Shaman Hero Power Changed

It looks like they are putting a higher cost on universal Spell Power, because of the new tribal spell stuff.

I think it seems more Iike they’re putting a lower cost on specific spellpower.

A 4 mana 5/4 would never get natural +3 spell damage. Just look at this guy:
Rare ¡ Minion ¡ Rise of Shadows ¡ Spell Damage +3 Your spells cost (1) more.
VS
Legendary ¡ Minion ¡ Forged in the Barrens ¡ Nature Spell Damage +3

Current spell damage cards are generally either +1 on a decent-to-mediocre body or +2 with conditions and/or noticeable stat loss like Azure Explorer. +3 was a massive stat loss and increased the cost of your spells, now we see a school-specific +3 with premium stats.

2 Likes

Yeah, on average it looks it’ll be a buff. Many times have I purposely left the Spell Damage Totem alive because I noticed my opponent didn’t have the Spell selection to make use of it, resulting in them having only 6 minion spots since they can’t even get rid of it because 0 ATK minions can’t attack.

I get this strong feeling that spell damage Shaman is an archetype they’ll be pushing. Thus, getting rid of the spell damage buff totem. Just my opinion.

With the first cards for the class shown as 2 spell damage cards and a spell, I’d say your probably right

Instead of hoping you get the spell totem when you need it (to buff that lightning storm), it looks like they’re giving shamans actual cards with spell damage on them so the shaman can control when they can use spell damage.

With the just introduced vol’jin (jeopetto will rotate), it is possible to jank out a malygos for OTK. Already met two shamans today trying that out.

Right, but that’s just for one tribe, like I said for universal spell power bonuses they are probably gonna become more premium

Well, Bru’kan (I keep wanting it to be BRUH’kan ;p) is a legendary. A class legendary at that. In modern HS balance terms, it means it gets to be more degenerate than most other cards.

Something tells me mages will get hurt by this actually. Mages are probably going to have both their spells and spell damage sources split into frost, fire, and arcane. This means mages might have to choose between buffing their arcane missile, their frostbolt, or their fireball. Random spell gen would also not be as powerful if the generated spell isn’t in the right school. etc

Another prediction: if paladins get some crazy holy spell buff (to say make their few damage spells keep up with the power creep), they’ll cry rivers of blood when a priest manages to steal them (or steal the pally holy spells, and then use the priest’s own +holy damage to pump them up)

Another prediction, though maybe in another expansion or two: locks will eventually find some way to buff their fel or shadow spell to either heal/lifesteal themselves a ton, or just do OTK levels of damage.

That will only be viable in Wild after Rotation where Jepetto will be anyways. Current Malygos is leaving Standard, since they’ve already announced the reworked version for the Core set.

One thing I really like about Bru’kan is the Nature Spell clause, makes random generation of this minion A LOT weaker. I hope they make more cards like this.

i’m just hoping that “lava” spells will be Fire spells and not nature ones.

since we know lgihning (at least all the current lighning spells shown so far) is Nature, adding the Lava spells into the +3 spell damage mix will make for some degenerate burst.

that is ofc assuming that… there will be lava spells in the new core set.

Lava Burst will be Fire. Frost Shock will be Frost. Earth Shock is Nature.

And yes, it’s for precisely these kind of reasons that they’re adding school-specific buffs.

Wait, the worst hero power in the game is getting nerfed?

Didn’t see that coming.

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Only if inconsistent spell damage is better for you than inconsistent minion buffs.

Every Shaman deck runs minions. Not all of them are looking to burn stuff.

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Running minions in your deck is much more important than running spells in your deck unless you play a trash deck. No Hero Power should force you to run a certain number of spells in your deck. Plus, it works if you have multiple totems.

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Yeah, shouldve replaced the searing totem (or made it usefull)
and made healign heal face again like in Beta (never understood why got rid of it)
Oh and make it so shaman can still sue their Hero power once got all 4totems.

And now thye got 2earth totems but no air totem so there is that.

0/2 and deal dmg at end o turn, renember only 25% to get it.

Not at all.
The spell dmg was INCREDBLY usefull, carsd like lightning bolb, serprent shrine portal, maelstorm portal,landslide,lightning storm and more.

Id say warriors base Hp is the worst one.
Has no effect on board at all.
NO tempo. And if any BASIC hero power could be changed to 1mana its defenitly it as its that weak.

It limited card design for Shaman. I also loved the totem and wished for it to stay but if it means we get a good one-drop other than Trogg, Tempest and Slurper then I am happy.

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I was really bummed about the removal of spell damage but not idiot totem which is undoubtedly the most feels bad man one to roll. But I feel like the new totem synergizes well with the other 3 remaining which is still nice