Seems 2 mana over costed. But yea it's an ability shaman doesn't currently have. We'll see how good it is. Personally I don't use storm unless I have lost a lot of board already due to enemy over clearing.
This one time I got a good heathstone legendary then I went to the forums and asked to DE it. There was one guy who said I should, now I will commit Seppuku.
What are you going to hit with a 1/3 body that justifies the stats? Sometimes you get full value from 1 attack minions, other times acolyte is a big tempo loss, unless your a warrior or mage that can combo it.
New players would probably win more if they weren't flamestriked in arena as much too. Also, why would they play mage in constructed when zoo and hunter are better suited for cheap decks. And mech mage decks that I have seen don't use it.
I think a change like this would have a very good effect on the arena and generally class variety.
This makes sense to me since, it states "destroy all minions", deathrattles happen, then the trees are recreated with the seeds effect . Seems to be working as intended. I mean why would the sheep not be exploded yet if the logic is that the seeds grow from the aftermath anyway? Makes sense to me. You just have to play the sheep after the effect happens not before.
This totem has 2 stats missing an trades for any 1 or 2 drop, why blizz? It costs 2 mana more than the "0 cost" totem hero power yet only gets 1 hp more? Makes no sense at all. It needs it's missing 2 stat points as hp. 0/5 so at least it can survive one turn on a contested early board.
Just what shaman needed another "hold it till you have control" yet you won't have it because you've got this a mana tide and a flametongue sitting there all for that "moment" that may never come.
The health on these totem cards so low, when you compare there cost to any other no attack card, like shield bearer, 1 mana for 0/4, so draw is worth 1.5 mana tide has 3 hp around 2 mana worth in neutral context? It's just weird it's worth at least 4 hp.
Vitality totem is a weird card because you can't possibly get a card from your opponent from using it in all likelihood so is it supposed to be net card loss/ deck weakening? these things show a lack of understanding on card advantage trading on blizzards behalf, they can't possible assume all these tokens regain card advantage? They don't especially if you're behind. If they had more hp it would increase the chance of using the cards for a card trade and give a decent speed bump effect if not.
If you take an example of a druid trying to deal with highmane without this card. Keeper+swipe (Or equivalent cost minion sac)+ hero power thats like 10 mana and 6 damage to the face. There's a good chance a hunter may never draw that highmane again as well or on a turn where you have lethal.
All those cards trigger deathrattles..... what? Recycle is actually very solid for gaining tempo, more tempo than the cards you listed.
Especially against: Cairne, Sneed, sylvanas,highmane.
Doesn't need a combo like execute,hunter's mark or sheildslam. Costs the same as syphon soul and is better in a lot of ways, since druid can ramp like no other class, the mana should be less of an issue. Also makes innervates late game useful as well.
It removes a card from play, destroys buffs and buff cards on the minion and reduces their "effective" card count by one. I would be very surprised if tournament decks didn't use it.
For example you would need two hunter's marks and 2 on board minions to deal with carine or sneeds, same with execute.
Shield slam can be voided by the opponents board control. assassinate doesn't work on cairne effectively at all, or sneeds since they would need to use two to be as effective as recycle.
If you can delay the use of their effective cards by just as little as 4 (Most likely 7 turns) or so turns you could win the game just by filtering away their high cost cards from play and most notiably very sticky deathrattle minions, this aligns exactly with what druid attempts to do with 2 minions and FoN + SR.
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Seems 2 mana over costed. But yea it's an ability shaman doesn't currently have. We'll see how good it is. Personally I don't use storm unless I have lost a lot of board already due to enemy over clearing.
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1. demonfuse
2. argent watchmen
3. coliseum manager
4. ball of spiders
5. poisoned blade
6. tournament medic
7. effigy
8. spellsinger
9. kingsdefender
10. sky cap'n kragg
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Yea there's that new divine shield minion called dickbutt, really popular.
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This one time I got a good heathstone legendary then I went to the forums and asked to DE it. There was one guy who said I should, now I will commit Seppuku.
0
What are you going to hit with a 1/3 body that justifies the stats? Sometimes you get full value from 1 attack minions, other times acolyte is a big tempo loss, unless your a warrior or mage that can combo it.
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New players would probably win more if they weren't flamestriked in arena as much too. Also, why would they play mage in constructed when zoo and hunter are better suited for cheap decks. And mech mage decks that I have seen don't use it.
I think a change like this would have a very good effect on the arena and generally class variety.
1
Pretty cool when healing totem slowly destroys their board too.
0
Not a bug, the activation is the play 1 attack trigger and both proc. Just like a spell trigger on two violet teachers.
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Why not troggzor into dr boom?
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This makes sense to me since, it states "destroy all minions", deathrattles happen, then the trees are recreated with the seeds effect . Seems to be working as intended. I mean why would the sheep not be exploded yet if the logic is that the seeds grow from the aftermath anyway? Makes sense to me. You just have to play the sheep after the effect happens not before.
0
This totem has 2 stats missing an trades for any 1 or 2 drop, why blizz? It costs 2 mana more than the "0 cost" totem hero power yet only gets 1 hp more? Makes no sense at all. It needs it's missing 2 stat points as hp. 0/5 so at least it can survive one turn on a contested early board.
Just what shaman needed another "hold it till you have control" yet you won't have it because you've got this a mana tide and a flametongue sitting there all for that "moment" that may never come.
The health on these totem cards so low, when you compare there cost to any other no attack card, like shield bearer, 1 mana for 0/4, so draw is worth 1.5 mana tide has 3 hp around 2 mana worth in neutral context? It's just weird it's worth at least 4 hp.
Vitality totem is a weird card because you can't possibly get a card from your opponent from using it in all likelihood so is it supposed to be net card loss/ deck weakening? these things show a lack of understanding on card advantage trading on blizzards behalf, they can't possible assume all these tokens regain card advantage? They don't especially if you're behind. If they had more hp it would increase the chance of using the cards for a card trade and give a decent speed bump effect if not.
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My list is very accurate for serious decks, obviously if you want to run "joke" or mill decks it would be hard to disenchant my list.
Name the cards you would put from my list in a serious deck?
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Hungry crab, Bane of doom, Bestial Wrath, Far Sight, Mindgames, Shadowform, Spellbender, Twisting Nether, Captain's Parrot, Kidnapper, Patient Assassin, Pit Lord, Gruul, Lorewalker Cho, Millhouse Manastorm, Nat Pagle, Nozodormu, The Beast, Tinkmaster Overspark
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If you take an example of a druid trying to deal with highmane without this card. Keeper+swipe (Or equivalent cost minion sac)+ hero power thats like 10 mana and 6 damage to the face. There's a good chance a hunter may never draw that highmane again as well or on a turn where you have lethal.
0
All those cards trigger deathrattles..... what? Recycle is actually very solid for gaining tempo, more tempo than the cards you listed.
Especially against: Cairne, Sneed, sylvanas,highmane.
Doesn't need a combo like execute,hunter's mark or sheildslam. Costs the same as syphon soul and is better in a lot of ways, since druid can ramp like no other class, the mana should be less of an issue. Also makes innervates late game useful as well.
It removes a card from play, destroys buffs and buff cards on the minion and reduces their "effective" card count by one. I would be very surprised if tournament decks didn't use it.
For example you would need two hunter's marks and 2 on board minions to deal with carine or sneeds, same with execute.
Shield slam can be voided by the opponents board control. assassinate doesn't work on cairne effectively at all, or sneeds since they would need to use two to be as effective as recycle.
If you can delay the use of their effective cards by just as little as 4 (Most likely 7 turns) or so turns you could win the game just by filtering away their high cost cards from play and most notiably very sticky deathrattle minions, this aligns exactly with what druid attempts to do with 2 minions and FoN + SR.