- Demonxz95
- Card Design Champion
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Member for 8 years, 1 month, and 6 days
Last active Thu, Aug, 29 2019 13:37:43 -
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ShalashaskaHS posted a message on Renounce DarknessPosted in: Renounce Darknessbut it still better than Demonfuse :3
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As someone who plays quite a bit of Shaman, I like this card a lot. It's like a Mistress of Pain for spells, but better. Can be used with a simple Lightning Bolt, Lava Burst or Forked Lightning to deal damage and restore some health to you at the same time. Also works great with Lightning Storm and Elemental Destruction to kill minions and restore a sh*tload of health to your hero (also worth noting that this card survives Elemental Destruction). Most damage spells Shaman have Overload in them, but there is where Lava Shock comes into play, dealing 2 damage and restoring 2 health to your hero and most importantly, unlocking the Overload.
On top of that, a pretty decent statline for the cost, has that annoying 4 attack for Priests and it heals you which is always nice.
I do fear that this card will end up like the Mistcaller (where it's a card we all have really high hopes for but ends up not being that good), but if Shaman gets some more good cards in this expansion, I think there's the real likelihood that Shaman will blast up the rankings which I'm all for, and if I get this card, I definitely try it out and see if I can make it work.
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I can't decide if this if this is better than Twisting Nether or worse. Sometimes this card is better but I'm leaning towards it being overall worse for a few reasons.
EDIT: Made a code fail.
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C'Thun's least favorite Hearthstone card: Eye for an Eye.
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I personally really like the idea of this mechanic. It's very versatile which is a big plus but unfortunately, it has the downside of not being so great when used.
1 Mana - Heal 2 Health, compares unfavorably to Light of the Naaru (which is rotating out) and Flash Heal.
2 Mana - Heal 4 Health, a worse Holy Light.
3 Mana - Heal 6 Health, a worse Healing Touch or Healing Wave, but it is starting to get better.
4 Mana - Heal 8 Health, a Healing Touch that costs 1 more mana to play.
5 Mana - Heal 10 Health, comparable to Antique Healbot (which I know is rotating out), where you lose 2 Health but get a 3/3 Mech on the board.
6 Mana - Heal 12 Health, nothing I can really compare this to.
7 Mana - Heal 14 Health, a Healing Wave that is guaranteed to win its Joust but costs more than twice as much but it is starting to get better.
8 Mana - Heal 16 Health, there's not a single card I can compare this to but I can compare it to 2 Healing Touches. Costs 2 mana more but only 1 card as opposed to 2 as well as having the extra versatility.
9 Mana - Heal 18 Health, alright this is actually looking better.
10 Mana - Heal 20 health. This is where the card gets good. It heals for 4 more than Health than two Antique Healbot's and it's all in one card. Yes, you don't get the two 3/3 bodies but the 3/3 bodies don't always make any difference.
Overall, while I understand sacrificing power for versatility, I don't know if this card will see any notable amount of play in Constructed.