When should Feral Spirit be played?
I mostly play them early to hold onto board control or stave off a rush deck.
Late game is a non-issue. Any low powered creature is a bad late game draw.
So if you've looking to survive the early game rush, this card is not what you want. Tying up 5 crystals over 2 turns, and essentially telling the rushing player "I am gimped the next turn after I cast these", so do whatever you want.
For that 5 crystals you get 2 X 2/3 creatures, that usually requires 2 actions to remove early game.
For 3 crytals you can get a Harvet Golem instead, 2/3 and a 2/1 that also requires 2 actions to remove early game also.
I swapped both mine out for golems and found the deck to run a lot smoother early game versus Rush decks, as I wasn't overloaded as much. I could often Cast a Turn 3 Golemn and immediately lightning storm, Argus Defender, or Dark Iron Dwarf the following turn if necessary. Something not possible with the wolves. The Golems also survive any AOE and still leaves a creature on the board.
I love the Wolves. To me they are the card that should define the class. BUT, I now also believe the answer is "NEVER" play them. The overload is too much early game.
Managing overload is pretty much the only reason i really enjoy playing shaman. Sometimes you can use your turn after gimpyness into a strength.
Smart-ish player understands that you are down a bunch of mana in the early game and decides to chuck some big stuff out on the board.
Shaman have some super cheap removal available at that point. Don't let the lack of mana stop you from kicking !@#.
I always think of it like the safety dance in nax. Sometimes you can wail on the boss, other times you have to step back and dance. It helps to have some music going when playing a shaman.
I've got the rhythm in my pants.
Turn 5 knife juggler + wolves
Turn 6 unbound elemental + wolves
Turn 6 imp master + wolves w/ bloodlust for next turn.
are all pretty strong plays.
For example if you are planning on using them on turn 3 look at your hand, if you have 3-4 or more mana cost creatures and no 2-1 mana cards you are probably not going to want to use it but if you only have 1-2 cost cards on your hand then you can use them because you know you can play something if you don't draw anything useful the next turn.
It's like Venture Co. he is great for 5 cost but you may not want to play him on turn 5 if you have 6 and 7 mana creatures on your hand like a Fire Elemental or a Stormwind Champion.
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