I really can't see how this is equal to Quartermaster in cost.
There must be some seriously powerful Inspire based cards that have yet to be released.
Or, the more likely option: Shaman keep getting sub-par cards.
The fact you can keep playing this ability over and over, while simultaneously playing another totem on the board, is crazy. It's also a much better body and a far better target for the opposition. Once Quartermaster hits the board, outside of existing as a minion on your side of the board, the cards worth ends. This card, however, continues to get value every turn he exists on the board since you can continue triggering his ability. He's also a 3/6 body compared to a 2/5 for the same cost. I can see the pluses for each side, but overall I see a whole lot of value pumping up totems every turn-- totems that, besides one, all come with 2-health bodies-- even more than the one-time use you get out of Quartermaster.
Note: this is coming from a paladin-devotee who lives on Quartermaster paladin decks, so don't take this as me purely hating on the card nor the hero.
Now that we know Justicar Trueheart's buff allow Shaman to not only choose but spamming copies of the same Totem, I guess this big boy has some serious chances of being playable. Just protect your high value Totems behind a couple buffed Stoneclaw Totem.
Now that we know Justicar Trueheart's buff allow Shaman to not only choose but spamming copies of the same Totem, I guess this big boy has some serious chances of being playable. Just protect your high value Totems behind a couple buffed Stoneclaw Totem.
The only problem is that Justicar Trueheart is pretty bad in shaman compared to the other classes. Thunder Bluff Valiant is on its own better than the Justicar in shaman.
Actually Trueheart in Shaman is slightly above average. It's only below Warrior and Paladin, tied with Druid and Mage. Being able to spam whatever Totem may convey you will be very strong.
Justicar is terrible for Shaman. I'm not quite sure how people don't realize that. The small gain from reduced RNG will never make up for the loss a real card would provide, say Sylvanas or Piloted Sky Golem.
As for Thunder Bluff Valiant, he wouldn't work in the current meta, and "win more" cards have historically not been good for Shaman, but we'll try to make it work anyway. It's pointless to speculate further with so many other cards yet to come that work with totems/inspire.
If those were the only cards added, I would bet against it on the ladder, even though it's so much better than Belcher in control matchups.
I can only evaluate potential combos, nobody has any idea of how it will really perform competitively in the TGT meta. I can only say it is clearly good and fast enough for the non ranked games.
It looks like you missed the point of his argument. He never said Justicar was to slow or noncompetitive. He was arguing that the ability to choose your totem, and create doubles, isn't nearly as strong as what other classes get.
The ability to choose your totem is decent, but it's pretty rare for getting the wrong totem to lose you the game, or a right totem winning you the game. The ability to get a duplicate totem relies on maintaining board control, and if you have board control as a shaman you've already won.
For other classes, however, the new hero powers are great. Mage, Druid, and Rogue can all invalidate 2-health creatures for the rest of the game. Paladin's new hero power makes sure Quartermaster is never a dead card, and gives him easy minion pressure. Warrior becomes even more invincible, and makes sure shield slam always kills something. Hunter and priest appear to be in the same boat as shaman, with the weakest upgrades.
Ensuring that you'll clear the board with Lightning Storm (or another possible new AoE from this expansion), or simply giving some extra range to your burn spells when you're rushing for lethal: great value.
Protecting your face and key minions, eventually stopping a single huge threat over and over: great value.
Keeping your minions out of AoE or unworth trades range, also a nice bonus against Warrior and their Executes: decent value.
Having a Silver Hand recruit: mediocre value, specially cause compared to Pally our Searing Blaze didn't have any potential synergy in the game. Until now.
Being able to solely choose the Totem would be a bit awkward indeed - cause it's too OP for regular HP, but would be too far behind the buffed HP's Trueheart gives to other classes. Being able to spam additional copies surely places it up with the strongest HP's from the Justicar.
Sure, if we compare directly with other new HP's there are some which outright counter ours - but that happens to every class somehow, besides Hunter which now falls behind against Warrior and Priest. Thing here is: if Paladin got stronger from having even more value now from Quartermaster, although having 2 recruits on their own isn't all that broken, what can be said from us and the possibility of having 2x Air Wrath Totem? Just like a 1/1 recruit, having a 0/2 may not be all that broken - but if having many recruits rises the value of Quartermaster, having many of whatever totem we need at the right time will rise the value of so much more cards within Shaman pool!
It will be harder to spam totems than recruits since we can only summon one at a time, but now with the option to choose and repeat totems the HP will punish much more people for not answering right away, since havin 2~ copies from the right totem may generate much more value than 2 recruits.
it will spawn a totem, since you need to hero power for its ability to trigger. That means that if you already have 4 totems you cant even trigger the ability.
No. Try to think outside the box and see the big picture.
Just play it on turn 5. With 6 health, it has a good chance to survive. And with cards like Totem Golem, Tuskarr and even Garrison Commander getting value from TBV will be easier than you think. Furthermore, the buff is permanent. And cumulative.
I'm not sure it's going to work. But it might. It's certainly not as bad as you think.
Also, feel free to not play Justicar, but feel free to lose against any deck that included her, unless you're really far ahead when she's played.
You play your Justicar. And I'll drop a Fire Ely to kill it and make you sad. Or I'll just Lightning Bolt it and put down a Belcher. Etc. Etc. Etc.
I'd much rather run a card that will be GOOD in my deck, that can help me wins games. Whether its an old staple like Fire Ely or Loatheb or one of the new cards. Even the untested TVB would be a better use of the card slot than Trueheart. Even the hippy space goat is better: at least it doesn't die to Darkbomb.
Seriously... Trueheart provides no value for shamans. It's a waste of a card slot and a HUGE tempo loss to play. All for a very insignificant benefit that will NOT win you any games.
Too slow! Ok I see you're trying to make Totem shaman works Blizz and this card is cool with both stat and effect. But 5 mana make it so hard for Shaman to survise that long time with a bunch of totems with no attack. Play him at turn 5 and you can give your totems +2 attack at turn 6. That's in case they don't kill your Thunder Bluff Valiant. That's in case you can still have some totems until then. Too slow!
Too slow! Ok I see you're trying to make Totem shaman works Blizz and this card is cool with both stat and effect. But 5 mana make it so hard for Shaman to survise that long time with a bunch of totems with no attack. Play him at turn 5 and you can give your totems +2 attack at turn 6. That's in case they don't kill your Thunder Bluff Valiant. That's in case you can still have some totems until then. Too slow!
It has 6 health. It's not going to be that easy to kill. Meanwhile, you have Enchilada Totems and walruses to play before TBV hits the board. It will not be as hard to get and keep totems onthe board as you're making out. I'm not saying totem shaman is necessarily going to work, but it might. Uncategorically asserting it won't before we've even seen a fraction of the cards -- especially when the cards we have seen for shaman are not actually /bad/ -- is just silly.
Justicar looks pretty good for shaman. 2 mana and you have spellpower +1, or a taunt. The healing totem isn't so useful. The 1/1 is garbage, you skip this one. We're used to press HP for shaman when we are lacking of optionss and that's it, now we can use the hp for some move.
I see people have also already given up on garbage mr mistcaller. Sucks having a bad legend for my favorite class, but it also feels kind of nice being proven right on that count. :D
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This card will for sure see play the way Quartermaster did. Will certainly play test it.
Too slow you need to play it AND use hero power specially on shaman with the stupid overload mechanic.
Huh?
What's that I hear?
Is that... IS THAT THE SOUND OF SHAMANS NOT SUCKING IN THE NEAR FUTURE?!?!?!
Shamans are going to want a bunch of totems out which means if its popular Mind Control Tech might be added to many decks like Kezan is today.
Gaming Blog (WoW, Hearthstone, etc.) - http://honorscode.blogspot.com
Just realised it should be a stacking ability. If the totem somehow survives heh, it'll start as 2\2 then become a 4\2. 6\2 etc :)
That's how i interpret the text. Not shabby tbh, not sure if it'll see constructed play even then though.
The fact you can keep playing this ability over and over, while simultaneously playing another totem on the board, is crazy. It's also a much better body and a far better target for the opposition. Once Quartermaster hits the board, outside of existing as a minion on your side of the board, the cards worth ends. This card, however, continues to get value every turn he exists on the board since you can continue triggering his ability. He's also a 3/6 body compared to a 2/5 for the same cost. I can see the pluses for each side, but overall I see a whole lot of value pumping up totems every turn-- totems that, besides one, all come with 2-health bodies-- even more than the one-time use you get out of Quartermaster.
Note: this is coming from a paladin-devotee who lives on Quartermaster paladin decks, so don't take this as me purely hating on the card nor the hero.
Now that we know Justicar Trueheart's buff allow Shaman to not only choose but spamming copies of the same Totem, I guess this big boy has some serious chances of being playable. Just protect your high value Totems behind a couple buffed Stoneclaw Totem.
Actually Trueheart in Shaman is slightly above average. It's only below Warrior and Paladin, tied with Druid and Mage. Being able to spam whatever Totem may convey you will be very strong.
question... can I assume that the +2 attack on the totems affected are permanent? since there is no "til end of turn" written?
If its permanent, that is so cool! shaman should also have a muster for battle type of spell that spawns totems :D
Your assumption is correct!
Also, the closest you will probably get is Tuskarr Totemic.
Justicar is terrible for Shaman. I'm not quite sure how people don't realize that. The small gain from reduced RNG will never make up for the loss a real card would provide, say Sylvanas or Piloted Sky Golem.
As for Thunder Bluff Valiant, he wouldn't work in the current meta, and "win more" cards have historically not been good for Shaman, but we'll try to make it work anyway. It's pointless to speculate further with so many other cards yet to come that work with totems/inspire.
If those were the only cards added, I would bet against it on the ladder, even though it's so much better than Belcher in control matchups.
It looks like you missed the point of his argument. He never said Justicar was to slow or noncompetitive. He was arguing that the ability to choose your totem, and create doubles, isn't nearly as strong as what other classes get.
The ability to choose your totem is decent, but it's pretty rare for getting the wrong totem to lose you the game, or a right totem winning you the game. The ability to get a duplicate totem relies on maintaining board control, and if you have board control as a shaman you've already won.
For other classes, however, the new hero powers are great. Mage, Druid, and Rogue can all invalidate 2-health creatures for the rest of the game. Paladin's new hero power makes sure Quartermaster is never a dead card, and gives him easy minion pressure. Warrior becomes even more invincible, and makes sure shield slam always kills something. Hunter and priest appear to be in the same boat as shaman, with the weakest upgrades.
Concerning Justicar Truheart:
Ensuring that you'll clear the board with Lightning Storm (or another possible new AoE from this expansion), or simply giving some extra range to your burn spells when you're rushing for lethal: great value.
Protecting your face and key minions, eventually stopping a single huge threat over and over: great value.
Keeping your minions out of AoE or unworth trades range, also a nice bonus against Warrior and their Executes: decent value.
Having a Silver Hand recruit: mediocre value, specially cause compared to Pally our Searing Blaze didn't have any potential synergy in the game. Until now.
Being able to solely choose the Totem would be a bit awkward indeed - cause it's too OP for regular HP, but would be too far behind the buffed HP's Trueheart gives to other classes. Being able to spam additional copies surely places it up with the strongest HP's from the Justicar.
Sure, if we compare directly with other new HP's there are some which outright counter ours - but that happens to every class somehow, besides Hunter which now falls behind against Warrior and Priest. Thing here is: if Paladin got stronger from having even more value now from Quartermaster, although having 2 recruits on their own isn't all that broken, what can be said from us and the possibility of having 2x Air Wrath Totem? Just like a 1/1 recruit, having a 0/2 may not be all that broken - but if having many recruits rises the value of Quartermaster, having many of whatever totem we need at the right time will rise the value of so much more cards within Shaman pool!
It will be harder to spam totems than recruits since we can only summon one at a time, but now with the option to choose and repeat totems the HP will punish much more people for not answering right away, since havin 2~ copies from the right totem may generate much more value than 2 recruits.
No. Try to think outside the box and see the big picture.
Just play it on turn 5. With 6 health, it has a good chance to survive. And with cards like Totem Golem, Tuskarr and even Garrison Commander getting value from TBV will be easier than you think. Furthermore, the buff is permanent. And cumulative.
I'm not sure it's going to work. But it might. It's certainly not as bad as you think.
You play your Justicar. And I'll drop a Fire Ely to kill it and make you sad. Or I'll just Lightning Bolt it and put down a Belcher. Etc. Etc. Etc.
I'd much rather run a card that will be GOOD in my deck, that can help me wins games. Whether its an old staple like Fire Ely or Loatheb or one of the new cards. Even the untested TVB would be a better use of the card slot than Trueheart. Even the hippy space goat is better: at least it doesn't die to Darkbomb.
Seriously... Trueheart provides no value for shamans. It's a waste of a card slot and a HUGE tempo loss to play. All for a very insignificant benefit that will NOT win you any games.
Too slow! Ok I see you're trying to make Totem shaman works Blizz and this card is cool with both stat and effect. But 5 mana make it so hard for Shaman to survise that long time with a bunch of totems with no attack. Play him at turn 5 and you can give your totems +2 attack at turn 6. That's in case they don't kill your Thunder Bluff Valiant. That's in case you can still have some totems until then. Too slow!
It has 6 health. It's not going to be that easy to kill. Meanwhile, you have Enchilada Totems and walruses to play before TBV hits the board. It will not be as hard to get and keep totems onthe board as you're making out. I'm not saying totem shaman is necessarily going to work, but it might. Uncategorically asserting it won't before we've even seen a fraction of the cards -- especially when the cards we have seen for shaman are not actually /bad/ -- is just silly.
Justicar looks pretty good for shaman. 2 mana and you have spellpower +1, or a taunt. The healing totem isn't so useful. The 1/1 is garbage, you skip this one. We're used to press HP for shaman when we are lacking of optionss and that's it, now we can use the hp for some move.
Find it hilarious everyone was calling this trash and no everyone's like "OpieOP"
◥·̆◤TO ARMS TOTEMS!◥·̆◤
Haha he's pretty hard to kill on turn 5.
I see people have also already given up on garbage mr mistcaller. Sucks having a bad legend for my favorite class, but it also feels kind of nice being proven right on that count. :D