I predict:
theo to five mana
stag spirit minus one attack
bear spirit minus one health
harpoon gun minus one cost reduction
14
I predict:
theo to five mana
stag spirit minus one attack
bear spirit minus one health
harpoon gun minus one cost reduction
3
seems like they dont care for shit for wild
13
Theotar should never have been printed. Stealing cards with no defense against it was a bad idea from the start.
18
What about wild? Illuminate and Neptulon for Cancer Priest? Secret passage and Swordfish for rogue? Time warp for Infinite Turn Mage? Banning the new mini-set secret support for secret mage?
8
And not a single nerf to Big Priest in Wild. Just ban Neptulon already...
2
Totally agree. They could buff the initial lifesteal but have it not deal face damage. They could even lower his cost then. It could still be relevant as a life steal board clear, just enough with massive face damage already.
5
It’s difficult to completely despise the card because Theotar and Mutanus can counter it, but that is actually even more of a problem. It’s really tough to carve out a 30-card decklist and save two slots for these cards that have a chance to disrupt the opponent’s win con but can also completely whiff, which is why there’s a huge incentive to run both. And then there’s the scenarios where your Denathrius gets snatched by a Theotar, so you play your own Theotar to steal your own Denathrius back just to have your opponent’s Mutanus eat the Denathrius 2 turns later, etc. Those experiences are so devoid of any skill or entertainment to me that it’s worth rotating the card early like Baku and Genn were… Or nerf it so it only hits minions as others have mentioned.
2
I don’t play Wild (due to my undying hatred of Coldlight Oracle)
that's and old story mate. i see that card once every 50+ games. honestly!
2
"delayed" tempo is kind of a contradiction. Sure if your opponent top decks the overload its good, but the odds of that are pretty slim. Its more likely they don't draw it until later or even not at all and then all you did was play a vanilla 3/3 which is bad tempo.
0
looks good but it isn't. it summons 3 random and you need small demons to infuse it which pollutes the pool.
definition of self contradictory card.
the other card is good in a bad archetype
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2
I wonder if there will there be other neutrals minions with Add a random <class> card to your hand ?
2
And to be honest the variance is too great in this card. There are some awesome paladin class cards, but all the 1 cost are simply too low value. It will be fun to play in gimmicky "get random thing" decks though.
2
I think there will be neutral minions that mimic all of the hero powers, so far we have seen only Tournament Medic and Silver Hand Regent, and i think we will see more. I'm certainly intrested in a minion that gives armor, if there's really gonna be one.
2
The scouting value from the jousting thing can be really high, i was thinking. If you play this turn 1, and pull a Doomsayer or Alexstrasza from a mage you will now instantly that it's super slow control, possibly freeze mage. Same way, if you pull Arcane Golem or Faceless Manipulator from a warlock you may assume it's combo lock, pulling Frothing Berserker will reveal it's patron etc.
I mean often you realize by turn 4 or 5 at worst what kind of deck it is, still you could have not played around mirror entity on turn 3 or been more aggressive / conservative with your cards etc.
4
Hallo Snowchugger, how are you feeling today? What? You can't hear me behind that Annoy-o-Tron?
Let me text you then.
2
I like it alot. Allows for a more tempo-friendly mana curve knowing that you will be able to get more cards later in the game when you start running out. More importantly during your turn, not at the end.
Mana Tide Totem wasn't really reliable outside cycling itself, there is no guarantee that you would get that extra card.
2
Now, if that combo gave charge or stealth instead?
1
This could be cool if you have Flametongue Totem on the board. Otherwise... no idea. Can't figure it out.
Great for proccing traps i suppose.
1
Fair 5 mana common mech. Way better then alot of the rubbish they released so far.
At least people that won't get 100 packs right off the bat may have some new card to experiment with instead of pack-filling garbage.
1
Leeroy nerf didnt really affect windfury combo, 8 mana for Leeroy + Windfury + Rockbiter is still perfectly affordable.
But as already mentioned shaman card draw relies on board control (Mana Tide Totem) or having a empty hand (Jeeves) so it's pretty hard to get all the 3 pieces soon enough.
Early game isnt bad either for mech, Powermace does alot of work there but again there isnt enough card draw if the game isnt won soon enough you are basicly topdecking, that's why Fel Reaver as been added as an all-in win condition in mech shaman.
Windfury was also way more popular when Gadgetzan Auctioneer was 5 mana, and the many 1 mana shaman spells could be cycled quickly trough the deck to get the 3 combo pieces that used to include Windfury.
Short answer; nowdays it's hard to keep dead cards in hand for a shaman.