The premise for the deck is Survival and then ultimately using Fire Plume Harbinger to knock the cost of Murmuring down so you can double battle cry shudderwock who has been building up life drinkers and Night blade Hero damage.
Zap, Blazing invocation, and witch's apprentice are basically your go to mulligan cards because you want to have some early game removal and being able to search some extra cards to use can be very useful. The only reason I am playing thrall is because Saronite turns into 2 6 mana minions turn 5 if you play them in succession which can be very helpful in certain matches. Sandbinder is finding you on average a good elemental or a combo piece which makes him very valuable in this deck(also pretty good to turn into a 6 cost card with thrall).
Grumble and kalimos are essentially there as secondary options to win the game. You can option a murmuring kalimos combo for 12 damage to face or healing yourself etc. While you can use grumble to add back combo pieces into your hand to get more battle cries for shudderwock.
I'm sure there will be a slightly more consistent version of this deck but This has to be tier2-1 since it will essentially be 20+ face damage that can't really be blocked.
(could option for Alex but my worry is that you won't be able to finish someone off if you do 12 damage to face and put them at 3 and then the alex battlecry hits them again.
Edits: Swapped the feral spirits for tar, swapped fire elemental for servant of kalimos. swapped some more cards to make the early game a little stronger.
This is a secondary Idea that removes all alternative win conditions and Just makes the deck a 1 trick pony who's goal is to play Saronite + grumble before playing shudder. It options less pieces and more precise draw power for less ways to deal with mid range decks.
Fire elemental battlecry maybe dangerous because it will hit random targets even your own minions or face
It depends, I actually wasn't sure if i was going to keep it in myself, but I'd only remove it if shudder works like yogg where if he dies the effects stop. In that case I might find a better elemental to use.
Shudderwock doesn't work like that with kalimos, does it? Seems to me like it chooses a random battlecry out of the 4. So it won't always give face damage. In fact most of the time it won't do it. It might flood your board and not let you get copies of it
Shudderwock doesn't work like that with kalimos, does it? Seems to me like it chooses a random battlecry out of the 4. So it won't always give face damage. In fact most of the time it won't do it. It might flood your board and not let you get copies of it
Kalimos is a secondary win condition/Heal. Chances are the saronite effects will happen before Kalimos effects just because you will probably play at least 1 between turn 4 and the turn you play a kalimos. So on average you will get a extra shudder and a board of 1/1s at worst and at best you can clear their field/heal yourself/deal damage to them. So regardless it will always probably be worth it to some degree.
The obvious combo is just doing the face damage effects, getting 1 saronite out, using grumble once and then playing shudder but I feel that it lacks any back up plans. At least with murmuring/fire plume you have some extra options, fire plume maybe ultimately cut from this list or put at 1 though.
Stating this will be tier 1-2 is somewhat optimistic.
There's a lot of if and maybe before the combo works. Also, armor is a thing, 21 dmg for a OTK-combo is very low. Compare this with Malygos Druid (even in Standard) that can deal up to 70 dmg in a turn in the best conditions. I think it's been done before and better.
Yes I know it loses Kun (and Dark Arrakoa) and no, this is still not better. Not by a long shot.
Stating this will be tier 1-2 is somewhat optimistic.
There's a lot of if and maybe before the combo works. Also, armor is a thing, 21 dmg for a OTK-combo is very low. Compare this with Malygos Druid (even in Standard) that can deal up to 70 dmg in a turn in the best conditions. I think it's been done before and better.
Yes I know it loses Kun (and Dark Arrakoa) and no, this is still not better. Not by a long shot.
The problem with assuming jabber is going to lead to a combo shaman is plain and simple... draw, shaman has the worst draw mechanics in the game right now as a class and to build a combo around jabber already requires a ton of extra cards.
My though is that jabber will not end up in a control/combo deck but a midrange/tempo deck for massive value plays late game. One of the current problems with shaman in the meta, imo, is that it isn't aggressive enough nor does it have the late game value other classes have available. Jabber solves one of those problems.
However, if a combo deck were to exist, I feel it would be more with kalimos bounce tactics, in conjunction with grumble and jabber. This would leave a ton more space for deck building with a smaller pool of combo pieces.
I feel like the above list is a little on the short side for survival.
One of the strength of shaman is it's powerful Healing Rain that can heal those pv you lost fighting in the first few turns.
-> Zap! is a bad card to put in your deck, it is a very nice spell to get from the random spells generation but you don't want to put that in your deck since it has 0 interaction with your combo and shaman have better tools for survivability.
I feel like the above list is a little on the short side for survival.
One of the strength of shaman is it's powerful Healing Rain that can heal those pv you lost fighting in the first few turns.
-> Zap! is a bad card to put in your deck, it is a very nice spell to get from the random spells generation but you don't want to put that in your deck since it has 0 interaction with your combo and shaman have better tools for survivability.
What makes zap decent is having it with a spell dmg totem. So if there is a 3 health threat early on that you can't deal with until turn 3-4 thats why i think it's valueable. I have 2 versions I want to try so it's pretty up in the air. And I'm thinking of adding in healing rain to the first deck if I know what to cut and that very well be zap in that one.
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The premise for the deck is Survival and then ultimately using Fire Plume Harbinger to knock the cost of Murmuring down so you can double battle cry shudderwock who has been building up life drinkers and Night blade Hero damage.
Zap, Blazing invocation, and witch's apprentice are basically your go to mulligan cards because you want to have some early game removal and being able to search some extra cards to use can be very useful. The only reason I am playing thrall is because Saronite turns into 2 6 mana minions turn 5 if you play them in succession which can be very helpful in certain matches. Sandbinder is finding you on average a good elemental or a combo piece which makes him very valuable in this deck(also pretty good to turn into a 6 cost card with thrall).
Grumble and kalimos are essentially there as secondary options to win the game. You can option a murmuring kalimos combo for 12 damage to face or healing yourself etc. While you can use grumble to add back combo pieces into your hand to get more battle cries for shudderwock.
I'm sure there will be a slightly more consistent version of this deck but This has to be tier2-1 since it will essentially be 20+ face damage that can't really be blocked.
(could option for Alex but my worry is that you won't be able to finish someone off if you do 12 damage to face and put them at 3 and then the alex battlecry hits them again.
Edits: Swapped the feral spirits for tar, swapped fire elemental for servant of kalimos. swapped some more cards to make the early game a little stronger.
This is a secondary Idea that removes all alternative win conditions and Just makes the deck a 1 trick pony who's goal is to play Saronite + grumble before playing shudder. It options less pieces and more precise draw power for less ways to deal with mid range decks.
Looks pretty neat. I think Tar Creeper is better than Feral Spirits since you don't get overload to play your 4-cost minion.
I like elementals and totems.
wouldnt your board, including Shudderwock just get returned to your hand? Thus ending it's effect?
Shudderwock doesn't work like that with kalimos, does it? Seems to me like it chooses a random battlecry out of the 4. So it won't always give face damage. In fact most of the time it won't do it. It might flood your board and not let you get copies of it
I think the best way to use shudderwock is with tons and tons of board control and draw... get out grumble first, then have infinite shudderwocks
Seems ok.
Stating this will be tier 1-2 is somewhat optimistic.
There's a lot of if and maybe before the combo works. Also, armor is a thing, 21 dmg for a OTK-combo is very low. Compare this with Malygos Druid (even in Standard) that can deal up to 70 dmg in a turn in the best conditions. I think it's been done before and better.
Yes I know it loses Kun (and Dark Arrakoa) and no, this is still not better. Not by a long shot.
I feel like the above list is a little on the short side for survival.
One of the strength of shaman is it's powerful Healing Rain that can heal those pv you lost fighting in the first few turns.
-> Zap! is a bad card to put in your deck, it is a very nice spell to get from the random spells generation but you don't want to put that in your deck since it has 0 interaction with your combo and shaman have better tools for survivability.