Need more totem buff cards, something to buff their Attack (other than Flametongue and Rockbiter I mean). It will be pretty hard to keep this thing alive and maintain board control though.
The only problem i have with this card is this - Vol'jin encourage you to play holy smites, Shrinkmeister encourage you to play SW:P. How we would find space for all this good cards? ((
Yeah I was thinking that too, although you could do shenanigans with Pyromancer.
Fun card, could be game changing in some cases (a bit like Gelbin is). The effect is just strong enough as not to make it too powerful, also it's 7/6 rather than 6/7 (which is a slight drawback).
To be honest, by that time, the game switched from a tempo game to a resource war, and Neptulon just gives you 4 free cards for a simple drawback that you will have 5 mana on turn 8. With that mana, there is still a lot you can do, and I feel like people comparing this card with Earth Ele is uneven as the 3 Overload is less relevant with higher amounts of mana.
Overload 3 is still very relevant, even playing Elementals in later turns is painful, Shaman is not really designed for the long game either, they lack decent card draw and lose tempo throughout the game with other overload cards. That's why the best Shaman decks are built around burst combos.
You will have to spend mana responding to whatever threat they play on their turn (which will most likely overload you again) maybe drop a murloc or two, then you drop the rest on the turn after, but the opponent can still do a lot stronger plays with the mana he has available.
I love how people here say it's shit, when it's literally 4 free cards that don't put you closer to deckout. a hand of cheep minons that work well together, I fail to see how that is a bad thing, you don't need to be playing murlocs to even take advantage of4 free dudes.
but naw, all you guys won't even care about a high cost legendary if it doesn't instant win the game. so sad.
the amount of tempo and advantage you get off him is absurd. there is no denying that.
You lose tempo due to overload, and this card most likely dying as soon as he hits the board. You paid 10 mana to overload yourself and draw 4 random Murlocs, well done I guess? Will those 4 Murlocs help you win the game? They may do in a Murloc deck, but if you only have 4 Murlocs and are Overloaded the next turn you won't be doing very much, so you are set back even more.
This is also assuming that you are playing him onto an empty board, if you have to use spells to clear before playing him the Overload compounds things even more.
Why is it the case that you HAVE to run it in a Murloc deck to get mileage out of it? I suppose you're another one of those people that's played GvG extensively and know the meta inside out and understand that this is just a dead card because you've tried it in every possible deck you can and against every deck that is currently in the GvG meta and have ample results to support your claim that it's just terrible.
Right?
Earth Elementals are already bad and they are only 5 mana (8 with overload) for a 7/8! You get 4 random Murlocs (which you might not even be able to afford to play on the next turn) What exactly will you do with those Murlocs? If you are paying essentially 10 mana for a card you want it to be a game winning effect, this is way too slow to be effective.
Everyone is looking at this card the wrong way, but there are a few that are getting it. Replace the word murloc with the word minion and it's extremely obvious that this card is really good. You probably can't even play this in a murloc deck. Just play it in a normal shaman deck as a way to draw 4 cards that are guaranteed to have synergy with each other. Imagine playing this against a control deck. There's no way they can keep up with the original card and then the 4 follow up cards. This is going to be a staple in shaman decks.
No it's not good, you pretty much have to run it in Murloc to get any decent mileage out of it. Overload 3 is terrible (one reason why no one plays Earth Elemental) If you play this turn 7 and it dies (very likely) you might as well concede (having 5 mana on turn 8 is not very good at all in this kind of deck). There is no way this will become a staple for standard Shaman decks.
Overload 3? 7/7 stats (and you thought it was hard to have Earth Elemental survive a turn) What a piece of crap, those 4 random murlocs will come too late on turn 7, this is almost as bad as Bolvar. Such a bad Legendary... The only time you would play this is with Ancestral Call if you dumped your hand of murlocs before.
Yep, this think dumps all over Bolvar - Battlecry means it doesn't lose it's attack when silenced, and it's not that difficult to get beasts on board as Hunter, especially with things like Jungle Panther and Stranglethorn Tiger if you can't Unleash.
for nearly every card that comes out, I have been trying hard to imagine some archetype into which it could fit - even if the archetype doesn't exist yet. Honestly, this card looks truly terrible. Control watcher paladin is just the closest I could come up with.
I sincerely think this card is truly bad.
It's only good in very few situations, like control vs control and you play it after all removal/silence when it's going to fatigue.
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Need more totem buff cards, something to buff their Attack (other than Flametongue and Rockbiter I mean). It will be pretty hard to keep this thing alive and maintain board control though.
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Hmm, now we just need something to lower the cost of all Pirates :D
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Yep and it's 9 mana so you can Naturalize something on the same turn (it's quite easy to survive till turn 10 as a Druid).
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Yeah I was thinking that too, although you could do shenanigans with Pyromancer.
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Fun card, could be game changing in some cases (a bit like Gelbin is). The effect is just strong enough as not to make it too powerful, also it's 7/6 rather than 6/7 (which is a slight drawback).
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Overload 3 is still very relevant, even playing Elementals in later turns is painful, Shaman is not really designed for the long game either, they lack decent card draw and lose tempo throughout the game with other overload cards. That's why the best Shaman decks are built around burst combos.
You will have to spend mana responding to whatever threat they play on their turn (which will most likely overload you again) maybe drop a murloc or two, then you drop the rest on the turn after, but the opponent can still do a lot stronger plays with the mana he has available.
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You lose tempo due to overload, and this card most likely dying as soon as he hits the board. You paid 10 mana to overload yourself and draw 4 random Murlocs, well done I guess? Will those 4 Murlocs help you win the game? They may do in a Murloc deck, but if you only have 4 Murlocs and are Overloaded the next turn you won't be doing very much, so you are set back even more.
This is also assuming that you are playing him onto an empty board, if you have to use spells to clear before playing him the Overload compounds things even more.
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Earth Elementals are already bad and they are only 5 mana (8 with overload) for a 7/8! You get 4 random Murlocs (which you might not even be able to afford to play on the next turn) What exactly will you do with those Murlocs? If you are paying essentially 10 mana for a card you want it to be a game winning effect, this is way too slow to be effective.
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Sick card, with this and the new Demons, I can see Demonlock being a Tier 2 deck at least.
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No it's not good, you pretty much have to run it in Murloc to get any decent mileage out of it. Overload 3 is terrible (one reason why no one plays Earth Elemental) If you play this turn 7 and it dies (very likely) you might as well concede (having 5 mana on turn 8 is not very good at all in this kind of deck). There is no way this will become a staple for standard Shaman decks.
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Overload 3? 7/7 stats (and you thought it was hard to have Earth Elemental survive a turn) What a piece of crap, those 4 random murlocs will come too late on turn 7, this is almost as bad as Bolvar. Such a bad Legendary... The only time you would play this is with Ancestral Call if you dumped your hand of murlocs before.
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Yep, this think dumps all over Bolvar - Battlecry means it doesn't lose it's attack when silenced, and it's not that difficult to get beasts on board as Hunter, especially with things like Jungle Panther and Stranglethorn Tiger if you can't Unleash.
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Nozdormu's effect (still) doesn't work, so it's effectively a 8/8 for 9 mana.
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It's only good in very few situations, like control vs control and you play it after all removal/silence when it's going to fatigue.
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Paladin get's the derpiest cards, it's tradition.