This deck, in my games always goes into the topdecking situation. Will adding Elise the trailblazer help? If not. What other card draw can I add?
've been running Spirit Echo in my elemental decks. gives sweet value and refuels your hand, so you don't fall into topdeck mode to begin with.
if you have a board with a couple/few of the midrange or big elementals, it's absolutely crippling for opponents. Devolve counters it, though so be wary of it. it combos particularly well with Stone Sentinel as each of the 2/3 taunts also counts as an elemental, so you'll have endless triggers for future elemental plays
Right when you think Blizzards going to give Rogues something that's even a little powerful they pull your feet from right under. But had this been for any other class like Druid, itd be free... maybe I'm just being crazy though. Cuz we all know how strong a 0 mana deal 1 spell would be >.>
seriously! rogue doesn't have any zero mana spells! so unfair!
one of the criticisms of the elemental mechanic is that sometimes you can't just neatly curve with elementals turn after turn because you might be forced into a position where you need to cast a reactionary spell and dont have the time/mana to also play an elemental.
this guy fixes that, as he is both reactive AND an elemental
Should be good for just about any shaman archetype... keep in mind that Shaman is a class that never had terrific card draw, relying a lot on Mana Tide Totem, and then factor in that Azure Drake is rotating out. Also the lesser played Ancestral Knowledge
1. Jade Shaman - this is the one where everybody is getting excited/worried, but I actually think it's overrated here. In addition to the Jade summoners, you are also going to be adding fat vanilla minions that you'll never have time to play anyway.
2. Murloc Shaman - this is where I think it'll really shine. Not only does it help you complete Unite the Murlocs by giving you more murlocs, it also gives you the chance to get another Megafin for some ridiculous value
3. Control/Deathrattle shaman - this one's a little clearer. get yourself another white eyes... then drop n'zoth later. things like that.
You have a very good point but personally I don't see Evolve particularly fitting into the Elemental Shaman archetype. I mean it could work, but I think it would be better running something more consistent.
Good card for just about any shaman archetype. Refuels jade cards (but also the useless vanilla jades), refuels deathrattles for control decks (including white eyes or storm guardian), gives you more elementals to keep the chains going, or refuels murlocs for the quest, and you can even give yourself another megafin.
Shaman was always a class that had trouble with card draw. Midrange decks needed something with azure drake leaving and control decks had to replace ancestral knowledge.
A lot of possibilities in elemental decks, especially the stone sentinel, where each of the 2/3 bodies also count as elementals you can play later as cheap activators
Tidal Elemental is my pick. Design is simple and elegant... yet novel and intriguing. Kinda like "how have they not printed this effect yet" with all the totem synergies they pushed in TGT.
My only criticism is the card text seems odd. "Gain a copy of its effect." What if it has also been buffed by another card. I assume it only gains the base totem effect, but that's not particularly clear. And gain "a copy" of its effect? Why not just "gain its effect."
Beyond the clunky text, I think the card is great. Got my vote.
There are better cards than this for Evolve (like Doppelgangster, for instance). Considering the tokens only have a mana cost of 2, I'd take three 6 drops over an 8 drop and two 3 drops the majority of the time.
This is true, but Doppelgangster is pretty awful without Evolve, while an activated Stone Sentinel can be a good play on it's own. Plus, keep in mind that Stone Sentinel also sets up Elementals for your next turn, particularly Kalimos, Primal Lord. Stone Sentinel can be a good evolve target as an additional bonus to being a good elemental play.
this seems great. just think about how one of the adapts is +3 health... which already makes this a Kabal Talonpriest. Hunter 1-drops are beasts anyway. Fiery Bat, Alley Cat. You can make your Fiery Bat spawn two 1/1's... give it divine shield. I think this card is a lot better than given credit for.
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gotOzruk... i guess
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bad card. when can you ever play 10 mana do nothing?
absolutely unplayable
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one of the criticisms of the elemental mechanic is that sometimes you can't just neatly curve with elementals turn after turn because you might be forced into a position where you need to cast a reactionary spell and dont have the time/mana to also play an elemental.
this guy fixes that, as he is both reactive AND an elemental
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Should be good for just about any shaman archetype... keep in mind that Shaman is a class that never had terrific card draw, relying a lot on Mana Tide Totem, and then factor in that Azure Drake is rotating out. Also the lesser played Ancestral Knowledge
1. Jade Shaman - this is the one where everybody is getting excited/worried, but I actually think it's overrated here. In addition to the Jade summoners, you are also going to be adding fat vanilla minions that you'll never have time to play anyway.
2. Murloc Shaman - this is where I think it'll really shine. Not only does it help you complete Unite the Murlocs by giving you more murlocs, it also gives you the chance to get another Megafin for some ridiculous value
3. Control/Deathrattle shaman - this one's a little clearer. get yourself another white eyes... then drop n'zoth later. things like that.
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Good card for just about any shaman archetype. Refuels jade cards (but also the useless vanilla jades), refuels deathrattles for control decks (including white eyes or storm guardian), gives you more elementals to keep the chains going, or refuels murlocs for the quest, and you can even give yourself another megafin.
Shaman was always a class that had trouble with card draw. Midrange decks needed something with azure drake leaving and control decks had to replace ancestral knowledge.
A lot of possibilities in elemental decks, especially the stone sentinel, where each of the 2/3 bodies also count as elementals you can play later as cheap activators
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Tidal Elemental is my pick. Design is simple and elegant... yet novel and intriguing. Kinda like "how have they not printed this effect yet" with all the totem synergies they pushed in TGT.
My only criticism is the card text seems odd. "Gain a copy of its effect." What if it has also been buffed by another card. I assume it only gains the base totem effect, but that's not particularly clear. And gain "a copy" of its effect? Why not just "gain its effect."
Beyond the clunky text, I think the card is great. Got my vote.
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i think it works...
the paladin quest implies you need to play an aggro deck, and galvadon is a finisher
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this seems great. just think about how one of the adapts is +3 health... which already makes this a Kabal Talonpriest. Hunter 1-drops are beasts anyway. Fiery Bat, Alley Cat. You can make your Fiery Bat spawn two 1/1's... give it divine shield. I think this card is a lot better than given credit for.