I just started last week and I threw this together. It seems really good when i get a good hand, but about 1/3 of the time I get a super shitty hand that I can't do anything with until like turn 5 or 6 without throwing cards away for free
shit: dust devil, flametongue totem, murloc tidehunter, far sight.
Add rockbiter weapon, lightning bolt, forked lightning and stormforged axe for early board control. Their cost is low so it'll help your early game. Consider adding fire elementals and stormwind champions witch are good with totems.
I don't personally like bloodlust but if you like it you can keep it. You can figure the rest out by yourself.
shit: dust devil, flametongue totem, murloc tidehunter, far sight.
Add rockbiter weapon, lightning bolt, forked lightning and stormforged axe for early board control. Their cost is low so it'll help your early game. Consider adding fire elementals and stormwind champions witch are good with totems.
I don't personally like bloodlust but if you like it you can keep it. You can figure the rest out by yourself.
i can see why dust devil and murloc tidehunter are shit but could you explain why flametounge and far sight are shit?i see a lot of people use the totem so i assumed it was good. also my rationale behind far sight is that nothing costs more than 3 besides blood lust and earth elemental so anything i draw is essentially free next turn.
edit: i get it now. because i could just play them for regular cost. so if i draw a 1 or 2 i'm wasting manage
You answered your own question about far sight, on top of that shaman doesn't really need that much draw because of the mana tide totem witch you should try to defend by adding more taunt creatures. Talking about draw, get azure drakes in, the spell power is also very useful.
Flametongue totem is crap because you already need to be in a good position for it to do something and giving 2 dmg to totems is not ideal as they're simply too fragile. The ideal cards for buffing totems are stormwind champion and defender of argus.
You answered your own question about far sight, on top of that shaman doesn't really need that much draw because of the mana tide totem witch you should try to defend by adding more taunt creatures. Talking about draw, get azure drakes in, the spell power is also very useful.
Flametongue totem is crap because you already need to be in a good position for it to do something and giving 2 dmg to totems is not ideal as they're simply too fragile. The ideal cards for buffing totems are stormwind champion and defender of argus.
makes sense. i didn't really like bloodlust because i feel that it is kind of cheesy and i took your suggestion and changed it. ive went 7/1 with it now. i understand azure drake and the point of it but i don't see what i would remove to put it in
You could remove leper gnome and the loot hoarders. Leper gnome is kind of useless in a control deck and loot hoarder dies the next turn to mage hero power and as you know, mage is played a lot these days.
Apart from that, with shaman control you want to get your spells/weapon in a starting hand, not novice engineer, loot hoarder or leper gnome. Your totems are almost as strong as those and don't cost a card. You get what I'm saying right?
Also add another rockbiter weapon, these good for removal and on top of that they can remove an useless 0 attack totem that got silenced.
I just started last week and I threw this together. It seems really good when i get a good hand, but about 1/3 of the time I get a super shitty hand that I can't do anything with until like turn 5 or 6 without throwing cards away for free
any help is welcome. if it is shit just tell me and I'll make something else.
shit: dust devil, flametongue totem, murloc tidehunter, far sight.
Add rockbiter weapon, lightning bolt, forked lightning and stormforged axe for early board control. Their cost is low so it'll help your early game. Consider adding fire elementals and stormwind champions witch are good with totems.
I don't personally like bloodlust but if you like it you can keep it. You can figure the rest out by yourself.
Arena Tips
i can see why dust devil and murloc tidehunter are shit but could you explain why flametounge and far sight are shit?i see a lot of people use the totem so i assumed it was good. also my rationale behind far sight is that nothing costs more than 3 besides blood lust and earth elemental so anything i draw is essentially free next turn.
edit: i get it now. because i could just play them for regular cost. so if i draw a 1 or 2 i'm wasting manage
You answered your own question about far sight, on top of that shaman doesn't really need that much draw because of the mana tide totem witch you should try to defend by adding more taunt creatures. Talking about draw, get azure drakes in, the spell power is also very useful.
Flametongue totem is crap because you already need to be in a good position for it to do something and giving 2 dmg to totems is not ideal as they're simply too fragile. The ideal cards for buffing totems are stormwind champion and defender of argus.
Arena Tips
makes sense. i didn't really like bloodlust because i feel that it is kind of cheesy and i took your suggestion and changed it. ive went 7/1 with it now. i understand azure drake and the point of it but i don't see what i would remove to put it in
You could remove leper gnome and the loot hoarders. Leper gnome is kind of useless in a control deck and loot hoarder dies the next turn to mage hero power and as you know, mage is played a lot these days.
Apart from that, with shaman control you want to get your spells/weapon in a starting hand, not novice engineer, loot hoarder or leper gnome. Your totems are almost as strong as those and don't cost a card. You get what I'm saying right?
Also add another rockbiter weapon, these good for removal and on top of that they can remove an useless 0 attack totem that got silenced.
Arena Tips
i updated it to this
i just crafted rag since I was going to use him in another deck so i replaced the fire ele with him