Its very good, which is annoying because other classes gets conditional legendaries that aren't always that good when you consider the stars have to align for the comments heralding them as the new born sun kings! :L
This card is amazing because if you can stick it out you get tremendous value! - or you get wiped, because you built control shaman wrong! Its 5 mana fora 5/5 with taunt, big whoop However when it dies because your opponent trades into it rather than going face or for your turn 4 drops you shuffle in a stupidly powerful card. Granted its "shuffle in" a stupidly powerful card, but its always a threat and your opponent becomes on edge every time you draw a card.
Control shaman is going to be insane because it will be able to handle aggro and its going to drop alot of stuff other control decks cant deal with. Tempo mage for an example (will probably evolve into a highlander tempo hybrid) is the best case archetype for mages and they want to prolong the game, which means you'll draw the storm guardian [mages struggle against big health minions because their only wipe is via dmg or polymorph realistically ran in mage decks]. Priest and pally wont struggle but their meta is going to change so it wont matter :L. Control warrior will probably just stagnate like it always has.
Considering some shifts in the meta realistically we'll get tempo-hybrid mage, midrange paladin, tempo-dragon-priest, aggro hunter (as always), demon lock (might return), token druid, mid-range/control/aggro shaman, control warrior (surprise).
Pass turn, its a 4/4 after they draw (before they can do anything).
cuvre minion that can attract aggro (threat enemies target iver other stuff- most people forget this) so its a decent 4 drop if you have a standing 3 drop you want to survive.
Play it after turn 4 and its lost all its potential, way to slow after turn 4.
I worry that shaman will become the best choice for aggro, midrange and control making it the best class in all 3 archetypes... Shaman is consistently getting GREAT tools, where other classes are getting a few OK tools and maybe one or two GREAT tools. Its aggro game is so overturned its topping the competitive ladder, if its midrange and control also top the ladder why play other classes competitively? At this rate its going to be the only viable choice for competitive ): I wouldn't be worrying if there had been a lot of rubbish cards to thin it out!
The worst this card can do is delay until turn 4/5 at least. For control paladin this is extremely effective at helping you get to the late game which is where you win. Seems that WotoG was a bit too slow, this set is still slow but theres the odd card to help slow decks such as this card which utterly counters aggro.
I think its one of those stomp or cramp cards that will get you further ahead if your ahead. If your maintaining board and have 3 or more creatures by turn 3, you can get a stupid mana advantage on the enemy.
example, by turn 3 (going second) i have 3 creatures and I drop this: 4:6 (2 extra mana), 5:7 (3 extra mana), 6:8 (4 extra mana), 7:9 (5 extra mana), 8:10 (6 extra mana total) + able to drop bigger/more things for 6 turns. This is why mana ramping is so OP (just it dosent give you hand advantage).
3 mana for theoretically 6-7 extra mana and able to play bigger/more things for 6-7 turns... In the right circumstances this is best value since mysterious challenger.
Your hero power costs 2, so if you play this turn 3, you cant get value until turn 5-7 for most decks, you play it turn 5 it will easily be dead by turn 6... terrible card imo.
I see it as a 3 mana counter to hand spam, if they play 3 minions in one turn, most likely they will all die to this card so it could easily be 3 for 1, for 3.
0
Its very good, which is annoying because other classes gets conditional legendaries that aren't always that good when you consider the stars have to align for the comments heralding them as the new born sun kings! :L
This card is amazing because if you can stick it out you get tremendous value! - or you get wiped, because you built control shaman wrong!
Its 5 mana fora 5/5 with taunt, big whoop
However when it dies because your opponent trades into it rather than going face or for your turn 4 drops you shuffle in a stupidly powerful card.
Granted its "shuffle in" a stupidly powerful card, but its always a threat and your opponent becomes on edge every time you draw a card.
Control shaman is going to be insane because it will be able to handle aggro and its going to drop alot of stuff other control decks cant deal with.
Tempo mage for an example (will probably evolve into a highlander tempo hybrid) is the best case archetype for mages and they want to prolong the game, which means you'll draw the storm guardian [mages struggle against big health minions because their only wipe is via dmg or polymorph realistically ran in mage decks].
Priest and pally wont struggle but their meta is going to change so it wont matter :L.
Control warrior will probably just stagnate like it always has.
Considering some shifts in the meta realistically we'll get tempo-hybrid mage, midrange paladin, tempo-dragon-priest, aggro hunter (as always), demon lock (might return), token druid, mid-range/control/aggro shaman, control warrior (surprise).
0
If it was on 3 mana with a 3/4 body then it would be superb.
0
Pass turn, its a 4/4 after they draw (before they can do anything).
cuvre minion that can attract aggro (threat enemies target iver other stuff- most people forget this) so its a decent 4 drop if you have a standing 3 drop you want to survive.
Play it after turn 4 and its lost all its potential, way to slow after turn 4.
3
I worry that shaman will become the best choice for aggro, midrange and control making it the best class in all 3 archetypes...
Shaman is consistently getting GREAT tools, where other classes are getting a few OK tools and maybe one or two GREAT tools.
Its aggro game is so overturned its topping the competitive ladder, if its midrange and control also top the ladder why play other classes competitively?
At this rate its going to be the only viable choice for competitive ):
I wouldn't be worrying if there had been a lot of rubbish cards to thin it out!
3
coin a 4 mana 7/7 at turn 3 (it finds a way)
0
It will see play like deathlord
2
Not if you shuffle a reno!
But i'll admit defeat thereafter
0
The worst this card can do is delay until turn 4/5 at least.
For control paladin this is extremely effective at helping you get to the late game which is where you win.
Seems that WotoG was a bit too slow, this set is still slow but theres the odd card to help slow decks such as this card which utterly counters aggro.
-1
It cant shut reno down as the card your copying is already out... Outstanding
0
I think its one of those stomp or cramp cards that will get you further ahead if your ahead.
If your maintaining board and have 3 or more creatures by turn 3, you can get a stupid mana advantage on the enemy.
example, by turn 3 (going second) i have 3 creatures and I drop this:
4:6 (2 extra mana), 5:7 (3 extra mana), 6:8 (4 extra mana), 7:9 (5 extra mana), 8:10 (6 extra mana total) + able to drop bigger/more things for 6 turns.
This is why mana ramping is so OP (just it dosent give you hand advantage).
3 mana for theoretically 6-7 extra mana and able to play bigger/more things for 6-7 turns...
In the right circumstances this is best value since mysterious challenger.
0
Your hero power costs 2, so if you play this turn 3, you cant get value until turn 5-7 for most decks, you play it turn 5 it will easily be dead by turn 6... terrible card imo.
2
I see it as a 3 mana counter to hand spam, if they play 3 minions in one turn, most likely they will all die to this card so it could easily be 3 for 1, for 3.
0
your not casting tree of life
0
Your opponent casts a spell, its not your opponent casting a spell, its an oponents minion casting the spell XD
0
targets chosen randomly, randomly it will be assigned the target, it wont target it.