Well, it's good, for sure... but it's SO boring. between this one and Fireguard Destroyer, it feels like developpers are doing the bare minimum when it comes to Shaman cards....
It's boring until you think about the possibilities of a totem deck. Get this guy out on turn 2 and you get enough tempo against any class other than mage to potentially put you in the driver seat and fill up the board with other totems for a massive totemic might or one of the totem synergy cards I don't know the name of yet. Dull it may be, but it could be game changing for Shaman.
The thing that y'all are missing that makes this card so perfect is its ability to be a perfectly good t4 play after you drop Feral Spirit on t3. Right now, if you Feral Spirit t3 just about the only semi-decent play on t4 is Flametongue Totem. Totem Golem does HUGE amounts to smooth out Shaman's mid-game Overloaded-mana-curve problems. HUGE amounts. I'm very much looking forward to this set! :)
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I looked at this card originally and I thought, you know, it's a card, and you play this card. The card will be that card that you play so you're playing a card. So, it is one thing to play a card. If you're opponent doesn't really have any cards, the card will screw up the card pretty hard, and that means it's a pretty good card.
I still don't think Totem Shaman will be a thing but this is a great card by itself. It's good against aggro and decent against control. Turn 2 overload 1 is not even that bad because you will have 2 mana to play something or hero power next turn. A great tempo gain with fairly low drawback. You can also play this on turn 4 after playing Feral Spirit on turn 3. In late game, a 3/4 body is not strong but still significant enough to impact the direction of the game.
This could become a auto-include card in all current Shaman archetypes like Shielded Minibot in Paladin.
Its extremely good. No 2 drop (except Manastorm) can contend with it and most early removal cant kill it (flamecannon and swp come to mind, im not sure if there's something else). It's an almost guaranteed 2 for 1 if dropped on curve, and you can follow with the second one if you get it!
I still don't think Totem Shaman will be a thing but this is a great card by itself. It's good against aggro and decent against control. Turn 2 overload 1 is not even that bad because you will have 2 mana to play something or hero power next turn. A great tempo gain with fairly low drawback. You can also play this on turn 4 after playing Feral Spirit on turn 3. In late game, a 3/4 body is not strong but still significant enough to impact the direction of the game.
This could become a auto-include card in all current Shaman archetypes like Shielded Minibot in Paladin.
I agree and can see it replacing Haunted Creeper. The overlord isn't so bad since you can always just HP on turn 3 for another totem then play Totemic Might the same turn!
You compared it to a card that does nothing on it's own, a neutral 2 drop that's pretty much just there to be buffed by flametongue, a card that only fits certain decks, and a one shot spell that also has overload.
A big burly early game stabilizer is exactly what shamans desperately needed.
Great card, someone who says otherwise has no real understanding how powerful a T2 3/4 is. This guy can most likely trade with your opponents 2 and 3 drop, so a great swing or massiv pressure. Besides, with TGT being a Totem matters. Totem Golem can be buffed or used to buff other minions pretty easily.
You compared it to a card that does nothing on it's own, a neutral 2 drop that's pretty much just there to be buffed by flametongue, a card that only fits certain decks, and a one shot spell that also has overload.
A big burly early game stabilizer is exactly what shamans desperately needed.
That's why I said "I doubt". Certain classes like Mage, Priest and Rogue can remove it from the board with ease, leaving you with the overload, while Warlock, Paladin, Warrior and Shaman can't do that. Hunter will just go face or use Hunter's Mark, and Druid is dependent on Wild Growth or Innervate.
Theoretically the same cost as spider tank but on turn 2... Screw the overload, this thing will create major headaches being dropped that early.
And it will give you massive headaches when played later in the game.
Well no, firstly because early tempo is vastly more important than losing 1 mana at turn 10, secondly because aggro decks generally win or lose long before turn 9, thirdly because it's an incredibly powerful combo with arcane golem and all the other totems and lastly because being good at playing shaman means being able to manage overload properly.
It's boring until you think about the possibilities of a totem deck. Get this guy out on turn 2 and you get enough tempo against any class other than mage to potentially put you in the driver seat and fill up the board with other totems for a massive totemic might or one of the totem synergy cards I don't know the name of yet. Dull it may be, but it could be game changing for Shaman.
The thing that y'all are missing that makes this card so perfect is its ability to be a perfectly good t4 play after you drop Feral Spirit on t3. Right now, if you Feral Spirit t3 just about the only semi-decent play on t4 is Flametongue Totem. Totem Golem does HUGE amounts to smooth out Shaman's mid-game Overloaded-mana-curve problems. HUGE amounts. I'm very much looking forward to this set! :)
I looked at this card originally and I thought, you know, it's a card, and you play this card. The card will be that card that you play so you're playing a card. So, it is one thing to play a card. If you're opponent doesn't really have any cards, the card will screw up the card pretty hard, and that means it's a pretty good card.
I really like this.
I still don't think Totem Shaman will be a thing but this is a great card by itself. It's good against aggro and decent against control. Turn 2 overload 1 is not even that bad because you will have 2 mana to play something or hero power next turn. A great tempo gain with fairly low drawback. You can also play this on turn 4 after playing Feral Spirit on turn 3. In late game, a 3/4 body is not strong but still significant enough to impact the direction of the game.
This could become a auto-include card in all current Shaman archetypes like Shielded Minibot in Paladin.
Meta changes the moment you switch your deck.
very strong. auto-include in non-mech shaman
I like it, maybe the overload Shaman will reborn! I just hate to see a (indirectly) buff to Piloted Shredder.
Finally some real love for Shaman!!!!
That card is insane (and mix it with the other ones......)
Coin this out on turn one. God, have mercy.
Well done, all around Blizzard!
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As if Piloted Shredder needs more love...
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I agree and can see it replacing Haunted Creeper. The overlord isn't so bad since you can always just HP on turn 3 for another totem then play Totemic Might the same turn!
Cant complain about a 2 mana Spider Tank. Very good card overall and deals with other aggro decks.
Shaman absolutely needed this to catch up with midrange decks. I can see this being the return of shaman
Great card, but I doubt it'll be useful because the overload might actually hurts, and Shaman already has many staple 2-drops such as Flametongue Totem, Haunted Creeper, Nerubian Egg and Crackle.
You compared it to a card that does nothing on it's own, a neutral 2 drop that's pretty much just there to be buffed by flametongue, a card that only fits certain decks, and a one shot spell that also has overload.
A big burly early game stabilizer is exactly what shamans desperately needed.
Great card, someone who says otherwise has no real understanding how powerful a T2 3/4 is. This guy can most likely trade with your opponents 2 and 3 drop, so a great swing or massiv pressure. Besides, with TGT being a Totem matters. Totem Golem can be buffed or used to buff other minions pretty easily.
That's why I said "I doubt". Certain classes like Mage, Priest and Rogue can remove it from the board with ease, leaving you with the overload, while Warlock, Paladin, Warrior and Shaman can't do that. Hunter will just go face or use Hunter's Mark, and Druid is dependent on Wild Growth or Innervate.
New Zombie Chow for Shaman. op.
already hate this card - it should be 2-4 or overload for 2
Well no, firstly because early tempo is vastly more important than losing 1 mana at turn 10, secondly because aggro decks generally win or lose long before turn 9, thirdly because it's an incredibly powerful combo with arcane golem and all the other totems and lastly because being good at playing shaman means being able to manage overload properly.