Personally, I've found charged hammer works best when I Burgle it from the shaman I'm fighting.
That's great! Lol.
i imagine it working best in a midrange -ish deck, which don't use DoA or Eggs, because at a point you don't want to top deck either, because without totems DoA lacks utility, and without DoA eggs rely solely on Flametounge/rockbiter. Mist caller too, for the added synergy of the four minions which replace DoA and Eggs. Also, you'll need to add in at least 2-3 taunts if you take out DoA.
Honestly, I don't know. I lack so much from TGT :(
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"Or of course, because you are 'a strong, independent deck builder, who needs no blizzard to tell them what to include', you make your deck deliberately weaker." - Skaduush1
I had charged hammer used to perfection against me. My opponent coined it out turn 3 to handle half of my tuskar totemic and he replaced the hammer a few turns later with Doom hammer to get the hero power....and I absolutely destroyed him with totem Shaman. I guess what I'm trying to say is, charged hammer is way too slow.
the problem with charged hammer is that on turn 4, you expect harder hitting weapon.... which charged hammer is not (chances are, you are probably not clearing minions with, but rather hitting face with it), in control, this seems alright, but against aggro, it basically leaves you a huge opening for a big attack because you can't clear to control the damage you are taking..... secondly, even if you manage to clear the board, you cant play this turn 4 because if you do clear the board, chances are, you are using lightning storm, and now you awkwardly drop this turn 5.... sure you can drop this late game, but with 7 mana, i think you will find better ways of using 7-10 mana than lightning storm and follow it up wiht a charged hammer......
as for the effect, it is cool but 4 turn is a lot to set up, and you used up 4 mana to set it up, which means if you drop it turn 4, attack for 2, and then turn 5, you replace it for 2 dmg you can't even use on that turn...... but then you also used 2 cards for the effect, which means, you are not only giving your opponent 2 turn to either stall you or kill you without worrying about what is on the field and on top of that, you also basically burn off two cards.
to me, charged hammer is a bit like a weapon version of mistcaller, the advantage is huge, but the drawback might not be worth it (and similar to mistcaller, even at most optimal, it really have to wait a full turn for its effect to kick in but its not as bad since you didnt lock yourself out of two turns for a set up, you only did one turn....)
From my own experiments, it seems that it fits best in decks that run independently strong cards and Shaman's most recent class cards are little more than stat-dumps (Totem Golem, Fireguard Destroyer).
So much of Shaman is wrapped up in synergising individually weak cards (Flametongue Totem, Haunted Creeper) and your hero power totems, with a few strong ones (Fire Elemental, Al'Akir the Windlord) backing them up. Your HP totems help to extend your resources in light of Shamans traditional card draw deficiency. When you get the shiny new HP you need cards that are strong enough to stand on their own merits and stick on the board, as well as better card draw. Ancestral Knowledge would probably be a must, which means Lava Shock should probably be run as well. And if you run that shock, may as well run Earth Elemental.
It's a tough card to play. I hate to call any card 'bad', but so far I haven't found a home for it in any deck I would call 'good'. Dust 'em if ya got 'em.
can someone explain to me how to use Charged Hammer
i think it stands between the line of control and tempo
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Personally, I've found charged hammer works best when I Burgle it from the shaman I'm fighting.
That's great! Lol.
i imagine it working best in a midrange -ish deck, which don't use DoA or Eggs, because at a point you don't want to top deck either, because without totems DoA lacks utility, and without DoA eggs rely solely on Flametounge/rockbiter. Mist caller too, for the added synergy of the four minions which replace DoA and Eggs. Also, you'll need to add in at least 2-3 taunts if you take out DoA.
Honestly, I don't know. I lack so much from TGT :(
"Or of course, because you are 'a strong, independent deck builder, who needs no blizzard to tell them what to include', you make your deck deliberately weaker." - Skaduush1
How to use Charged Hammer: You don't
Dust it, that's how you use it
I had charged hammer used to perfection against me. My opponent coined it out turn 3 to handle half of my tuskar totemic and he replaced the hammer a few turns later with Doom hammer to get the hero power....and I absolutely destroyed him with totem Shaman. I guess what I'm trying to say is, charged hammer is way too slow.
I have created this experimental deck which uses Charged Hammer .. check it out.
http://www.hearthpwn.com/decks/314030-tgt-mistcaller-ogre-shaman
Charged Hammer is not Doomhammer's little brother, it's a shit version of Assassin's Blade.
Nope.
Play it and immediately play another weapon over it so you don't have to wait 4 turns for the deathrattle effect.
Don't use it, its not good :(
technically it is an epic weapon and also it's a hammer
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it's complete trash
I think I have seen it in Zeus decks, but not much else.
the problem with charged hammer is that on turn 4, you expect harder hitting weapon.... which charged hammer is not (chances are, you are probably not clearing minions with, but rather hitting face with it), in control, this seems alright, but against aggro, it basically leaves you a huge opening for a big attack because you can't clear to control the damage you are taking..... secondly, even if you manage to clear the board, you cant play this turn 4 because if you do clear the board, chances are, you are using lightning storm, and now you awkwardly drop this turn 5.... sure you can drop this late game, but with 7 mana, i think you will find better ways of using 7-10 mana than lightning storm and follow it up wiht a charged hammer......
as for the effect, it is cool but 4 turn is a lot to set up, and you used up 4 mana to set it up, which means if you drop it turn 4, attack for 2, and then turn 5, you replace it for 2 dmg you can't even use on that turn...... but then you also used 2 cards for the effect, which means, you are not only giving your opponent 2 turn to either stall you or kill you without worrying about what is on the field and on top of that, you also basically burn off two cards.
to me, charged hammer is a bit like a weapon version of mistcaller, the advantage is huge, but the drawback might not be worth it (and similar to mistcaller, even at most optimal, it really have to wait a full turn for its effect to kick in but its not as bad since you didnt lock yourself out of two turns for a set up, you only did one turn....)
From my own experiments, it seems that it fits best in decks that run independently strong cards and Shaman's most recent class cards are little more than stat-dumps (Totem Golem, Fireguard Destroyer).
So much of Shaman is wrapped up in synergising individually weak cards (Flametongue Totem, Haunted Creeper) and your hero power totems, with a few strong ones (Fire Elemental, Al'Akir the Windlord) backing them up. Your HP totems help to extend your resources in light of Shamans traditional card draw deficiency. When you get the shiny new HP you need cards that are strong enough to stand on their own merits and stick on the board, as well as better card draw. Ancestral Knowledge would probably be a must, which means Lava Shock should probably be run as well. And if you run that shock, may as well run Earth Elemental.
It's a tough card to play. I hate to call any card 'bad', but so far I haven't found a home for it in any deck I would call 'good'. Dust 'em if ya got 'em.
I'm the best worst player.