Thumping wave is very versatile card. You may say that it’s separate effects are worse than such of other factions but
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Vanar is the removal-oriented faction. They have the cheapest and the most efficient removal in the game. And 3/3 for vanar is much harder to deal with and usually requires an additional card. And 3/3 isnt a battle pet. While for vaath it is basicly “take 3 damage, remove a threat”. Unlike martydom, you are the one controling the effect. For example you dont heal opponent 4 attack vaath for 5 health. The outcome is the one you control.
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+5 attack in the faction that has that ammount of rush minions and personally makantor (9 damage holy immo and 3/3 battle pet after that) allows for an insane ammount of burst. This card deletes 1/5 of your opponent’s health. 3 of those leave your opponent with 10 health. And keep in mind that vaath damages opponent general himself. And there are makantors. And elucidators. So a general like Sajj, just cant attack, as taking any more damage is suicide.
Regarding the shadow reflection comparison: if a minion with 5+ attack stick, you win. The same is true if your 3/3 kin damages your opponent’s general twice.
But the main problem of this card is its versatility. There isnt a bad time to play TM. If you replace your last card into TM, you can either finish the game instantly or remove the treat that has more health than your general’s attack. You may say: “Wait, What about at the end of your turn part?What if they have exelsious and i have to stand in place for 1 turn?”. Well, if sometimes to remove your opponent’s 8 drop (or 5 drop) you have to stand at the same tile for a single turn and take 3 damage, i would play it in every faction. And if you die if you stay in the same place for a turn, that doesnt mean that TW is bad. It means that you are already loosing and even thupmping cant get you out of that one.
If you disagree with me, imagine if matyrdom could either kill a minion and restore it’s health to its general or deal 5 damage to your opponent. Or if enfeble could deal 5 damage to your opponent instead. Or any 3 cost spell had an alternative of being a spiral technique.
The reason spiral tech is bad is because you cant afford being stuck with it in your hand. If your opponent has more than 8 health, it is useless. But thumping wave is a card you are never disappointed to see.
You put a removal in your deck that is a spiral tech when you need it.
Or better yet: if a spiral technique had an option of dealing 5 damage to your opponents minions or become an exelsious with spellshield.
Furthermore, removal is balanced because it isnt always usefull: for example when you desperatly need to end the game. And the opposite is true for the direct damage spell.
That ammount of versatility is very threatening in the card game. The core of the game is choosing what to cut or what to add. Do i cut my removals for more aggressive early game? Or should i replace this attack buff with a removal to be better off against big or threatening minions? Well, you dont have to think about it with TW. The balance between removal, damage and minions. All other good cards are just good at what they do. Immolation is good when you have a minion. But you cant use it otherwise. You cant use it to deal 10 damage to a single target. Enfeeble is very good, but you cant finish the game with it.
Finally, i want to talk about the “bait the TW to avoid it.” Well, im not the one, who decides whether it will be used or not. My opponent just moght not use it on my 4 drop. And if i “bait” TW with a 6 drop, well i’ve just lost tempo, and, possibly, the game. It wasnt a bait, but a chance my opponent was happy to take.