

Still, even if the Big Shaman archetype doesn’t catch on for Shaman, I expect this card, in particular, to find a home in Renathal Control Shaman lists. The only worry is that there will sometimes be late-game scenarios where the 6/8 stat line won’t be enough to get you any resurrections, but I’m hopeful those are few and far between. Even if it’s trading into a single big minion on the opponent’s side, that’s still a 2-for-1, with that 1 on your side being a big tough-to-kill minion. In the more likely scenario that it doesn’t survive, that’s still a complete flip of the board state.

You’re looking at a 5-for-1 exchange on board. What a way to kick things off this card looks insane! The dream is that Drakuru takes out two of your opponent’s minions, resurrects them on your side, and survives combat somehow. If you missed our previous Warrior recap, you will find it here. We also have some dev clarifications on how they work. Today, we're recapping the four Shaman cards revealed by Gamespot. There are still some decks that would prefer the smith though (patron decks, ones that want to abuse whirlwind effects). Probably better then armor smith in most control decks. A 1 mana 1/3 that gains 2 armor is good, a 1 mana 1/3 that gains 4 armor is broken, realistically it will probably fall somewhere inbetween on average, making it still amazing. A 1 drop with good stats and a strong effect is just great + magnetize shenanigans abound with this. Works great with the fireworks tech though, still probably won't save it. Even then, there are probably other better death rattles to abuse. Just don't see it being placed into a deck without some way to really abuse it. As for the dragon, don't think it will see play. IF you can construct a deck where that is a reasonable play, then she will see play, if you can't, then she wont.

Fireworks tech is *insane* if you get her battlecry off, a 3/2 with battlecry do something good is always going to be good at 2 mana.
