this is the final current modified version, however mages are direct damage dealers unless you heal or you have Ice block type of card it can never be able to defend itself, what you can do is only one thing... Rush them, and Rush them HARD!!!
that's all I can say for now unless blizzard add some healing spells for the shaman for example:
Chain Heal (5 mana): heals the target for 5 health and then heals to random friendly characters for 3 health and 2 health consecutively.
Riptide(4 mana): heals the target for 5 health and for the next two beginning of the turns heals them again for 2 health each.
Healing Rain (6 mana): heals all friendly characters for 3 health at the end of each turn for 3 turns.
Earth Shield (3 mana): buffs a minion, whenever that movie is hit heals him for 2 health, 3 charges.
Spirit Link Totem (6 mana, 0|2 ): links all friendly minions on the field, their health becomes the combined health of each individual minion health, if one minion is hit all minions get hit together. ( example 2 other minions on the field 0|2, 4|5, 3|2 their stats will be 0|9, 4|9, 3|9)
not really because that would be the only shaman secret and would not be much of a secret lol.
Just a regular 0|2 or 0|3 would be fine, effect: every target-able ability your opponent cast will be redirected to this card including hero powers and minion's effects.
yeah that's what i was thinking maybe a 0/4 i mean class cards can be a little stronger than neutral cards. but need to determine a mana cost for such a powerful ability totem, then range the defenses on that.
i beat mages with my lock but its a life gain lock haha and i am trying to construct a healadin control build too :). actually i was thinking about the totem i think it might be like a 4-5+ mana cost because if you think about it all the major kill spells are around 4-6+ range.
Farseers helped me a lot to stay alive long enough through those burnphases. Sounds stupid that 6 heal make a difference, but they do. Add in Cairne to force removals on him.
I tried adding owls to unfreeze big minions to keep something playable, but it hardly made a change.
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I've been messing with this deck and replaced the flame tongue totems with faerie dragons. Flametongue offers you nothing until you've got minions out and if you lack control cards you will fall too far behind.
Also can mess with Unbound Elemental. If you actually get it to work great, but IME it gets killed asap. Earthen Ring Farseer and Tinkmaster Overspark seem like decent replacements to me so far. You can get a critical heal or potentially more control.
This is where I am at right now. I have just recently cut a mana tide (as they are not great in multiples and I think 1 is plenty) and I am attempting not playing earth shock. I really like the card and it seems likely that I will go back to playing it more often. I am not a supporter of more weapons because of the amount of damage it requires us to cause to ourselves. We are shamans. We have plenty of effective removal that doesn't cause us to die. I am considering swapping out the lightning storms for rockbiter weapons, but other than that I really like the deck (and I have liked every iteration of it). The main difference I see here between the lists you guys have been posting is the inclusion of Sen'jin Shieldmasta in my list. I am a firm believer of having a good mana curve, and the deck traditionally doesn't have any 4's. I also have been having issues with aggro in the past, but shieldmasta into earth elemental solves that issue pretty well.
@sirramen
Here it is:
this is the final current modified version, however mages are direct damage dealers unless you heal or you have Ice block type of card it can never be able to defend itself, what you can do is only one thing... Rush them, and Rush them HARD!!!
that's all I can say for now unless blizzard add some healing spells for the shaman for example:
What do you think?
Artist: Foo18
need grounding totem to bait a spell.
Forgot about that one, brilliant idea to be honest.
Don't think so, not even by a little.. btw I could have swear that smith is a warrior card XD
Artist: Foo18
Grounding Totem as a Shaman secret would be pretty cool.
Buzz#1209
not really because that would be the only shaman secret and would not be much of a secret lol.
Just a regular 0|2 or 0|3 would be fine, effect: every target-able ability your opponent cast will be redirected to this card including hero powers and minion's effects.
Artist: Foo18
yeah that's what i was thinking maybe a 0/4 i mean class cards can be a little stronger than neutral cards. but need to determine a mana cost for such a powerful ability totem, then range the defenses on that.
Yeah will depend on them... I just can't wait for 2v2s to get pissed on by 2 mages XD
Artist: Foo18
i beat mages with my lock but its a life gain lock haha and i am trying to construct a healadin control build too :). actually i was thinking about the totem i think it might be like a 4-5+ mana cost because if you think about it all the major kill spells are around 4-6+ range.
Thanks, madskull! I had to sub. Ysera for Windrunner, I'll let you know how I go
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Ysera is a very late game card, I prefer Windrunner almost everyday but feel free to share your results!
Artist: Foo18
I don't have a problem with the giants, but the direct damage.
Artist: Foo18
Farseers helped me a lot to stay alive long enough through those burnphases. Sounds stupid that 6 heal make a difference, but they do.
Add in Cairne to force removals on him.
I tried adding owls to unfreeze big minions to keep something playable, but it hardly made a change.
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the thing is I have nearly nothing to replace for Farseers... same with cairne
Artist: Foo18
I've been messing with this deck and replaced the flame tongue totems with faerie dragons. Flametongue offers you nothing until you've got minions out and if you lack control cards you will fall too far behind.
Also can mess with Unbound Elemental. If you actually get it to work great, but IME it gets killed asap. Earthen Ring Farseer and Tinkmaster Overspark seem like decent replacements to me so far. You can get a critical heal or potentially more control.
Shaman is fun though.
Been having a lot of mirror matches vs this deck (or very similar variants) tonight!
you mean my deck?
which version?
also I have been facing the same thing XD
Artist: Foo18
Shaman Control (now with more taunt!)
This is where I am at right now. I have just recently cut a mana tide (as they are not great in multiples and I think 1 is plenty) and I am attempting not playing earth shock. I really like the card and it seems likely that I will go back to playing it more often. I am not a supporter of more weapons because of the amount of damage it requires us to cause to ourselves. We are shamans. We have plenty of effective removal that doesn't cause us to die. I am considering swapping out the lightning storms for rockbiter weapons, but other than that I really like the deck (and I have liked every iteration of it). The main difference I see here between the lists you guys have been posting is the inclusion of Sen'jin Shieldmasta in my list. I am a firm believer of having a good mana curve, and the deck traditionally doesn't have any 4's. I also have been having issues with aggro in the past, but shieldmasta into earth elemental solves that issue pretty well.
Tried it mate, not working out much...
Might in casual though
Artist: Foo18
I haven't crafted Doomhammer yet, are those who use it getting a lot of success from it?