Wednesday, March 11, 2015

Hearthstone Goblins vs Gnomes: Shaman Guide Arena

 I strongly dislike some of the shaman cards on a design aspect. Both an epic card and the new legendary forcing the player to only play 1 type of minion deck is ridiculous limiting (also both of them suck in arena obviously)

 What shaman got this expasnion is good uncommon cards. Rest is kinda meh. 



File:Whirling Zap-o-matic(12231) Gold.png



 This is the good news for shaman a very strong 2 drop and its uncommon. Worst case its a 3.2 for 2 so like many other cards just a solid 2 drop. However, left unchecked it can deal huge amount of damage. Especially combo with flametounge or a later bloodlust. So it can be just another 2 drop or really put a lot on pressure on the opponent.

 File:Crackle(12241) Gold.png

Another good shaman card, well its a little unstable based on random like many Shaman cards and also means shaman is becoming more and more risky to play, that is bad for a consistent 7+. But this card is fine as it its worst as good as a frostbolt/dark bomb at 3 damage for 2, yes with overload but usually the importance is to get rid of stuff. But its damage is at 4,5 for 3 mana then which is really fine. And with just 1 spell damage its range is from 3-7, with a 5 as a the average value of damage. So it can kill almost any card on the cost of 1-6 mana with 1 spell damage that can give a huge tempo swing as it only cost 2 mana(+1 next turn). 


File:Vitality Totem(12259) Gold.png 

I guess I cant complain to much about this card as I have demanded a healing card for shaman for along time. But yeah I like how its different then e.g a strait heal from Druid/paladin. But is it good? Hardly, life often means so little and not being able ot heal a lot is worse in Arena, 4 life per turn and it does nothing on the field and just dies from everything. Compare it to the secret support card that also heals per turn but has 2.4 in stats a lot more value. 

Actually looking at this card, I would have designed it with stealth. That would have been interesting, like 3 heal per turn 2 life and stealth. Then it would be better with the other shaman card and not as easy to get rid of. Now its usually just a 4 heal for 2 mana. Its really not worth as a rare card for drafting.

File:Powermace(12269) Gold.png
This is a nice weapon card, its better hten cogmaster's wrench. Its a 3.2 by default like many weapons and can remove most 2-3 drops. It will also for the most time buff a mech a you got mech, of course. And thats pretty good. Even when it dont buff a mech its still just 1 more mana from a fiery waraxe which is totally ok. Well for the most part in arena is like an Eaglehorn bow and most people would pick that bow so it cant hurt that its easier to get this effect in then the secret condition. 





File:Dunemaul Shaman(12234) Gold.png 

Sometimes this card is amazing sometimes it suck. IO have to say how much i love the random design in it. If any class should have a 50% ogre with windfury so its twice as random its Shaman. What I don't like about this card for arena is actually the overload. Its low health makes it super weak to die from 1 card were it cost 4+(1) mana and thats quite bad, going by pure mana cost its a 5 drop that only has 4 life. And then that it might be killing itself etc makes it just to risky for the most part. Its however, still better then many neutral rare as it increases in value from shaman support cards like flametoung and bloodlust.







File:Ancestor's Call(12218) Gold.png


 And here is the worst card in arena ever!!! at least for epic rarity.
 I actually play this card heavily in my Shaman legendary deck were it fit nicely with far sight another horrible arena card. 

But to make it work in Arena you need a deck with only expansive cards / a lot of high overload like earth elemental and your opponent preferably has no minion or at least only c heap one. Obviously its so many requirements for this card to work making it 100% negative to play in arena. The only thing that will happen is that you will spend mana to get 2 minions out of about equal value for yourself and your opponent making you lose tempo massively. Likely the opponent will gain tempo while you likely recieve negative tempo.



File:Siltfin Spiritwalker(12277) Gold.png

Here is one of the cards I really think is a horrible addition to the game in general, its an epic level of card taht is way to much limited. Its also completely useless in arena, making it overall pointless to add to the game imo. 

File:Neptulon(12292) Gold.png

Jesus christ shaman got some shit cards this expansion, another useless 100% minion based deck card. Its a little better then the epic but its war golem form for 3 extra mana so you can get likely 100% useless murloc cards is hardly anything to be happy about. Its not like you will have any support for them, so you have to lucky out and get them self to support for each other while losing 3 mana turn 8..I rather just get a war golem 9/10 games. Most Neutral legendary is way better and Al'akir is better as well. 
  Al'akir just fits the Shaman arena deck a lot better overal as well. I


Judgment Shaman: Goblins vs Gnomes

 Wow, clearly the 2 murloc based cards are shit. And the ancestral call is even worse then the murloc epic so....yeah no good high rarity for shaman this just made the chance to draw an earth elemental lower. The blues one are ok, not amazing, not fantastic but ok. Only good thing is that both the most common card to get from this expasnion are both good, but also not really fanstic either. Like, for example Barber for the Rogue gives a lot more board potential then the zap o manic that can just potentially do damage and its not even close to the board potential of shrinkmeister.
  Its important to note yes the uncommon cards are ok but they aren't as good as other class got or had for that matter. Shaman really got way worse in arena with the goblins vs gnomes expansion set.