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Give your Totems +2 Health.
Totem-stomping is no longer recommended.
This card is used in
5.93% of all Shaman decks
Golden version unlocked at Shaman level 28 and 30
Great card if you're lucky enough to have 2 or even 3 totems left on the board during your turn. I've seen this used in conjunction with the healing stream totem in order to make it a 0/4 with that end-turn heal consistently.
I do have to comment on the artwork. That Draenei must have severe back problems. :)
This is not "gamechanging" card, but playing this on early on game it can really help you to go further.
Thanks to Shamans Hero Power you just summon totems, on turn (1 whit coin) you can get your first one, Hero Power again on turn 2 and on Turn 3 you can summon
Mana Tide Totem
there is allready 3 totems, and whit luck enemy havent even destroyed any of em.
On Turn 4 you can summon totem, again yes. Combined whit
there is 4 / 5 totems on turn 4. And if you place your totem right you can even attack whit 2 of em. And now using Totemic Might, you can have you'r totems to be there for while.
And if you have
and want it to cover another weak minion like
or something like that +2 hp can really make your minion to survive next turn to attack.
This card isn't good enough for even one slot in your deck. In constructed, it's rare you'll have all the totems out, and giving them +2 health basically does nothing. It's a win more card that doesn't even help you win that much more. If you're in a good enough spot to h ave every totem out, or enough totems to make this card wroth it, you've probably already won, and if you haven't, +2 health on those totems won't change anything.
0/4 beats Lightning Storm, and the 0/5 it would give to Flametongue or Mana Tide makes them very hard to touch. Especially combined with the Healing Totem. A 0/4 Stoneclaw totem can easily eat up 2 attackers on the following turn. Not to mention all the means of militarizing totems with plentiful adjacent or board buffs, suddenly gives totems real board presence. The fact is you're garaunteed to be able to play a minion at the same turn you drop this card for 0, so it's easy to have 2 or 3 on the board to reap the benefits. Then they're primed to be around for a future bloodlust.
Obviously you'd need to be synergizing with multiple creatures and multi-target buffs and/or extending the life of Flametongue and Mana Tide to use this. It's not for a spell damage or overload deck for sure. There are few cards that combo well on the cheap end of the spectrum, so it's not such a bad card.
Does anybody run this card? And if so, dear God why?
It's not that this card doesn't have -any- uses, per se. Clearly it will make it harder for an opponent to remove your Flametongue and Mana Tide Totems. But does +2 health really put them so much further out of harm's way that it's worth a card in your deck, or your hand?
When would you want to draw this card? You certainly wouldn't want it in your opening hand, would you? Are you going to be happier top-decking it late game when you're scrambling to do the last four points of damage to the enemy hero before they draw their own finisher?
Yes, alright, it's 0 mana, so maybe you shouldn't expect it to set the world on fire. But no matter how little mana it costs, it still costs one card. Other 0-mana cards, like Inner Rage or Hunter's Mark, are designed to be used in conjunction with other cards on the same turn, making them better combo cards. Even situational 0-mana cards like Silence can potentially stop the opponent's Ysera or Hogger from running amok if you draw them late. But this? I can't imagine the game you would need to be playing where you'd be happier to draw this than almost anything else.
One last question for you. How often are you building a deck and you get to the end and say, "Huh, that was everything I wanted in there. I guess I can just fill space with the last couple cards?"
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