This card is batshit OP and will be a permanent fixture in Hearthstone for the next 2 years. Lets you draw your combo, lets you draw your big drops, lets aggro have a chance after the early game. As an example, imagine a token druid deck that deletes itself once it draws jade idol, this, and an auctioneer. Then you shuffle the idol into deck and draw a ton more idols with the auctioneer. Anyone saying this card is bad does not understand that fewer cards = better deck and will be eating their words in a couple of months. The card reminds be of Chapel from Dominion, or Doomsday from MTG.
This is a better Novice Engineer with better stats. Quality card, will see play. Discover seems like a very powerful mechanic, I wouldn't underestimate the power of getting a choice about what to draw. It allows situational decisions.
Recently, I have been experiencing a high delay between plays in game, often to the point where I have to wait 2-3 seconds per action. During the delay, the frame rate drops to zero and the game appears to hang. This makes the game extremely challenging and makes it virtually impossible to play certain decks which require many actions per turn, such as Grim Patron Warrior. Has anyone been experiencing this, and does anyone know of a solution?
Hi, trying to decide between three legendaries. I have a mostly complete collection, and these are the only remaining viable cards that I do not currently own. I'm trying to decide between Chillmaw, Gormok the Impaler and Vol'jin. Thoughts?
I don't understand how this deck comes back from anything. It seems to require that your opponent never draws any board clears whatsoever. Am I missing something? If this deck loses board it's literally over. Moreover, it runs zero reach. How are you supposed to kill a handlock ar 3 health behind a taunt?
Is anyone off put by the fact that shamans can get a 3/4 on turn 1 now with the coin? Additionally, what about how wildly swingy Tuskarr Totemic can be? I get that shaman needed a buff, but this is entirely different. Games should not be won or lost by turn 2.
This is different, as it takes two cards for druid to do the same as one card for shaman. Not even comparable.
Totem Golem comes out on turn one with coin at the cost of a weaker turn two. Druids can get a Chillwind Yeti turn one with the cost of an additional card. Warlocks can get a Wrathguard turn one at the cost of health, I don't see a problem here.
Again, the two card combo for turn 1 yetis/shredders is a two card combo. You need to have both cards in your starting hand for it to work. Wrathguard is a 4/3 and thus an entirely different beast because it is easily removable. The reliability of a turn 1 Totem Golem is what is concerning.
Succubus is also not comparable for the same reason innervate is not, namely that it takes two cards. Wrathguard also has a potentially severe downside.
Both the mentioned cards are 4/3's and not 3/4's and are thus handle-able on turn 2 by the various 2 mana, 3 damage removal. The only cards that deal 4 damage with 2 mana are Eviscerate and Flamecannon, and Eviscerate requires a combo (which is very hard without the coin on turn 2). So Flamecannon is currently the only real answer to a turn 1 Totem Golem
Is anyone off put by the fact that shamans can get a 3/4 on turn 1 now with the coin? Additionally, what about how wildly swingy Tuskarr Totemic can be? I get that shaman needed a buff, but this is entirely different. Games should not be won or lost by turn 2.
Is anyone off put by the fact that shamans can get a 3/4 on turn 1 now with the coin? Additionally, what about how wildly swingy Tuskarr Totemic can be? I get that shaman needed a buff, but this is entirely different. Games should not be won or lost by turn 2.
Hate to ruin the fun but jousts are only going to work about 40% of the time due to lost ties. This card's average effect is about a heal for 9, so it's not as OP as people are suggesting.
This card is terrible and boring. It ends up being bad removal for almost every class. Sure, you can silence it, but then it loses charge. The very card seems to contradict itself, as the only reason you would ever play a 10/10 charger for NINE MANA would be hit to face. Trash tier. Somewhat decent in Arena I suppose.
Really hard to judge. It could be completely insane, but discarding your hand is a pretty huge downside and not one taken lightly. The other thing to consider is that some games you won't draw Astral Communion and then you will probably just lose, because let's face it, this is a card you have to build around. I can't imagine a way for this kind of deck to survive the early game with average draw.
6
This card is batshit OP and will be a permanent fixture in Hearthstone for the next 2 years. Lets you draw your combo, lets you draw your big drops, lets aggro have a chance after the early game. As an example, imagine a token druid deck that deletes itself once it draws jade idol, this, and an auctioneer. Then you shuffle the idol into deck and draw a ton more idols with the auctioneer. Anyone saying this card is bad does not understand that fewer cards = better deck and will be eating their words in a couple of months. The card reminds be of Chapel from Dominion, or Doomsday from MTG.
22
This is a better Novice Engineer with better stats. Quality card, will see play. Discover seems like a very powerful mechanic, I wouldn't underestimate the power of getting a choice about what to draw. It allows situational decisions.
0
Recently, I have been experiencing a high delay between plays in game, often to the point where I have to wait 2-3 seconds per action. During the delay, the frame rate drops to zero and the game appears to hang. This makes the game extremely challenging and makes it virtually impossible to play certain decks which require many actions per turn, such as Grim Patron Warrior. Has anyone been experiencing this, and does anyone know of a solution?
0
Hi, trying to decide between three legendaries. I have a mostly complete collection, and these are the only remaining viable cards that I do not currently own. I'm trying to decide between Chillmaw, Gormok the Impaler and Vol'jin. Thoughts?
0
I don't understand how this deck comes back from anything. It seems to require that your opponent never draws any board clears whatsoever. Am I missing something? If this deck loses board it's literally over. Moreover, it runs zero reach. How are you supposed to kill a handlock ar 3 health behind a taunt?
0
Again, the two card combo for turn 1 yetis/shredders is a two card combo. You need to have both cards in your starting hand for it to work. Wrathguard is a 4/3 and thus an entirely different beast because it is easily removable. The reliability of a turn 1 Totem Golem is what is concerning.
0
Succubus is also not comparable for the same reason innervate is not, namely that it takes two cards. Wrathguard also has a potentially severe downside.
Both the mentioned cards are 4/3's and not 3/4's and are thus handle-able on turn 2 by the various 2 mana, 3 damage removal. The only cards that deal 4 damage with 2 mana are Eviscerate and Flamecannon, and Eviscerate requires a combo (which is very hard without the coin on turn 2). So Flamecannon is currently the only real answer to a turn 1 Totem Golem
0
This is different, as it takes two cards for druid to do the same as one card for shaman. Not even comparable.
0
Is anyone off put by the fact that shamans can get a 3/4 on turn 1 now with the coin? Additionally, what about how wildly swingy Tuskarr Totemic can be? I get that shaman needed a buff, but this is entirely different. Games should not be won or lost by turn 2.
1
So fearsome that it doesn't do anything.
0
Hate to ruin the fun but jousts are only going to work about 40% of the time due to lost ties. This card's average effect is about a heal for 9, so it's not as OP as people are suggesting.
0
This card is terrible and boring. It ends up being bad removal for almost every class. Sure, you can silence it, but then it loses charge. The very card seems to contradict itself, as the only reason you would ever play a 10/10 charger for NINE MANA would be hit to face. Trash tier. Somewhat decent in Arena I suppose.
0
I'm confused as to why this deck is running so much card draw in the first place. Is it supposed to have Astral Communion?
0
Really hard to judge. It could be completely insane, but discarding your hand is a pretty huge downside and not one taken lightly. The other thing to consider is that some games you won't draw Astral Communion and then you will probably just lose, because let's face it, this is a card you have to build around. I can't imagine a way for this kind of deck to survive the early game with average draw.
0
Probably a one-of in Ramp or Combo Druid, replacing Zombie Chow, as playing two of it seems anti-synergistic...