Made the card a few days ago as a too for control mages to make use of bad cards like arcane explosion, and also stop opponents from bursting them down with spells. Spices up the game quite a bit when it gets played because it can't be removed by spells and has an interesting effect.
Kinda like a tribe-specific N'Zoth variation. The copied Battlecries do stack. For example, if two Fire Elementals, a Frost Elemental, two Fireguard Destroyers, a Stone Sentinel and Kalimos, Primal Lord died while Emberscar was in your hand and you played an Elemental the turn before you play him, he will deal 3 damage to a target twice, freeze that target, gain 1-4 attack twice, summon two 2/3 Elementals with Taunt AND cast an Elemental Invocation.
+ Always a body on the board for buffs. + Yields more value if you have AoE / buff / damage cards to pop the ashes prematurely yourself. + Forces your opponent to consider when and how to AoE to play around it -> AoE deterrent in ashes state. - Can be silenced - Initially a 4 mana 5/4 without real effect that self-damages, thus generates real value after the first rebirth onwards.
Because I'm not a fan of the newly revealed shaman quest. Here's my take on it. Notes: Storm's hero power refers to Lightning Storm, without the overload effect. Earth's ability only affects himself. Fire's ability lasts while he is alive. If a separate spirit is destroyed, you lose that hero and hero power but doesn't affect the others. With this said, your enemy must destroy all 3 elemental spirits to win the game.
Yes, he counts as one elemental for additional spell damage. At worst he is a 6 mana 4/8 with spell damage +2. As soon as it dies, the spell damage disappears, obviously.
Flavor: Not to be confused with the Element-eel-ist.
This guy will help fulfill the "play an elemental on the prior turn" mechanic using standard shaman cards, so long as you keep him alive. The forced discard mechanic on the token is intended to prevent you from stockpiling a massive number of Eel-ementals and then abusing them all on a single turn (e.g., with Ozruk). Use 'em or lose 'em.
A pretty straight forward buff that runs on Dark Shaman's theme of forcing Elementals into servitude, but in the process twisting them into burned-out ash, corrupted waters, and toxic air. The buffed Elemental will kill itself in a few turns, but it can do great damage before that happens.
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No more totem! This is an Elemental Era !
* Combo Hellfire turn 4, Call of Mana Tombs turn 5
Made the card a few days ago as a too for control mages to make use of bad cards like arcane explosion, and also stop opponents from bursting them down with spells. Spices up the game quite a bit when it gets played because it can't be removed by spells and has an interesting effect.
Kinda like a tribe-specific N'Zoth variation. The copied Battlecries do stack. For example, if two Fire Elementals, a Frost Elemental, two Fireguard Destroyers, a Stone Sentinel and Kalimos, Primal Lord died while Emberscar was in your hand and you played an Elemental the turn before you play him, he will deal 3 damage to a target twice, freeze that target, gain 1-4 attack twice, summon two 2/3 Elementals with Taunt AND cast an Elemental Invocation.
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"He's one cool fella once you get to know him."
Edit: Changed Azure Templar's art since it was the same as Water Elemental, lol.
Note: "Restore" gives the minion back its status before it was silenced.
Flavor text: "The mountain came to life and wreaked havoc on us all!" - A very shaken Un'Goro explorer
Winner of WCDC 6.02 - Counting Cards - Nature Anomaly
Flavor: "Petting not recommended."
+ Always a body on the board for buffs.
+ Yields more value if you have AoE / buff / damage cards to pop the ashes prematurely yourself.
+ Forces your opponent to consider when and how to AoE to play around it -> AoE deterrent in ashes state.
- Can be silenced
- Initially a 4 mana 5/4 without real effect that self-damages, thus generates real value after the first rebirth onwards.
Can be used as a hard removal with a downside or as a way of adding cheap elementals to your hand for an elemental warlock deck.
The token is the same as the one produced by Firefly and Flame Geyser (Flame Elemental).
Because I'm not a fan of the newly revealed shaman quest. Here's my take on it.
Notes: Storm's hero power refers to Lightning Storm, without the overload effect.
Earth's ability only affects himself.
Fire's ability lasts while he is alive.
If a separate spirit is destroyed, you lose that hero and hero power but doesn't affect the others.
With this said, your enemy must destroy all 3 elemental spirits to win the game.
https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/240800-hearthstone-board-improvement-idea#c6
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Yes, he counts as one elemental for additional spell damage. At worst he is a 6 mana 4/8 with spell damage +2. As soon as it dies, the spell damage disappears, obviously.
Good luck everyone!
Flavor: Not to be confused with the Element-eel-ist.
This guy will help fulfill the "play an elemental on the prior turn" mechanic using standard shaman cards, so long as you keep him alive. The forced discard mechanic on the token is intended to prevent you from stockpiling a massive number of Eel-ementals and then abusing them all on a single turn (e.g., with Ozruk). Use 'em or lose 'em.
A pretty straight forward buff that runs on Dark Shaman's theme of forcing Elementals into servitude, but in the process twisting them into burned-out ash, corrupted waters, and toxic air. The buffed Elemental will kill itself in a few turns, but it can do great damage before that happens.