Hey, so I've been watching a lot of the live-streams of the beta, admittedly not seeing as many Shamans, as I'd hope to see. However I came up with a idea for a deck and I thought I'd share it with you. My idea, is to have lots of low cost card, no more than 3 mana, this allows you to be able to make plays from the off as chances are you will get a 1 or 0 cost card. (I've seen a lot of people stuck for their first turn as they have nothing to play). Next is when you hit the 6 or so mana mark, you'd be able to pump out a lot of spells, and line your defenses with Taunt minions to protect, them that buff your spells. The minions in my deck also don't have very high attack as most of the damage will be coming from the spells you play, the purpose of the minions are just purely protection.
Also, with not having seen many shaman, I was wondering if anyone could please explain the Overload mechanic a little more for me. Is the less mana for the opponents turn or my next turn? Thanks and would love some feed back about the deck.
Overload works by locking X number of mana crystals during your next turn. For example, if you have 3 mana and Lava Burst your opponent, next turn you will only have access to 2 mana (4 - Overload{2})
As for your deck, the major problem with having tons of low cost, but small, minions is that if you come across an opponent with good board control, once you hit the midgame, you are liable to stall right out. This is particularly true given the fact that you have no card drawing power in the deck.
Thanks for the information about overload. I thought it worked that way, so that's why I wanted to go with a generally low cost deck. This is just a rough draft of the deck and will some help I hope to develop it. I haven't really made a deck around a strategy before, as I mainly played when I was 10, I just put in card that I liked the look off :). Thanks for the feedback.
For Zorges, I didn't see your deck, but looks like we had the same idea, however the general one with my deck is to keep the cost as low as possible, to try to keep inline with Overload, as it can hinder you quite a lot I think.
You should really consider placing the unbound elemental in your deck. Its a 3 mana minion if i recall and gains +1/+1 for each card with overload you play. Since a decent amount of your spells have overload it would synergyze well with your deck. Also like others have said, you need a few good minions to help establish board control. If you want to keep low costs, you can consider grabbing some minions with buffs so that your low cost minions can still be threatening. I think with shaman its important to have a good balance.
Drop the Silverback Patriarch for Senjin Shieldmasta, in my opinion. It's widely considered one of the best taunters in the game, as it's fairly low cost (4), high health (5), and has a decent attack (3), which makes your opponent think twice before running something into it. The Silverback has only 1 attack, so it is easily rolled over.
I think the biggest problem with your deck is that it doesn't seem like you can win with it. You might stall for a while, but none of your minions have much attack, and the Shaman's only real direct damage spells--Lightning Bolt and Lava Burst--will not be enough to do the job to the Hero on their own, esp. if you're facing a Pally/Druid/Priest who can heal a great deal.
I would consider including Fire Elemental (prob. one of the best Shaman cards), as well as Argent Commanders, Sunwalkers, etc. These minions are beefier, so they won't get killed as easily by your opponent, but they can also do a decent amount of damage to enemy minions or the enemy hero.
Lose Totemic Might. Your totems are easily resummoned if they die, and you can use the two card slots that Totemic Might are taking up with more valuable cards.
Yea, after the feedback I do certain see the problem with finishing games, this seemed like a good idea. However I may need to adjust my strat to include some damage to heroes. Thanks for all the feedback, will have a think and try to re-adjust my deck, will post back when I have found a good or decent enough fix.
Here's a suggestion, if you're interested, from a deck I made in Cockatrice. It's "limited," so it doesn't include any cards higher than Rare, which means it should be easy to get fairly soon after starting to play.
I like it, have you had much success with it? The main thing I'm worried about (Not having played), is the overload ability hurting you, when you try to do multiple things in one turn then having little to no mana next turn.
I've been playing and too many spells will make you just lose games if you get unlucky, Trust me i had 8 spells and after the 1st pool I got them all and was totally useless to a small beast minion team.
Hey, so I've been watching a lot of the live-streams of the beta, admittedly not seeing as many Shamans, as I'd hope to see. However I came up with a idea for a deck and I thought I'd share it with you. My idea, is to have lots of low cost card, no more than 3 mana, this allows you to be able to make plays from the off as chances are you will get a 1 or 0 cost card. (I've seen a lot of people stuck for their first turn as they have nothing to play). Next is when you hit the 6 or so mana mark, you'd be able to pump out a lot of spells, and line your defenses with Taunt minions to protect, them that buff your spells. The minions in my deck also don't have very high attack as most of the damage will be coming from the spells you play, the purpose of the minions are just purely protection.
Also, with not having seen many shaman, I was wondering if anyone could please explain the Overload mechanic a little more for me. Is the less mana for the opponents turn or my next turn? Thanks and would love some feed back about the deck.
Overload works by locking X number of mana crystals during your next turn. For example, if you have 3 mana and Lava Burst your opponent, next turn you will only have access to 2 mana (4 - Overload{2})
As for your deck, the major problem with having tons of low cost, but small, minions is that if you come across an opponent with good board control, once you hit the midgame, you are liable to stall right out. This is particularly true given the fact that you have no card drawing power in the deck.
Thanks for the information about overload. I thought it worked that way, so that's why I wanted to go with a generally low cost deck. This is just a rough draft of the deck and will some help I hope to develop it. I haven't really made a deck around a strategy before, as I mainly played when I was 10, I just put in card that I liked the look off :). Thanks for the feedback.
For Zorges, I didn't see your deck, but looks like we had the same idea, however the general one with my deck is to keep the cost as low as possible, to try to keep inline with Overload, as it can hinder you quite a lot I think.
You should really consider placing the unbound elemental in your deck. Its a 3 mana minion if i recall and gains +1/+1 for each card with overload you play. Since a decent amount of your spells have overload it would synergyze well with your deck. Also like others have said, you need a few good minions to help establish board control. If you want to keep low costs, you can consider grabbing some minions with buffs so that your low cost minions can still be threatening. I think with shaman its important to have a good balance.
Thanks, I have put it in my deck, and took out Shieldbearer as it has no attack, and I get some taunt minions for cards like Feral Spirit and Ancestral Healing
Drop the Silverback Patriarch for Senjin Shieldmasta, in my opinion. It's widely considered one of the best taunters in the game, as it's fairly low cost (4), high health (5), and has a decent attack (3), which makes your opponent think twice before running something into it. The Silverback has only 1 attack, so it is easily rolled over.
I think the biggest problem with your deck is that it doesn't seem like you can win with it. You might stall for a while, but none of your minions have much attack, and the Shaman's only real direct damage spells--Lightning Bolt and Lava Burst--will not be enough to do the job to the Hero on their own, esp. if you're facing a Pally/Druid/Priest who can heal a great deal.
I would consider including Fire Elemental (prob. one of the best Shaman cards), as well as Argent Commanders, Sunwalkers, etc. These minions are beefier, so they won't get killed as easily by your opponent, but they can also do a decent amount of damage to enemy minions or the enemy hero.
Lose Totemic Might. Your totems are easily resummoned if they die, and you can use the two card slots that Totemic Might are taking up with more valuable cards.
Yea, after the feedback I do certain see the problem with finishing games, this seemed like a good idea. However I may need to adjust my strat to include some damage to heroes. Thanks for all the feedback, will have a think and try to re-adjust my deck, will post back when I have found a good or decent enough fix.
Here's a suggestion, if you're interested, from a deck I made in Cockatrice. It's "limited," so it doesn't include any cards higher than Rare, which means it should be easy to get fairly soon after starting to play.
I like it, have you had much success with it? The main thing I'm worried about (Not having played), is the overload ability hurting you, when you try to do multiple things in one turn then having little to no mana next turn.
I've been playing and too many spells will make you just lose games if you get unlucky, Trust me i had 8 spells and after the 1st pool I got them all and was totally useless to a small beast minion team.
Yea, seems like so. I've been playing a lot of Duel of Champions, while I wait and just get destroyed by decks with lots of low cost minions.