Lotus cards are going to be flat terrible in Shaman. Lotus Agents is bad. You would have a better shot at getting a card you wanted from Jeweled Scarab, and likely be less of a tempo loss. Jade Spirit is horrible, taking up a 4 mana slot where is where you want to be making the strongest plays. Jade Lightning wouldn't be terrible if we had other Golem cards we would want to play, but we don't. The Golem cards are slow, slow, slow. Any midrange shaman opponent right now will kill you long before you can get value out of them.
Unless rogue gets some new deck type that isn't Miracle, it's not going to be any better in rogue. Druid might be the only one with a prayer of pulling it off, and that's only because they have a chance of ramping them out so they aren't such a huge tempo loss.
you're jumping the gun there. we haven't seen more than 1 shaman card yet, and with the jade ability, we could be seeing a lot more spells for our gang, allowing for a more control orentented decktype, because if our answers spawn an ever growing wave of minions off them, that's what a control deck wants. we no longer have the issue of kill their guy or play a minion, now we get kill a guy and play a minion. its a very powerful mechanism for a shaman control deck.
4 manas 4 damage summon a 1/1 is crap, a 2/2 is a normal card, a 3/3 is a good card, 4/4 is a very good card and beyond that is broken.
and early on, it will likely be the 2/2 or 3/3 if we have a jade curve, so a decent card, and late game this card could be absurd, and be a true 4 mana 7/7
The real reason tuskar became op, was because he orginally wasn't, vitality totem was generally a horrible totem to get on curve, as turn 3,m you havent taken enough damage to gain more than 4 health, and when they want to start swinging for dome, they bop that totem first.
But on the rockbiter nerf. This was way too much. The card cost 1 mana and life as an answer. Now it is only useful as a combo piece. Cause combo is now not turn 7 hammer rock rock. Now its turn 5 swing swing turn 6 rock rock swing swing.
You forget, they wil rotate out only when we get new cards to replace them, and who is to say they wont be even more powerful? Like 0 mana overload x cards. Enjoy the turn one 4/4.
Actually. The 4 mana 7/7 is one ofnthe few balanced overload cards out there, overload doesnt play on curve like most decks, its an anti tempo mechanic that basic is like bringing a big hammer down, you cannot do it again right away, which is why you should see the 4 mana 7/7 as a six mana 7/7 because that is what it is, it costs the shaman 6 mana to play it, just not all on turn 4. So the turn 5 play maxes out at 3 mana. They can't play a second one right after unless they burn coin, or wait till later in the game.
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should cost one less
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sadly, it's too highly costed to be a usable card in most decks I feel.
the ability is fine, and make people think, and the stat line is fair. okay and fair are not good enough to get a slot in a high tier deck
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it's not random.
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think shaman gets another one too then?
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I think that the 3 gang style they have in this set is the perfect way to introduce the rock paper scissors meta style most card games want to have.
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this just makes me want to play more field clears.
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all things fair, inspire is one of the mechanisms giving midrange shaman it's power, so I"m not sure how to take that statement
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for all the dumb people here. this is going to live in rogue decks.
play the 2/1 weapon charger, the plus up pirate, and him, add in gang up. it's really as easy as that. it is a pile of free damage and minions.
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honestly, this feels like it was the type of deck they targeted for the nerf
and, this also feels more the player was good, not the deck was good and carried you.
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The real reason tuskar became op, was because he orginally wasn't, vitality totem was generally a horrible totem to get on curve, as turn 3,m you havent taken enough damage to gain more than 4 health, and when they want to start swinging for dome, they bop that totem first.
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But on the rockbiter nerf. This was way too much. The card cost 1 mana and life as an answer. Now it is only useful as a combo piece. Cause combo is now not turn 7 hammer rock rock. Now its turn 5 swing swing turn 6 rock rock swing swing.
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You forget, they wil rotate out only when we get new cards to replace them, and who is to say they wont be even more powerful? Like 0 mana overload x cards. Enjoy the turn one 4/4.
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Actually. The 4 mana 7/7 is one ofnthe few balanced overload cards out there, overload doesnt play on curve like most decks, its an anti tempo mechanic that basic is like bringing a big hammer down, you cannot do it again right away, which is why you should see the 4 mana 7/7 as a six mana 7/7 because that is what it is, it costs the shaman 6 mana to play it, just not all on turn 4. So the turn 5 play maxes out at 3 mana. They can't play a second one right after unless they burn coin, or wait till later in the game.