Soup And Salad's Comments
Thunderhead
Shaman has historically never played Violet Teacher even when Token Shaman was a high tier deck.
You are correct for the kind of deck this would fit in
Guild Recruiter is not a card you would play to get this on the board.
Thunderhead
Midrange strategies would be good in an environment where Shudderwock is too slow to work and Shaman has enough good stand alone cards that only minor synergies are necessary to push the deck of the top as was the case during when Hearthston became Shamanstone during the One Night in Karasahn metagame.
Dr. Boom, Mad Genius
Scourgelord Garrosh is probably one of the worst Death Knight cards along with Uther. That is the most likely reason why Warrior is getting a second Hero card. All it really has is the weapon and once that’s gone, unless you’re playing against a token deck, the hero power really won’t do much for you. It is seeing play across Warrior decks that are not Odd, but at the same time we currently exist in a format in which weapon destruction is not regularly played and it is slow enough to get value out of the card.
Security Rover
That’s the primary reason why this would need to spawn at least three 2/3 to be worth it.
Necrium Blade
Would you rather people in these comment sections give a dishonest impression of the card? List only the absolute best cases in which these cards can be used rather than considering the average case?
Storm Chaser
It’s probably from the same artist and that artist was probably given a similar description to Jade Spirit. Plus, a lot of elementals have really rather similar features such as no legs and three or four fingers on each hand. I can almost guarantee you if this also was not colored with green and had smaller eyes, the resemblance would not be as strong.
Security Rover
Security Rover is a little expensive for what it does, but if there’s a class that can taken advantage of such an effect, it would be Warrior. At the very least it will summon at least one 2/3 under normal circumstances, kinda making it 4/8 worth of stats for six, which is far from extraordinary. Since it’s a Mech and Dr. Boom gives Mechs rush, against a token deck after turn seven, this could be a six mana 2/4 or 2/3 that will kill a small minion and come with a 2/3 that also would have rush.
If there is anything that kills the potential of this card it is the cost. At six mana, it would really have to summon at least three 2/3s to make it worth it. It would be possible if Aggro Token Shaman becomes competitive again with the tools that deck has received thus far, but a five health minion dropping on turn six probably won’t live long enough to get hit more than once without some input on its player’s part.
Storm Chaser
It’s going to be hard to compete with Bloodlust generally in an aggro deck and unless it’s going to be a boardwipe combined with card generation of some sort, I doubt whatever they came up with for Control Shamans will be better than Volcano.
Storm Chaser
The elemental tag on half of the card revealed would probably not see much play in Elemental Shaman decks and has to do more with the set theme for Shaman than an outright attempt to make specifically Elemental Shaman competitive.
Thunderhead is more of Token/Aggro card seeing as its text as little to do with what an Elemental Shaman would want to do, and Storm Chaser is more of a consistency tool for either Control for Volcano or Aggro for Bloodlust than anything for the elemental decks.
Thunderhead
You won’t really be able to play the two on curve even with a something like Zap. That’s not to say Thrall, Deathseer won’t be played in an Aggressive Token Shaman, but Saronite Chain Gang into Thrall Deathseer is a better line of play than most things you could do with this on curve.
Replicating Menace
Replicating Menace is fairly sticky, but the stats it would give is poor for the cost. If this does see play, it will be as the weakest Magnetic minion available to whatever deck is playing it.
Thunderhead
When a card has a high power ceiling like this does, but needs cards that are rather lackluster to support it to be good, it’s normal for people to not exactly be optimistic about the card.
Of the fourteen Overloading cards, half of them are any good, and one such as Volcano, Doomhammer, and Earth Elemental aren’t the sort of things an Aggressive or Token deck would really want to play.
This card is definitely good and will slot right into Wild Midrange and perhaps Even Shaman decks since those decks would have access to Totem Golem, Tunnel Trog, Crackle, and a few of the other tools that have been rotated out, but I’m just not seeing it in The Boomsday format without another good, aggressive overloading card. Granted, Zap and Volcanic Burst might be enough. It is all speculation right now after all.
Augmented Elekk
Chances are that it won’t be unless you started with a hand consisting of two Pogo Hoppers and two shadow steps. Pogo-Hopper Rogue would not be a tempo deck but Jades reincarnate and outside of the aforementioned Shadow Step there is no to play multiple copies of Hopper without getting coining the first hopper, following it up with Lab Recruiter, and getting lucky on the next couple draws.
And you would be likely be behind on tempo unless you played a Vanish the turn before hand. Even then, your opponent will be allowed to rebuild their board and attack before you can do the same. Additionally, playing 14/13 worth of stats that neither adds cards to hand nor can attack immediately as a turn nine play could defiantly be stronger. You would be setting up to win in the long run, but Value oriented Rogue decks have struggled since the rotation of Antique Healbot and Sludge Belcher.
Necrium Blade
Pick Pocket Rogue is currently among the weakest archetypes Rogue decks generally take shape as. I’d hardly call anything played exclusively in that deck relevant to the overall metagame. Spectral Cutlass is a good card for the archetype, but that one card cannot carry the archetype by itself.
Necrium Blade
Before Fiery War Ax was changed it was one of, if not, the best single cards in the game. Adding Flame Imp’s battlecry would not have reduced the utility of the card, and in some niche situations (Enabling cards with the “If your hero has less than 12 heath” clause) would have added utility to the card. It was a perfect fit in all Warrior archetypes much like Mage’s Frostbolt and Fireball, two cards that will also likely see changes in the future due to their power, and needed to be changed if any other low cost weapon in Warrior was to ever be played.
The change still sucks for the class, and it has been a contributing factor as to why it has seen as little success as it has lately, but some major change to the card was ultimately necessary for new low cost weapons to come to Warrior.
Necrium Blade
Doomerang does not trigger a weapon’s deathrattle because the weapon is not destroyed just returned to the hand. It is the same reason why a Deathrattle minion does not have its deathrattle triggered by cards like Sap.
If Doomerang read “Destroy your weapon and deal damage equal to its attack to a minion. Add a copy of the weapon to your hand” instead, it would.
Necrium Blade
Necrium Blade is fine for a Deathrattle Rogue, which would be the only deck that would want to play this over Shadowblade. Granted, Rogue has had such a confusing relationship with weapons ever since the rotation of cards like Tinker’s Sharpsword Oil and the overkill changes made to Blade Flurry before the implementation of Standard that I am unsure if it would want to play weapons in their decks at all at times. Sure there is Kingsbane, but the sorts of decks that rose around that card are almost mutually exclusive from every other Rogue archetype besides Mill it functionally might as well not even count.
Weapons in Rogue have always come off as almost unnecessary in recent formats with how the Hero Power and a copy of Deadly Poison can pretty much create a 3/2 weapon at any time. Of the now nine weapons Rogue has had, only Cogmaster’s Wrench and Perdition’s Blade really seem notable for their relevance outside of Kingsbane of course. The former might be my own fondness of the Mech Rogue deck I had some success with when I first started playing the game and the latter would’ve only seen much success during the initial phases of the game if it did at all.
This card itself is a much slower, more expensive, and less precise Play Dead for Rogues. Perhaps getting an extra 7/7 from the Mechanical Hatchling or whatever it’s called or the poisonous 1/1 with rush immediately may be good enough to get this to see play in such a deck, but timing will be crucial when playing this to the point where destroying it might not be too detrimental for one’s opponent.
Yes. That’s what I’m saying. It’s a little too expensive for what it does.