I think this card is getting a little overhyped. While I think it opens up possibilities for Shaman, I do not think it's nearly as good as people are making it out to be. It's commonly said that playing something to make bad cards better, tends not to be good, as there will be times when you'll have one without the other. Circle of Healing is probably one of the only heavily combo'd cards that sees a lot of play, and that's just because there are so many situations where Circle of Healing can be good, not just the single combo. In order to make this card constantly good you'd have to run a lot of 2+ Overload cards. Here's a list of cards that fit that bill.
While you can in late game turns play multiples of these cards and then get rid of a large amount of un-usable mana, half of the point of overload cards is to use them early game to set the board ahead at the cost of a slower next turn.
While this card can be good, technically being a better backstab at 2 overload and only getting better with each additional overload you remove, I feel the card is just too situation in most cases to be considered as good as this thread seems to be hyping it.
turn 7 Neptulon, turn 8 lava shock + fire elemental = 5 dmg to something, I cant see how is that bad, it solves the turn 7 neptulon problem, the biggest problem since gvg.
If it truly unlocks current and next turn locked crystals then yea I can see a play for this. That's the only way it makes sense for me. If it's only current turn then you basically playing a 2 damage burn spell for free.
Either way, this card will most likely need to be comboed to get a lot of value out of. It won't have any early game action. I know there is only 31 cards but like other people are suggesting, maybe there is a really good overload card in this set. Elemental of some kind.
Really sweet card. It either gets a must have for all Shamans or only works properly with Neptulon and Earth Elemental to recover one mana. Otherwise it's just deal 2 damage and have the same amount of mana as with overload.
Or in spell-heavy decks. You can dump a large number of spells, and then use this next turn to get full mana back. Huge tempo gain.
The only cards that cause Overload problems are Earth Elemental, Doomhammer, and Neptulon. Perhaps an earth elemental and doom hammer turn 10 play can be followed up by another strong play now.
I'm guessing that it's to help make up for the fact that neither the wolves nor the lightning storm can reliably kill the new "when I take damage I mess you up" minions.
The only cards that cause Overload problems are Earth Elemental, Doomhammer, and Neptulon. Perhaps an earth elemental and doom hammer turn 10 play can be followed up by another strong play now.
Kind of true. I mean, other cards with overload are played. Feral Spirit, Lightning Storm, Crackle, and Lightning Bolt all have seen play in constructed. If the debate is whether or not having the mana locked is a problem, well, I certainly have run into problems with cards that overload by just one. It's tough to crackle on turn 5 when you have a Fire Elemental in hand. But sometimes it's a good play!
When it comes down to it, I don't think Lava Shock needs to follow Earth Ele and Neptulon to be effective.
hoooooly poo. The potential! This is fantastic. Although I really wished we'd get another class minion too.
Hmm. Now thinking about it, it only makes sense after Neptulon/EE/or multiple spells. If you're only overloaded 2 it's a wash, minus the 2 extra dmg.
Where it's EPIC, is like what Crusher mentioned. EE/AS on turn 9, then using this to unlock a mana crystal for a KT on 10 is a game winner. Usually I have to wait an extra turn to drop KT in a similar deck.
This card also makes Dust Devils and Forked Lightnings better as the fact that they had more overload than cost basically made them unplayable until now.
Not too sure about this card yet tbh, it needs to be comboed the turn after you play overload but you need to be overloaded by 2 or more to make this thing useful, at 2 overload you get basically 2 damage for free because the cost equals the overload that would have taken up mana. if you have 3 overload you basically do 2 damage for free and gain 1 mana crystal which is pretty good but then its only 2 damage and what would you replace for it? I mean its not very reliable for taking out minions because 2 damage is low and you need to wait until your actually overloaded to make use of it. I think a card this unique needs to be tested before it can be assessed well.
Based on the clarification, I like this card even more because it helps increase the "skill" level a bit in this game. I know it's not a big deal and I'll probably be mocked for this observation, but still, the opportunities to be punished for playing sub-optimally in this game are relatively few and any opportunity to add more "oops" moments like this is good IMO. Knowing the difference between playing lightning storm and lava shock turn 5 so that you can play fire elemental turn 6, versus waiting to play lava shock so you can play extra overloads next turn and unlock 2 turns worth of overload, will be an important judgement call for experienced players to make.
Also, as a side note, I like the different versions of that increasingly popular 2-mana damage spells. Rather than give every class Frostbolt/Dark Bomb, we get Flamecannon (+1 damage, but random), Seal of Light (-1 damage and on-attack, but +4 healing), and Lava Shock (-1 damage but potentially mana-neutral or even mana-positive).
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I think this card is getting a little overhyped. While I think it opens up possibilities for Shaman, I do not think it's nearly as good as people are making it out to be. It's commonly said that playing something to make bad cards better, tends not to be good, as there will be times when you'll have one without the other. Circle of Healing is probably one of the only heavily combo'd cards that sees a lot of play, and that's just because there are so many situations where Circle of Healing can be good, not just the single combo. In order to make this card constantly good you'd have to run a lot of 2+ Overload cards. Here's a list of cards that fit that bill.
2 Overload:
Doomhammer
Feral Spirit
Lava Burst
Lightning Storm
Forked Lightning
Dust Devil
3 Overload Cards:
Neptulon
Earth Elemental
While you can in late game turns play multiples of these cards and then get rid of a large amount of un-usable mana, half of the point of overload cards is to use them early game to set the board ahead at the cost of a slower next turn.
While this card can be good, technically being a better backstab at 2 overload and only getting better with each additional overload you remove, I feel the card is just too situation in most cases to be considered as good as this thread seems to be hyping it.
Boring.
RIP Leeroy...at least we have chicken...
At the very least, this card means Feral Spirit is going to return to my decks.
Turn 5 Feral Spirit + Lava Shock or Lightning Storm + Lava Shock is great for holding off aggro, and leaves you with a full 6 mana to play a Fire Elemental on-curve.
turn 7 Neptulon, turn 8 lava shock + fire elemental = 5 dmg to something, I cant see how is that bad, it solves the turn 7 neptulon problem, the biggest problem since gvg.
http://www.hearthpwn.com/decks/287291-tgt-theorycraft-midrange
If it truly unlocks current and next turn locked crystals then yea I can see a play for this. That's the only way it makes sense for me. If it's only current turn then you basically playing a 2 damage burn spell for free.
Either way, this card will most likely need to be comboed to get a lot of value out of. It won't have any early game action. I know there is only 31 cards but like other people are suggesting, maybe there is a really good overload card in this set. Elemental of some kind.
Ugh, this is going to be so broken.
Or in spell-heavy decks. You can dump a large number of spells, and then use this next turn to get full mana back. Huge tempo gain.
The only cards that cause Overload problems are Earth Elemental, Doomhammer, and Neptulon. Perhaps an earth elemental and doom hammer turn 10 play can be followed up by another strong play now.
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I'm guessing that it's to help make up for the fact that neither the wolves nor the lightning storm can reliably kill the new "when I take damage I mess you up" minions.
Well its nice and all, but I'm thinking how to solve the card draw.
I love scrubs
Kind of true. I mean, other cards with overload are played. Feral Spirit, Lightning Storm, Crackle, and Lightning Bolt all have seen play in constructed. If the debate is whether or not having the mana locked is a problem, well, I certainly have run into problems with cards that overload by just one. It's tough to crackle on turn 5 when you have a Fire Elemental in hand. But sometimes it's a good play!
When it comes down to it, I don't think Lava Shock needs to follow Earth Ele and Neptulon to be effective.
awesome card,this makes neptulon playable
hoooooly poo. The potential! This is fantastic. Although I really wished we'd get another class minion too.
Hmm. Now thinking about it, it only makes sense after Neptulon/EE/or multiple spells. If you're only overloaded 2 it's a wash, minus the 2 extra dmg.
Where it's EPIC, is like what Crusher mentioned. EE/AS on turn 9, then using this to unlock a mana crystal for a KT on 10 is a game winner. Usually I have to wait an extra turn to drop KT in a similar deck.
Lava Lasher... WHY YOU NO REAL? Q_Q
btw everyone forgets th overload spells like lightning storm,crackle, LAVABURST (this one is good), lightning bolt etc.
i can see lava shock as 1x in shaman decks but not more..
Time is money, friend.
This card also makes Dust Devils and Forked Lightnings better as the fact that they had more overload than cost basically made them unplayable until now.
yet a mana-tide totem surviving 1 enemy turn always makes you happy i bet :))
Time is money, friend.
omfg, forked lighting comeback
http://www.hearthpwn.com/decks/287291-tgt-theorycraft-midrange
Not too sure about this card yet tbh, it needs to be comboed the turn after you play overload but you need to be overloaded by 2 or more to make this thing useful, at 2 overload you get basically 2 damage for free because the cost equals the overload that would have taken up mana. if you have 3 overload you basically do 2 damage for free and gain 1 mana crystal which is pretty good but then its only 2 damage and what would you replace for it? I mean its not very reliable for taking out minions because 2 damage is low and you need to wait until your actually overloaded to make use of it. I think a card this unique needs to be tested before it can be assessed well.
Personally not Impressed TBH, we'll see when i actually have a chance to try it out if it's as good as hyped
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Based on the clarification, I like this card even more because it helps increase the "skill" level a bit in this game. I know it's not a big deal and I'll probably be mocked for this observation, but still, the opportunities to be punished for playing sub-optimally in this game are relatively few and any opportunity to add more "oops" moments like this is good IMO. Knowing the difference between playing lightning storm and lava shock turn 5 so that you can play fire elemental turn 6, versus waiting to play lava shock so you can play extra overloads next turn and unlock 2 turns worth of overload, will be an important judgement call for experienced players to make.
Also, as a side note, I like the different versions of that increasingly popular 2-mana damage spells. Rather than give every class Frostbolt/Dark Bomb, we get Flamecannon (+1 damage, but random), Seal of Light (-1 damage and on-attack, but +4 healing), and Lava Shock (-1 damage but potentially mana-neutral or even mana-positive).