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playing this card will lock you out of 2 mana the next turn.
however due too its abilities its more then worth doing so in turn 1 if possible.
since you will be able too attack twice with windfury for a massive 6 damage on turn 2.
The flavor text brings up a good point...think ill move to Redridge if i was a human...
If you get 2 Dust Devils on your initial hand, and play both in the same turn, their cost is less than 3 cristals:
If you are player 1, and use both in turn 2, you use 2 cristals playing the cards and 3 cristals overload in next turn: average cost 2.5
If you are player 2, and use both in turn 1, you use 1 cristal and the coin playing the cards and 2 cristal overload in next turn: average cost 2
1 hp minions = free lunch for your opponent unless accompanied by charge/ stealth or divine shield.
Unless you get this card on your hand turn 1, it will be too expensive to be worth casting.
All classes in the game, exept for paladin got cheaper ways to get rid of it, than it will cost you to play it.
This card sucks. You only see people playing it on REALLY low ranks, like 25 - 15 because on that ranks people play basically anything they can get on packs. Don't play it. Just don't.
This card is really tricky to play but despite its 1 mana cost i find this to be the 8+ turn card. If you play it at the start or mid game every class has the ability to deal with this without breaking sweat.
But at end game when most of the players have their heavy cards out this card helps a lot, i usually combo it with
Shattered Sun Cleric
. This way this card becomes 4/2 while lightning storm removes most of the small cards that can be traded with it. The idea here is that now i can trade my
or other heavy hitters on the taunt minions and still get atleast 8 dmg on enemy hero. Not to mention that this card 'Doubles' the damage of all the buffs that Shaman have.
If you get lucky and have your
out too this card really becomes more dangerous than many of the 6+ mana cards. I know people say that the same buffs could benefit other minons more but none of those minions cost 1, and at 8+ mana the overload of 2 doesn't affect as much as it would on turn 1 or 2.
Just played against a shaman, with my own shaman deck, who summoned two of these buggers on the first turn (he had the coin). Needless to say, I was in trouble unless I draw something to remove them...
Turns out, the RNG goddess was on my side today, because I got
and immediately used it to destroy the two Dust Devils. Needless to say, my opponent wasn't happy about it and left immediately :P
Don't ever play this.
If you still want to play this for some reason, don't ever drop it turn 1. This could have 5 power and +1 spellpower on it and it still wouldn't be worth your first and second turns just on the off chance your opponent doesn't have the power to destroy this instantaneously.
. Dust Devil is 1 less mana, and the Overload effect can be situationally good with
, however Whirling Zap-o-matic's 1 extra health means that a
cannot kill it with their Hero Power alone, and perhaps more importantly, it's a
. This means it synergizes with a plethora of cards, notably
, which is a fairly strong follow up.
Westfall is full of dust devils. And buzzards. And crazed golems. And pirates. Why does anyone live here?
This card is used in
5.26% of all Shaman decks
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