Control/Combo Shaman inc. Ditch the cheap minions + flametongue in favor of stalling the game out with ferals and healing wave. Then use deathrattle gimmick or heavy draw + cycle with ancestor's call + malygos combo.
Nice, not only does this help shamans play for the long game, it makes both Stormforged Axe and Doomhammer better now that you have some decent healing to backup using them as removal. Doomhammer more so, as I still doubt stormforged will see play, but it's a definite buff to shaman weapons in general.
CONTROL SHAMAN CONTROL SHAMAN CONTROL SHAMAN YES, i always knew i cant give up on that golden thrall :') :')
I've been playing some form of mid-range/control shaman as my main class in hearthstone since the game was in beta and, I'm currently about 200 wins away from getting the gold Shaman (I still spend a lot of time playing other classes, otherwise I'd have it by now most likely.) This card isn't super amazing in my opinion, but it will definitely make a late game control shaman more viable than it was before, and it will be a great anti-aggro tool for any shaman deck.
14 heal seems almost worth playing. Not entirelly sure it's better than healbot though. Especially with the chance to only heal 7. I think folks are actually over-rating this a bit. Nice heal, but, unreliable and you see how much healing touch gets played.
I dunno. I'll have to be convinced by time with this. Never been a fan of pure heal.
Healing touch used to be quite common actually when druid was more control and less combo. Control decks need heal and that has always been a shaman weak point.
Riiiiiight... now THIS might get shaman to be a class again. Still, maybe 14 is overkill? Many times I feel bad for playing Antique Healbot when I'm at 25 or so... luckily the cost is really fine even for 7.
My only complaint is that it's still RNG based, and that's what I hate most with shaman: you're NEVER sure. At least you can have an influence on the outcome of joust, unlike Crackle :P
Well, you're using stuff like pyromancer and loot hoarder in that deck for draw and early presence though. You gonna cry if you lose because you revealed those cards.
It's less of a problem than being forced to play Healbots, and being unable to remove them from your hand before playing Ancestor's Call. You'll generally mull for your few low drops, and the deck has a drawing spell now, so it'll obvious change from what it is now.
Healbot is generally better, but Anecestor's Call really requires a different type of deck building.
In a winning Joust, Healing Wave is the equivalent of a Lay on Hands + Holy Light burst heal (Normally 10 mana worth of functional healing, for which I can vouch with experience, is extremely powerful).
The only weakness this card sports is its mana cost. A 1 Mana cost is extremely cheap, a 2 mana cost is still very modular and practical, 3 mana cost is more difficult to squeeze into your turn's mana budget. This is a potent heal, might be a 2 copy card, but could also easily just be healing tech like Antique Healbot.
Awesome card, I love it. I don't play Shaman though. The three mana cost is its only weakness. The Losing Joust healing is still very effective against aggro).
and here I thought that Holy Light was THE big heal :/
power creep is real :D
Control/Combo Shaman inc. Ditch the cheap minions + flametongue in favor of stalling the game out with ferals and healing wave. Then use deathrattle gimmick or heavy draw + cycle with ancestor's call + malygos combo.
Nice, not only does this help shamans play for the long game, it makes both Stormforged Axe and Doomhammer better now that you have some decent healing to backup using them as removal. Doomhammer more so, as I still doubt stormforged will see play, but it's a definite buff to shaman weapons in general.
This just trumped the everliving s**t out of Vitality Totem
If it can target someone else then yeah, this would be funny.
I've been playing some form of mid-range/control shaman as my main class in hearthstone since the game was in beta and, I'm currently about 200 wins away from getting the gold Shaman (I still spend a lot of time playing other classes, otherwise I'd have it by now most likely.) This card isn't super amazing in my opinion, but it will definitely make a late game control shaman more viable than it was before, and it will be a great anti-aggro tool for any shaman deck.
Of course it can. There is nothing in the card description to indicate that this only heals your hero.
RIP Huntards
Healing touch used to be quite common actually when druid was more control and less combo. Control decks need heal and that has always been a shaman weak point.
HUCK FUNTERS.
Man, I don't even play Shaman, but seeing aggro/hunters get screwed is so much fun.
I really hope we see more stuff like that until the release.
Always Squelch.
"Every time you beat an aggro deck, you make the world a better place". Kripp 2015
Best card ever for TGT, shaman got all he need card draw and heals, tnks blizz :D
Riiiiiight... now THIS might get shaman to be a class again. Still, maybe 14 is overkill? Many times I feel bad for playing Antique Healbot when I'm at 25 or so... luckily the cost is really fine even for 7.
My only complaint is that it's still RNG based, and that's what I hate most with shaman: you're NEVER sure. At least you can have an influence on the outcome of joust, unlike Crackle :P
FINALLY, an awesome card for shaman and no OVERLOAD!
People are talking about overloads but remember joust is only for minions and most shaman overload cards currently being runned are spells.
Meta changes the moment you switch your deck.
WTF? Wrong thread pal...
It's less of a problem than being forced to play Healbots, and being unable to remove them from your hand before playing Ancestor's Call. You'll generally mull for your few low drops, and the deck has a drawing spell now, so it'll obvious change from what it is now.
Healbot is generally better, but Anecestor's Call really requires a different type of deck building.
As a Paladin, I am very jealous. But, this card is not as simple as it may seem. Also, I think this is the first Joust spell to be revealed.
In a losing Joust, Healing Wave is the equivalent of Healing Touch, what's 1 health less really?
In a winning Joust, Healing Wave is the equivalent of a Lay on Hands + Holy Light burst heal (Normally 10 mana worth of functional healing, for which I can vouch with experience, is extremely powerful).
The only weakness this card sports is its mana cost. A 1 Mana cost is extremely cheap, a 2 mana cost is still very modular and practical, 3 mana cost is more difficult to squeeze into your turn's mana budget. This is a potent heal, might be a 2 copy card, but could also easily just be healing tech like Antique Healbot.
Awesome card, I love it. I don't play Shaman though. The three mana cost is its only weakness. The Losing Joust healing is still very effective against aggro).
What everyone needs to remember is that most of shaman cards have really low mana costs due to the retarded overload mechanic...
Perfect for Maly deck to stay alive.
fuck aggro :D