering if it unlocks these too.
In that case it is fucking awesome. I did not know it cleared the overload for the next turn. I thought you had to be currently overloaded for Lava Shock to have any effect.
Even in a good-value scenario (say, you're overloaded 3), this is on net essentially just a coin that does 2 damage but can only be used conditionally. That doesn't seem too great (certainly not a "game-changer"). Assuming you can also use it on the turn you do things that actually overload, it opens up some combos: Lightning Bolt (3 mana, 5 damage that can be split a little bit) -- admittedly this seems OK. Earth Elemental (7 mana, 7/8 + battlecry: do 2 damage) -- OK, but still suffers from BGH tempo swings. But these are all two-card combos.
I feel like this is maybe on the verge of being a good card but isn't there right now. What would you cut for it in standard builds?
Earth Elemental is as terrible as it was before. It's lack of play had nothing to do with it's overload. It's simply to easily removed in the current meta.
Neptulon is okay, and sees plays. But all you're getting back, with Lava Shock, is one mana. That could be a big deal with some Murlocs, but most often not.
youre not getting 1 mana youre getting your 3 mana back. if you play neptulon at turn 7 then in turn 8 you only have 5 mana crystals cause 3 are locked. but if you play this new card you get 2 damage or maybe 3 if you have spellpower and all your remaining 6 mana to play an elemental for example. i believe this card is huge for shaman, in all stages of the game
What he's saying is that you get 3 back, but the spell costs 2, so you only net 1 mana.
You're welcome for doing the thinking there for ya. ;)
aside the synergy with feral spirit etc this card is also another spell damage for shaman who burst their opponents with malygos. maybe a spell damage burst deck will be borned eventually even more powerful than the current one
This is a Darkbomb, which does 1 less damage in return for being half-cost or free if you have any overload.
Just looking at it like that, it sounds like a decent card (but hard to find a place for it in your deck) for any Shaman, or a decidedly good card for heavy-overload Shamans.
But then we get to the part where it also gives you mana if you're overloaded for more than 2, and can also clear next turn's overload. That makes it UTTERLY FANTASTIC AND CRUCIAL for heavy-overload decks. (Still good, but hard to make room for, in "normal" Shaman decks.)
so many stars have to align for this card to be useful. not worth a card early game and how much overload mana are you gonna save late game with it without at the same time losing card advantage since it still costs 2 mana to use. crappy removal for its cost.
Having the ability to unlock mana the turn its played, and the following turn, makes this a real interesting card. I know sometimes when I'm playing shaman, the overloaded mana on multiple turns, can be a devastating effect.
Neptulion + lightning storm, followed by feral wolves and lava shock, equals 5+ mana, plus a full board, and full hand (of murlocs, but still) and a weakened or empty board for your opponent. While I know this is the best case scenario, even a more moderate effect of say a lava burst + feral wolves or lightning storm, nets two additional mana. Who knew shamans would' re recieved a pseudo-innervate.
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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
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good tempo card.. probably have use in overload heavy and tempo deck its bad late game topdeck doe also it doesnt fix shamans drawing problem.
im not saying its bad it has some use and a very interesting mechanic.
YES?
dont forget something important they said this adventure will include elemental cards.... dont be surprised if you see a op elemental with over 3 overload
But you also deal 2 damage which is generally a one mana card all by itself (e.g. Holy Smite, Arcane Shot), so if you remove one overload, you break even. Everything past that is pure gain. If I interpret the card right, you remove overload from this turn and next, so if you played an Earth Elemental last turn and played one this turn, you could play Lava Shock to free up 3 mana for this turn yet, and remove the 3 overload from the next. Sounds good to me, but I'm pretty into Earth Elementals.
Twitch: CrusherHS, Youtube Channel: Hearthstone Crusher
Season 2, 12: Divine Tempo Paladin (Peak NA Legend Rank: 48, 80)
Season 3: Ancestral Control Shaman (Peak NA Legend Rank: 777)
Season 6: Handmage (Peak NA Legend Rank: 301)
Season 7: Deathrattle Aggro Paladin (Peak NA Legend Rank: 135)
Season 10: Deathrattle Tempo Druid (Peak NA Legend Rank: 335)
Season 15: Inner Fire Combo Priest (Peak NA Legend Rank: 1315)
Season 22: Silent Hybrid Druid (Peak NA Legend Rank: 138)
and more...
to cut to the chase its a good swing for momentum for the win its like a damaging wild growth.
YES?
Does this card unlock the mana crystals that are currently locked or does it unlock the mana crystals that will be locked next turn? Or both?
For example, let's say I have 5/7 mana on turn 7 (I overloaded 2 last turn). I play Feral Spirit, taking me down to 2/7. Then I play Lava Shock. It would cost 2, taking me down to 0/7. But then do I unlock the 2 that were locked, taking me back up to 2/7? Or perhaps the effect is for the overload I did this turn - so on turn 8 will i have 8/8 or 6/8 (because of the feral spirit)?
The overload locked mana icons appear beneath the crystals when they are affecting next turn. I guess I'm wondering if it unlocks these too.
Priests have always had an amazing draw mechanic, it's paladins that need the draw. Priests weakness is that most of their cards are reactionary.
Lovely card, i think it will impact shaman play style now and in the future.
about time we finally get something that has some thought put into it. hard to say if it's worth it though since two damage doesn't exactly do much. i feel like there will be a lot of moments when you'll just want to use it on face or some big creature just to unlock crystals... maybe that'll be worth it though. we'll see.
I always thought Shaman had the worst card draw, well maybe Hunter since Starving Buzzard nerf, but their hero power means that they don't need the draw as much... sorta.
Twitch: CrusherHS, Youtube Channel: Hearthstone Crusher
Season 2, 12: Divine Tempo Paladin (Peak NA Legend Rank: 48, 80)
Season 3: Ancestral Control Shaman (Peak NA Legend Rank: 777)
Season 6: Handmage (Peak NA Legend Rank: 301)
Season 7: Deathrattle Aggro Paladin (Peak NA Legend Rank: 135)
Season 10: Deathrattle Tempo Druid (Peak NA Legend Rank: 335)
Season 15: Inner Fire Combo Priest (Peak NA Legend Rank: 1315)
Season 22: Silent Hybrid Druid (Peak NA Legend Rank: 138)
and more...
it does both
https://twitter.com/bdbrode/status/575346856806346752
Interesting mechanic, crappy card, looks quite situational, but potentially good in future.
In that case it is fucking awesome. I did not know it cleared the overload for the next turn. I thought you had to be currently overloaded for Lava Shock to have any effect.
Turn 5 Feral Spirit + Lava Shock is incredible since it allows you to play Fire Elemental on the next turn.
Poetic.
Even in a good-value scenario (say, you're overloaded 3), this is on net essentially just a coin that does 2 damage but can only be used conditionally. That doesn't seem too great (certainly not a "game-changer"). Assuming you can also use it on the turn you do things that actually overload, it opens up some combos: Lightning Bolt (3 mana, 5 damage that can be split a little bit) -- admittedly this seems OK. Earth Elemental (7 mana, 7/8 + battlecry: do 2 damage) -- OK, but still suffers from BGH tempo swings. But these are all two-card combos.
I feel like this is maybe on the verge of being a good card but isn't there right now. What would you cut for it in standard builds?
What he's saying is that you get 3 back, but the spell costs 2, so you only net 1 mana.
You're welcome for doing the thinking there for ya. ;)
My prediction for this card is that it will see a fair amount of play but I am quite sure that this card will never be a must have for shamans.
I think there will be 1 copy of this card in overload heavy decks, for a small tempo swing.
Who can take your trash out?
Stomp it down for you?
Shake the plastic bag
and do the twisty thingy, too?
aside the synergy with feral spirit etc this card is also another spell damage for shaman who burst their opponents with malygos. maybe a spell damage burst deck will be borned eventually even more powerful than the current one
This is a Darkbomb, which does 1 less damage in return for being half-cost or free if you have any overload.
Just looking at it like that, it sounds like a decent card (but hard to find a place for it in your deck) for any Shaman, or a decidedly good card for heavy-overload Shamans.
But then we get to the part where it also gives you mana if you're overloaded for more than 2, and can also clear next turn's overload. That makes it UTTERLY FANTASTIC AND CRUCIAL for heavy-overload decks. (Still good, but hard to make room for, in "normal" Shaman decks.)
so many stars have to align for this card to be useful. not worth a card early game and how much overload mana are you gonna save late game with it without at the same time losing card advantage since it still costs 2 mana to use. crappy removal for its cost.
wait 2 ancient mage or am i just crazy?
YES?
Having the ability to unlock mana the turn its played, and the following turn, makes this a real interesting card. I know sometimes when I'm playing shaman, the overloaded mana on multiple turns, can be a devastating effect.
Neptulion + lightning storm, followed by feral wolves and lava shock, equals 5+ mana, plus a full board, and full hand (of murlocs, but still) and a weakened or empty board for your opponent. While I know this is the best case scenario, even a more moderate effect of say a lava burst + feral wolves or lightning storm, nets two additional mana. Who knew shamans would' re recieved a pseudo-innervate.
"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