Shaman has this great thing with Overload where you can throw out a gigantic monster earlier than you're supposed to, but it drains your next turn. I would like to see this turned up to eleven, at least for a few cards. Gigantic body? Check. Low Mana cost? Check. Amazing Battlecry or Deathrattle? Check. Overload up the wazzo? Check.
Dust Devil isn't a bad card because you skip your turn 2, it's a bad card because it dies to too many things to make it worth using early on; that 1 health is crippling. However, if it was a 3/2 or a 3/3, it'd actually be a really good card, trading that early tempo for a gigantic threat, that can cause you to fall behind drastically if answered, but power you ahead if not. I feel this is the direction Overload Shaman must go to see significant play; You punch C'Thun out, but break your arm doing so.
So basically, cards like this:
The heal 2 for you keeps your board healthy, the deal 2 for them helps weaken their board, but you aren't doing much of anything next turn (Basically hero power, though if it was Overload (9) it'd still get the point across). You have a massive tempo swing in one card, but your opponent has two turns to try to fight it back. This would lead to high octane matches and since a high amount of Overload actually means something instead of Overload (2) or (3) late game, you can't just drop this without weighing if it's worth the risk.
Oooh, didn't think about that, maybe he'd have to cost nine. It's definitely supposed to take the entire next turn, and only a two card combo to nullify that might be too good.
Cool concept. I think it's overcosted, though. The "heal allies" seems nice in theory, but it's tough to get any real value out of it since it requires you to have damaged minions. Compare that to something like Kalimos, Primal Lord, with a 7/7 body and 3 damage to all enemies (among other options) for eight mana and an Elemental trigger, and 15 total mana seems steep.
An interesting way to up the value, imo, would be something like, "battlecry: give all friendly minions +2/+2 and all enemy minions -2/-2". I know thematically Shaman isn't generally a minion buff class, but it would fit well with the general class philosophy of building a wide board. It might even make a card like Primal Talismans playable.
I would make the overload 6 since, as said above, it is a tad bit overcosted and the difference between a 3 and 4 in this game can be surprisingly large. Hope this helps!
Cool concept. I think it's overcosted, though. The "heal allies" seems nice in theory, but it's tough to get any real value out of it since it requires you to have damaged minions. Compare that to something like Kalimos, Primal Lord, with a 7/7 body and 3 damage to all enemies (among other options) for eight mana and an Elemental trigger, and 15 total mana seems steep.
An interesting way to up the value, imo, would be something like, "battlecry: give all friendly minions +2/+2 and all enemy minions -2/-2". I know thematically Shaman isn't generally a minion buff class, but it would fit well with the general class philosophy of building a wide board. It might even make a card like Primal Talismans playable.
I was thinking about this, and while I think healing friendlies would be the way to go (it is harder to take advantage of, but it's still good, and Shaman has tons of big bodies that'll still be on the board for you to heal), I think it'd be better to go Deal 4, Heal 4. I'd rather keep the high cost and make it worth it rather than lower the cost.
You have a consecrate (worth 4 mana) + heal 2/2 (worth 1 mana - compare to Darkscale Healer) and a 10/10 body, which is worth about 7.5 mana. That's 12.5 mana in a 15 mana card.
The other problem is that consecrate and heal 2/2 aren't nearly as valuable on turn 8 than they are on turn 4... how many 2 health minions are on the board that late in the game where consecrate is needed? And healing 2 to all friendlies is pretty hard to pull off anything more than healing your face for 2. For something this late, it needs to be a catch-up card and healing friendlies is a win-more type card.
To make this card viable, it should be more like a 7 mana 7/7 deal 3 damage to all enemies, heal all friendlies 3 health, overload 5. A 7/7 body is 5.5 mana, deal 3 damage to enemies is 5 mana, and heal 3 health is 1.5 mana, adding up to 12 mana. It probably could even be overload 4, since the heal is really negligible. Maybe make it lifesteal instead? That would definitely make it interesting.
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Overload needs to feel like it's worth it.
Shaman has this great thing with Overload where you can throw out a gigantic monster earlier than you're supposed to, but it drains your next turn. I would like to see this turned up to eleven, at least for a few cards. Gigantic body? Check. Low Mana cost? Check. Amazing Battlecry or Deathrattle? Check. Overload up the wazzo? Check.
Dust Devil isn't a bad card because you skip your turn 2, it's a bad card because it dies to too many things to make it worth using early on; that 1 health is crippling. However, if it was a 3/2 or a 3/3, it'd actually be a really good card, trading that early tempo for a gigantic threat, that can cause you to fall behind drastically if answered, but power you ahead if not. I feel this is the direction Overload Shaman must go to see significant play; You punch C'Thun out, but break your arm doing so.
So basically, cards like this:
The heal 2 for you keeps your board healthy, the deal 2 for them helps weaken their board, but you aren't doing much of anything next turn (Basically hero power, though if it was Overload (9) it'd still get the point across). You have a massive tempo swing in one card, but your opponent has two turns to try to fight it back. This would lead to high octane matches and since a high amount of Overload actually means something instead of Overload (2) or (3) late game, you can't just drop this without weighing if it's worth the risk.
Oooh, didn't think about that, maybe he'd have to cost nine. It's definitely supposed to take the entire next turn, and only a two card combo to nullify that might be too good.
Art: https://wall.alphacoders.com/big.php?i=121276
Cool concept. I think it's overcosted, though. The "heal allies" seems nice in theory, but it's tough to get any real value out of it since it requires you to have damaged minions. Compare that to something like Kalimos, Primal Lord, with a 7/7 body and 3 damage to all enemies (among other options) for eight mana and an Elemental trigger, and 15 total mana seems steep.
An interesting way to up the value, imo, would be something like, "battlecry: give all friendly minions +2/+2 and all enemy minions -2/-2". I know thematically Shaman isn't generally a minion buff class, but it would fit well with the general class philosophy of building a wide board. It might even make a card like Primal Talismans playable.
Really cool idea!
I would make the overload 6 since, as said above, it is a tad bit overcosted and the difference between a 3 and 4 in this game can be surprisingly large. Hope this helps!
Pretty overcosted.
You have a consecrate (worth 4 mana) + heal 2/2 (worth 1 mana - compare to Darkscale Healer) and a 10/10 body, which is worth about 7.5 mana. That's 12.5 mana in a 15 mana card.
The other problem is that consecrate and heal 2/2 aren't nearly as valuable on turn 8 than they are on turn 4... how many 2 health minions are on the board that late in the game where consecrate is needed? And healing 2 to all friendlies is pretty hard to pull off anything more than healing your face for 2. For something this late, it needs to be a catch-up card and healing friendlies is a win-more type card.
To make this card viable, it should be more like a 7 mana 7/7 deal 3 damage to all enemies, heal all friendlies 3 health, overload 5. A 7/7 body is 5.5 mana, deal 3 damage to enemies is 5 mana, and heal 3 health is 1.5 mana, adding up to 12 mana. It probably could even be overload 4, since the heal is really negligible. Maybe make it lifesteal instead? That would definitely make it interesting.