You want to know what Shaman needs? Reverting nerfs. You could honestly just revert Invocation of Frost and Mogu Fleshshaper back to it's original card, and it would help push shaman in general. Galakrond Shaman was OP for sure, but there was no need to just destroying everything that supported it. All 3 invoke cards saw a nerf, and really just took it completely out of the game.
Murlocs still viable, maybe not the ultimate top #1, but with some heroes or card luck, they can still grow.
It does shift the meta around a bit, where poison/shield isn't the end-all solution to nullify everything.
Primalfin Lookout at 4 was a decent change, it might not discover early tier 5/6 anymore but it certainly appears more, tier 4 is now also more meaningful as Toxfin will be the only way to get murloc poison beside Amalgadon.
Future changes:
Would not make sense at all to add something like Scalelord instead of Megasaur and it's good they didn't.
Amalgadon does come late, but other then that card, Murlocs don't really have much at tier 6 now.
Adding a card like Scalelord or Holy Mackerel would not make sense at this point however, even at 6.
If I got lethal and got extra mana, I like to show my hand, like sometimes people do that in real life card games, when the game ended people show what they woud've had.
Nothing to do with being a jerk for taking 10 seconds more.
In fact, I get more cases when someone either ropes on purpose, or closes the game when they are on the receiving end, which wastes a lot more time.
That's an interesting card, first you copy the big minion, and then you subdue/aldor/silence the opponent's big one.
Also this looks like it'd work over multiple minions, so a 6/1 would give this +5 attack , and a 1/6 would give this +5 health if both are the highest attack or health on the board.
Silence looks to be the largest weakness here, but otherwise, this is playable at almost all times if there's another minion on board.
0
Edit :
Agreed on mana cost reduction would help here.
Invocation at 1 mana won't be generated randomly.
0
Murlocs still viable, maybe not the ultimate top #1, but with some heroes or card luck, they can still grow.
It does shift the meta around a bit, where poison/shield isn't the end-all solution to nullify everything.
Primalfin Lookout at 4 was a decent change, it might not discover early tier 5/6 anymore but it certainly appears more, tier 4 is now also more meaningful as Toxfin will be the only way to get murloc poison beside Amalgadon.
Future changes:
Would not make sense at all to add something like Scalelord instead of Megasaur and it's good they didn't.
Amalgadon does come late, but other then that card, Murlocs don't really have much at tier 6 now.
Adding a card like Scalelord or Holy Mackerel would not make sense at this point however, even at 6.
2
If I got lethal and got extra mana, I like to show my hand, like sometimes people do that in real life card games, when the game ended people show what they woud've had.
Nothing to do with being a jerk for taking 10 seconds more.
In fact, I get more cases when someone either ropes on purpose, or closes the game when they are on the receiving end, which wastes a lot more time.
9
I loved Gallon's Deck building discussions with Zalae, I didn't watch a lot of them, but they always were enjoyable.
Certainly can see why he'd be a valuable addition to the team.
0
Kinda nice to play this to finish quest shaman quest with , 0 mana either same or next turn.
Even while a 1/1 isn't much lategame, still allows the use of 9 and 10 mana battlecries without coin,
Examples in standard would be getting 4 dragons from Dragonqueen, or 2 Zeprhys 8-mana cards.
0
That's an interesting card, first you copy the big minion, and then you subdue/aldor/silence the opponent's big one.
Also this looks like it'd work over multiple minions, so a 6/1 would give this +5 attack , and a 1/6 would give this +5 health if both are the highest attack or health on the board.
Silence looks to be the largest weakness here, but otherwise, this is playable at almost all times if there's another minion on board.
0
Interesting, so the Chromatic Egg won't fill the Deathrattle pool.
At least that's better then 1/1 Hatch nothing.
0
Quest shaman might not be amazing top tier, but there are some fun battlecries so far for sure.
Cheap battlecry cards like : Wandmaker Cult Neophyte Pen Flinger to make a new road to quest completion.
And some nice mid-mana cost double battlecry combos with cards like Groundskeeper or Vectus
0
Does this take into account discovered deathrattles from Chromatic Egg?
0
A reverse (healing instead of damage) Sunreaver Warmage , with less cost and more stats +taunt.
Certainly some interesting battlecry cards this expansion so far, Quest shaman might have some new toys.
0
Randomly excluding a tribe going to be weird but will shake things up.
What about Zoobot, which is a mech, that buffs Beast, Murloc, Dragon, hmm.
Also wonder if Lightfang would buff Pirates (dragon were added to it in the relevant patch)
1
Hopefully they'll bring back Mukla one day with some beast card updates.
0
Treant should just become a real tribe.
The only question would be to add the tag to Amalgam summoned from Hench-Clan Hag in standard.
(Card link didn't work for this one)
Or Nightmare Amalgam in wild now.
Tag says "All" but they currently don't count as Treant (which of course isn't in the actual card text either)
1
Should be 10g per Battleground 1st place (up to 100g / day still of course)
Right now sure, you can get 1st to 4th place 3 times for 10g, but beside MMR , winning doesn't give a big bonus reward.
Unless they add Seasons or rewards when it goes out of "beta".
0
Skull at 7 would kill the card.
If another nerf comes, it's better to tweak the mana cost reduce instead, -3 is kind of overkill unless you play some big-demon variant
And with those decks the problem is getting skull into Outcast position if you get some big card stuck at the left side of hand.