I'm incline to comment that the more overload cards you have in your deck, the better overload is...A bit strange, but it means even though some of your mana is locked away..the lower upfront cost of overload cards that you play the next turn makes it more tolerable.
This is a bad card, it's basically 4 mana draw 1 card because it already takes the place of a card you would have had in your deck so you only really draw one card. This is worse than mana tide totem with the one advantage that you draw the extra card on your turn but at least mana tide must be destroyed which saves you at least some hp or burns your opponent's removal and can draw more than one card.
They did the same as Lava burst, making the card bad because they think Overload justifies an extra mana cost. It doesn't. One overload would have been really enough here...
I dont really expect more good shaman cards from blizzards in this expansion, so I look at this card as a nerf to enenmy Nefarian. The only thing i want now is 9 mana 6/9 vanila totem.
Overload 2 on top of 2 mana for 2 card draw? That's pricey as fuck. It's worse than Arcane Intellect.
Well, darkbomb is worse than quickshot and frostbolt. Not saying it's necessary a good card, but your argument is weird.
What argument, and how is it weird?
It is objectively worse than Arcane Intellect. That wasn't an argument, merely an observation. The card still sucks regardless of Arcane Intellect. So what other argument, that it's pricey as fuck? That's more of an assertion.
Also, Darkbomb, Quickshot, and Frostbolt are all 3 damage removal for the same cost. The primary function is the same for the same cost. In this case, Arcane Intellect isn't doing anything extra, as Frostbolt and Quickshot might, it simply just costs less for the same primary effect.
Crackle is a better example. Minimum 3 damage removal for 2(+1 overload), but for the extra cost, you can possibly get up to 3 extra damage, The overload cost is actually getting something back in return relative to other removal in the same cost range.
That's actually pretty amazing! Shaman is now the only class with a way to reliably get 2 extra cards off Chromaggus the turn it's played, barring Thaurissan shenanigans; that even goes to 3 if you have a Mana Tide Totem. Considering there was a Dragon Shaman hitting front page not long ago, I'll definitely try this out :D (Priest can do that with double Power Word: Shield but that's hardly reliable.)
Also, it's brilliant that Blizzard is giving an optional card draw for Shamans... if they had given this class normally priced draw, that would be insane for any tempo deck given the insane tempo cards (e.g. Fire Elemental, Hex) and direct damage (e.g. Rockbiter Weapon, Lightning Bolt, Crackle) Shamans have. By making this card overpriced, they give an option for Shamans who really want draw, but without making the class OP. That's a brilliant move.
Overload 2 is just too steep of a cost for me to bother trying to fit this into my shaman deck. As has been said, it's too costly to use it early, and midgame you're establishing presence...While Shaman HAS needed drawing mechanics that're solid and reliable, this is simply not the answer. Lava SHock won't solve the problem either, because if you're using it late game you're gonna do what, 2 damage to a heavy minion?
Wow, Shaman card draw. Overpriced, and certainly not for every shaman deck, but if the meta slows down like the theorycrafters are threatening it might see some use.
Naturally, as a card that merely gives you more cards, it's a huge tempo loss (and even more so with the overload - a loss of 2 mana next turn will always hurt, most of my Shaman decks go for lethal with Al'Akir + Rockbiter/Flametongue and that's 9-10 mana) for a bit of a card advantage. Just like most mage decks don't run arcane intellect... we shall see.
Honestly I never expected Shamans to get a draw card, I wonder if we'll see druid removal or hunter skill this expansion?
If patron remains a thing then Azure Drakes will still be used for turn 8 board clears with lightning storm. Maybe you can replace one with bloodmage but overall azure drakes are more useful because they have a bigger body and draws a card right away.
Decent. An overloaded cardraw is basically trading plague for cholera... I'm betting that next expansion, we'll get a card like "Shuffle two cards in your hand back in your deck. Unlocks overloaded crystals"...
I might run a single copy of this in my decks, since lack of card draw is such a crushing problem in shaman... but it won't be phenomenal.
I saw a much cooler idea on hearthcard, i think it was something like:
1 mana draw a card for each overloaded mana crystal. + overload 1 for every overloaded mana crystal.
Overloaded is about the same as adding one to the cost,
1 overloaded crystal = 1 draw for 2 mana (which is bad) 2 overloaded crystals = 2 draws for 3 mana (same as mage) 3 overloaded crystals = 3 draws for 4 mana (discounted nourish) 4 overloaded crystals = 4 draws for 5 mana (2 discount on sprint)
The drawback is that you have to overloaded crystals for it to work
Overload 2 on top of 2 mana for 2 card draw? That's pricey as fuck. It's worse than Arcane Intellect.
Well, darkbomb is worse than quickshot and frostbolt. Not saying it's necessary a good card, but your argument is weird.
What argument, and how is it weird?
It is objectively worse than Arcane Intellect. That wasn't an argument, merely an observation. The card still sucks regardless of Arcane Intellect. So what other argument, that it's pricey as fuck? That's more of an assertion.
Also, Darkbomb, Quickshot, and Frostbolt are all 3 damage removal for the same cost. The primary function is the same for the same cost. In this case, Arcane Intellect isn't doing anything extra, as Frostbolt and Quickshot might, it simply just costs less for the same primary effect.
Crackle is a better example. Minimum 3 damage removal for 2(+1 overload), but for the extra cost, you can possibly get up to 3 extra damage, The overload cost is actually getting something back in return relative to other removal in the same cost range.Card NameCard NameCard Name
You can't legitly compare class specific cards from one class to another. Thats like saying Fireball is better than Mortal Strike.....yeah it is, but MS would be way OP if it didn't have the stipulations while paired with the skill set and other class cards of Warrior. This card makes sense to me, giving Shaman something they needed while at the same time making sure the class is fair to play against.
This is not as good as it seems. Shaman want to use all of their mana on turn4,5,6 and 7 for one strong creature. You cant play it earlier either, because you would loose total board control. So this card will be played after turn 7, where most games with shaman are already decided. It might see play, but it wont save Shaman.
I absolutely Agree that this card will not be played after T7, at least it will lose you a lot of tempo and board control if you would. But man, the "turn 7, where most games with shaman are already decided." is a very false statement. I am an experienced Shaman player (only gold class), and let me tell you, I've pulled of uncountable comebacks against Hunters, Warriors et.c. So having this as a 1 of in a control deck, begin able to top-deck a Antique Healbot or Lightning Storm is absolutely great!
As you said you have played quite a lot of shaman, do you see the same control potential in the class i see? Ive pulled off insane engame moves through cards like reincarnate, we got hex, lightningstorm is just meeh unfortunately. I think a slower shaman would be totally possible if it werent for the horrendous earlygame. We basically have no removal that doesnt either hurt our face (rockbiter) or completely screw our followup other then hex... and hex isnt exactly something you want to use on their threedrop.
Ohh yeah, I see your point. But even though we have such "horrendous" early game, if we get to the late game, we have a great chance for a comeback. :) Also running Haunted Creeper makes it easier for us to kill of all the wienie creatures and the 1hp we sometimes lack after bad RNG lighting roll's. Also 2x copies of Chow is quiet good if you're facing a lot of aggro. And obviously as i mentioned earlier Antique Healbot is amazing, against aggro and freeze mage/CW Alexstrasza.
I'm incline to comment that the more overload cards you have in your deck, the better overload is...A bit strange, but it means even though some of your mana is locked away..the lower upfront cost of overload cards that you play the next turn makes it more tolerable.
Mana next turn are not worth half as much as mana this turn. That's an absurd discount rate. Why does Blizzard think this?
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This is a bad card, it's basically 4 mana draw 1 card because it already takes the place of a card you would have had in your deck so you only really draw one card. This is worse than mana tide totem with the one advantage that you draw the extra card on your turn but at least mana tide must be destroyed which saves you at least some hp or burns your opponent's removal and can draw more than one card.
Overload 2 on top of 2 mana for 2 card draw? That's pricey as fuck. It's worse than Arcane Intellect.
They did the same as Lava burst, making the card bad because they think Overload justifies an extra mana cost. It doesn't. One overload would have been really enough here...
Hello.
I dont really expect more good shaman cards from blizzards in this expansion, so I look at this card as a nerf to enenmy Nefarian. The only thing i want now is 9 mana 6/9 vanila totem.
wow about time. shaman has needed draw for how man expansions now?
If you can't beat them, join them
What argument, and how is it weird?
It is objectively worse than Arcane Intellect. That wasn't an argument, merely an observation. The card still sucks regardless of Arcane Intellect. So what other argument, that it's pricey as fuck? That's more of an assertion.
Also, Darkbomb, Quickshot, and Frostbolt are all 3 damage removal for the same cost. The primary function is the same for the same cost. In this case, Arcane Intellect isn't doing anything extra, as Frostbolt and Quickshot might, it simply just costs less for the same primary effect.
Crackle is a better example. Minimum 3 damage removal for 2(+1 overload), but for the extra cost, you can possibly get up to 3 extra damage, The overload cost is actually getting something back in return relative to other removal in the same cost range.
Another card that shaman needs that Blizzard destroyed with inadequate Overload costing.
That's actually pretty amazing! Shaman is now the only class with a way to reliably get 2 extra cards off Chromaggus the turn it's played, barring Thaurissan shenanigans; that even goes to 3 if you have a Mana Tide Totem. Considering there was a Dragon Shaman hitting front page not long ago, I'll definitely try this out :D (Priest can do that with double Power Word: Shield but that's hardly reliable.)
Also, it's brilliant that Blizzard is giving an optional card draw for Shamans... if they had given this class normally priced draw, that would be insane for any tempo deck given the insane tempo cards (e.g. Fire Elemental, Hex) and direct damage (e.g. Rockbiter Weapon, Lightning Bolt, Crackle) Shamans have. By making this card overpriced, they give an option for Shamans who really want draw, but without making the class OP. That's a brilliant move.
Overload 2 is just too steep of a cost for me to bother trying to fit this into my shaman deck. As has been said, it's too costly to use it early, and midgame you're establishing presence...While Shaman HAS needed drawing mechanics that're solid and reliable, this is simply not the answer. Lava SHock won't solve the problem either, because if you're using it late game you're gonna do what, 2 damage to a heavy minion?
Wow, Shaman card draw. Overpriced, and certainly not for every shaman deck, but if the meta slows down like the theorycrafters are threatening it might see some use.
Naturally, as a card that merely gives you more cards, it's a huge tempo loss (and even more so with the overload - a loss of 2 mana next turn will always hurt, most of my Shaman decks go for lethal with Al'Akir + Rockbiter/Flametongue and that's 9-10 mana) for a bit of a card advantage. Just like most mage decks don't run arcane intellect... we shall see.
Honestly I never expected Shamans to get a draw card, I wonder if we'll see druid removal or hunter skill this expansion?
This. Should have just quoted this instead of making a post.
If patron remains a thing then Azure Drakes will still be used for turn 8 board clears with lightning storm. Maybe you can replace one with bloodmage but overall azure drakes are more useful because they have a bigger body and draws a card right away.
Yaaaaay, card draw for shaman!!!!
Booooooo, overload 2!!!
Why 2???
At 1 it would have been awesome
Decent. An overloaded cardraw is basically trading plague for cholera... I'm betting that next expansion, we'll get a card like "Shuffle two cards in your hand back in your deck. Unlocks overloaded crystals"...
I might run a single copy of this in my decks, since lack of card draw is such a crushing problem in shaman... but it won't be phenomenal.
We'll see.
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I saw a much cooler idea on hearthcard, i think it was something like:
1 mana draw a card for each overloaded mana crystal.
+ overload 1 for every overloaded mana crystal.
Overloaded is about the same as adding one to the cost,
1 overloaded crystal = 1 draw for 2 mana (which is bad)
2 overloaded crystals = 2 draws for 3 mana (same as mage)
3 overloaded crystals = 3 draws for 4 mana (discounted nourish)
4 overloaded crystals = 4 draws for 5 mana (2 discount on sprint)
The drawback is that you have to overloaded crystals for it to work
You can't legitly compare class specific cards from one class to another. Thats like saying Fireball is better than Mortal Strike.....yeah it is, but MS would be way OP if it didn't have the stipulations while paired with the skill set and other class cards of Warrior. This card makes sense to me, giving Shaman something they needed while at the same time making sure the class is fair to play against.
Ohh yeah, I see your point. But even though we have such "horrendous" early game, if we get to the late game, we have a great chance for a comeback. :)
Also running Haunted Creeper makes it easier for us to kill of all the wienie creatures and the 1hp we sometimes lack after bad RNG lighting roll's. Also 2x copies of Chow is quiet good if you're facing a lot of aggro. And obviously as i mentioned earlier Antique Healbot is amazing, against aggro and freeze mage/CW Alexstrasza.
Two of this card + Lava Shock = Sprint with 6 mana + 2 damage
Good.
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