New Shaman Spell - Wildpaw Cavern
Submitted 3 years, 1 month ago by
Arthas
A new Rare Shaman Spell, Wildpaw Cavern, has been revealed!
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A new Rare Shaman Spell, Wildpaw Cavern, has been revealed!
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Fractured in Alterac Valley
Head on over to our dedicated guide for Fractured in Alterac Valley!
Get Cheaper Card Packs
This section contains affiliate links.
If you want to save money when buying Hearthstone packs, you should check out Amazon Coins! It's an easy way to save up to 25% off Hearthstone packs so you can get into the new expansion without worrying about your wallet too much. We've got a detailed guide on how to Get Started with Amazon Coins, but if you've already dealt with them in the past, you can buy some more by clicking right here.
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So you pay 4-mana for a slight minus in tempo and from there on it just gives you a spider tank for free for 2 more turns? That'S kinda nutty tbh. Freezing minions cannot be ignored, especially by tempo based classes.
Only downside is that it isn't a frost spell.
I tried having fun once.
It was awful.
Seems too slow for me. Not only that but it's also not a frost spell so it probably wont see play in freeze shaman. The only thing it has going on for it, is thats it seems decent after you complete the questline, but even in then you probably prefer burn spells.
RNG is only fun as long as there is a 50/50 chance of getting something really good or trash level of bad. If RNG always results in something good, then it's not fun.
Slow but I will try it out.
Slow, but possibly a top 2 or 3 best Objective card. Sees play in Freeze Shaman and nothing more.
The fact that the effect is repeated for 3 turn, by paying (4)mana only once makes it a tad faster than most comment are making it to be. 3 x 3/4 that freezes is quite a bit of stats for (4) mana, but true, it is diluted over 3 turns. Plus, bonus: Elemental tribe tags are non-neglectable for Shaman
Struggle with Heroic Galakrond's Awakening? I got your back :
So a 4 mana 3/4... Then 2 more. Freezy minions are annoying. This seems one of the better objective cards because you get something immediately without having to combo it...
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Its good that this summons a 3/4. Any less and it'll be trash. The fact is that you're getting a slightly smaller Water Elemental for the same price, and this will continue for two more turns while your opponent constantly needs to find answers or they just get blocked out.
It is a bit slow, but its not bad. If the meta slows down to midrange decks this will certainly get a look. But if dhunters get as high up the ladder as I think its capable of doing, you might just see this card all the time.
I think this card will be nuts if weapon classes are meta. The downside is that it summons at the end of your turn which means your opponent gets to choose how they deal with it.
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A bit slow, but a lot of stats for 4 mana. This will be completely bonkers in arena, but I'm just struggling to find a place for it in constructed. Not ruling out that somebody else will though.
I get a lot of fun trying wild freeze mage in wild, but I like shaman more and will try it again. Hoping to see some rogues raging quit
It's a promising objective and so much better than the Frostwolf Kennels. My only concern is you have to be ahead on board by turn 4, coz you'll be loosing some tempo, but if you way behind by turn 4, you want to play something like a board clear or reactive instead of this.
TREMBLE before.... the most legendary dragon that ever existed!
This looks good with Cheaty Snobold.
4 mana to summon 9/12 in stats, all of which has great synergy with Cheaty Snobold. This is an amazing card.
4 for 9/12 in stats that freeze. Not too shabby I must admit. I am wondering how well this will work out.
Coined out it's great, played on curve, depends on the board state but it might be ok in later stages of the game when you play something alongside of it.
I think this could be a decent card. Slightly slow for the turn it is played, but it just keeps giving for two more turns afterwards. This could be key against some of the new weapons that some of the heroes get.
Unfortunately, common sense isn't as common as it should be.
Sure, I'm down. First turn isn't great but it keeps churning out value for an extra two turns after that, more than making up for it. It's not even that bad a loss of tempo, really.
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This could be decent. It's hard to evaluate mainly because I don't know what the meta will be, but it feels like this would be pretty slow for a Tempo deck (mainly because it doesn't answer your opponent's play), but it might be welcome in a heavy spells Control deck that (for one reason or another) isn't running cheaper minions.
I don't want to cure cancer; I want to turn people into dinosaurs.
Free Spider Tank Water Elementals seems good. Especially good if we start running Lightning Bloom again and start it early.
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If only the summoned wolves would have Taunt. I guess that would have been broken though, now it is too slow and less impactful.
Nothing crazy, but the fact that the minions can freeze makes me think it might see some play. It does add a lot of stats over 3 turns.