I have only been playing HS for about 4 months now, so I know I still have a lot to learn. So I am looking for some suggestions from the veterans.
The highest I can seem to climb on the ladder is 16. I seem to get there fairly easily, but that's where I stall out ... every single time. I get there, and then fall back, often all the way back, then grind my way back up ... and repeat.
I don't have a massive card collection, but its not horrible either. I've spent a little, so I have feel like I have the cards needed to at least get to the next level, but something is missing (and Im pretty sure that "something" is my skill.
The best current decks I have are Evolve Shaman, mostly complete minus Aya (which I see a lot of people not using her in their decks), Control Warlock (JackieChan, with I think a couple cards swapped out), and Mid-Hunter. No matter which of these decks I play, I seem to have the same results ... grind to 16, fall back to 20. All 3 decks have right about 50% win rate according to deck tracker.
I feel like I have a decent understanding of the basics of playstyle ..I fight for board control early, trying to make good trades, and try to go aggressive once I have feel like I have the advantage. But I always seem to be struggling to either draw the cards I need, or I fall just short of getting a lethal setup, and then get overrun by my opponent.
I know its pretty tough to ask for suggestions with little information, but I am trying not to write a book here, so If more information is needed, Ill try to add to the thread as necessary.
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I wanna glide down, over Mulholland I wanna write her, name in the sky I wanna free fall, out into nothin' Gonna leave this, world for awhile
Hello, i would suggest that you focus on one top tier deck and try to master it. Maybe watch a streamer that plays it and understand his plays. Read guides about that deck. With enough time you can climb the ladder, thats for sure. :)
No specific reason I guess. I'm definitely not aiming for Legend right now for sure, I just wouldn't mind seeing if the grass is any greener on the other side of 15. I also think that if I can get out of the "starter bracket", I might get to see more of the "common" decks in the meta, and less of the scrambled up decks that I seem to run across at this level.
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I wanna glide down, over Mulholland I wanna write her, name in the sky I wanna free fall, out into nothin' Gonna leave this, world for awhile
1. What cards you're missing from evolve shaman and which cards you swapped from J4ckie's warlock? Any of these decks should easily take you to r15, so you're playing badly or cards which you added as a replacement are not that good.
2. If you want to improve you should also watch some streamers like Rdu, Firebat, they often explain their plays.
3. Also knowing what card can punish you by not trading/ knowing cards which can get you lethal if you topdeck them next turn can improve your playstyle.
1. The only common card I think I am missing from Evolve Shaman is Aya. I have played a few different cards I have saw suggested in there, and finally settled on having the 2x Stonehill Defender and 2x Saronite Chain Gang. I have struggled with whether or not to keep Lich King in there, but for now I have am not running him since most everyone has a way to take him out at this point.
I will have to look at what I swapped out in my warlock deck. I have tried so many changes, I can't remember off the top of my head where I am at with that one. I believe as it stands right now, I have just swapped the Happy Ghoul out for Doomsayer 2. I will check them out. I have watched a lot of streams and video's, but not many actually explain why they are doing what they do, so that would help a lot. I try to figure out on my own the reasoning behind their plays, but actually having that information would help. I watched Kalento play Evolve for a couple hours last night, and that helped a little I believe.
3. Getting to lethal has been one of my biggest problems. I can't count the number of times I get my opponent below 10, or even 5, and then just sit helplessly as they come back and wreck me.
What deck is punishing you the most? Aggro or Control? Priest or Druid? Also you should build your deck in the deckbuilder and paste the deck code in the comments here so we can see it.
What deck is punishing you the most? Aggro or Control? Priest or Druid? Also you should build your deck in the deckbuilder and paste the deck code in the comments here so we can see it.
Only card in there right now that is a bit of an experiment is the Youthful Brewmaster. Thought it might come in handy to try to get some use out of the Battlecry effects after I evolve cards ... hasn't been real helpful so far. That slot is pretty much used for a tech card. I have tried running a Geist in there, but druids seem to have so many ways to win, just knocking out their jade tokens really didn't seem to help. Have ran Eater of Secrets as well to combat OTK mages, but either don't see them enough, or when I do, I don't draw the card.
I'm f2p on NA/EU/Asia and the DK I got on all 3 was Thrall :/
Fun but so random it's hard to win consistently especially with lots of very tough decks out there. You need to play well, not be unlucky, and maybe even then it's not enough.
If I put Jade in the deck I usually make sure there's 2 more Jade cards in there. (I don't have Aya either)
If you're looking for good streamers to watch, check out the youtube channels for StrifeCro and Firebat. Both of them - especially StrifeCro - do an amazing job at constantly explaining the WHY of what they are doing. They think out loud, so you get to hear them puzzle through each situation, and how they came to their conclusion. I learned a lot from watching StrifeCro
A lot of time, you can ask around for someone to help coach you. If you want to message me with your ID, I'd be happy to add you to my friend list and watch some of your games. I'm admittedly not a Legend player, but can hit rank 5 each month, with a personal best of rank 2.
The best general advice I could give is to make sure you're giving appropriate consideration to what your opponent wants to do. If you can tell what kind of deck your opponent is playing, you should have an idea of what cards they will have. Anticipate their next plays. For example, Mage's Flamestrike is 7 mana. If it's about to be turn 7 against a Mage, you might want to be wary of flooding the board with a bunch of minions that have 4 health or less.
If you can anticipate your opponent, you're able to better plan out your own board state. You can also figure out the best times to use your cards. You should use a Hex on that Aya, or can you deal with her with what is on the board? Do you anticipate REALLY needing that Hex later? Being able to make these kinds of calls will help you improve your decision making.
Also, I do not particularly like Murloc Tidehunter or Bilefin Tidehunter in that deck. Or Youthful Brewmaster. All very low health - all of those 1 health minions are very easily and cheaply cleared by any AOE in the game.
I would remove the Murloc Tidehunters and add in Firefly instead. A 1/2 that gives you another 1/2 is way better than a 1/1. I would drop the Bilefins and add 2x Thing From Below instead. You can use your hero power to create totems, and along with the other totems in your deck, you can get them out cheap, and it's a huge tempo play.
Also, if you have a Rattling Rascal, you could replace the Brewmaster with it. It summons a 5/5 when you play it, then you immediately evolve it so that the deathrattle never triggers.
Sir i don't like any kind of auto-spot but i posted just some days ago a Wild Evolve Shaman made by me. With that deck i reached very easily and quickly rank 11 on Wild, maybe you can take a tip or two from my deck and improve your Evolve Shaman.
Remember that Evolve Shaman should be played like a Zoo deck. Use your minions for trade (learning when do a trade and when it's better go face it's important, the experience will help you a lot) and your removals with wisdom because the key is never lose board control: when it happen go for refill the board asap! Play with an eye on your next turns, having a plan A and a plan B that you will use when your opponent won't play what you expect from him it's always a good thing.
Take a look here, it's free and maybe it could help you:
Remove murlocs and brewmaster (idk why you use these cards in evolve shaman) add 2x thing from below, pirate package (bloodsail corsairs and patches) and 2x fire fly.
And don't run techs against mages and druids, you shoud win anyway by using bloodlust/dopple evolve combo.
Also you can try jade spirits instead of stonehills.
Would running the pirate package be viable without Patches? (Don't have him)
My thought process on the murloc's were to have a way to generate minions to hopefully evolve later. The murloc's were the best I had that gave me a 2 for 1 play.
I had been running 2x Thing's, but removed them in favor of minions I could play earlier. My biggest struggle with this deck is just getting a board established that I can evolve from. If i can get 3 or 4 minions on the board, I almost always win ... its just getting those that seems to be the struggle. I will add the fire fly's, and also look around for what else I may have that is at least 2 heath that I can play early.
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I wanna glide down, over Mulholland I wanna write her, name in the sky I wanna free fall, out into nothin' Gonna leave this, world for awhile
If you have the choice of evolving a Saronite chain gang or Thrall them, then use Thral, 6 drops gives you better stats for the casting cost (4 -> 6 or 5-6), but if you have doppelgangster you prefer evolving them to a 6 drop and not a 7 drops. This does not mean that you should not use evolve og chain gang or Thrall doppelgangsters, but if you have the option go for 6 & 8 drops.
5 and 2 drops can be "dangerous", 2 drops have doomsayer, and 5 drop have Bomb Squad again I'm not saying you shouldn't evolve into them, but just that there a little risk (can't remember the percentage).
Also see if you mulligan correctly, games are often won and lost just by mulligan.
just play one deck and stick with that. Im my experience midrange decks are the way to go in KoFT, so out of the three you said you have I would recommend midrange hunter. that being said, just make a few changes to the evolve shaman and you should be able to hit rank 15 easy. cut brewmaster (sux srry) coldlight oracle (too bad against pretty much everything) and the murlocs. Replace with 2 firefly, 2 thing from below, and maybe a fallen sun cleric if you are unable to craft the pirate package.
J4ckiechan's Warlock deck is a great deck, and Happy Ghoul, while good, is probably one of the less important cards in the deck. Subbing it for a doomsayer probably isn't changing your winrate all that much overall.
Since the list you're using is legend-capable, what that means is that (and don't take this the wrong way, you're a new player) your plays are what are holding you back.
As others have said, pick one deck and stick to it unless it really drops out of the meta. If you've already got that Warlock deck, I'd stick to it honestly. It's a perfectly legend-capable deck. After that, it's just about mastering that deck. Without seeing you play, I can't make much comment about your plays, but common problems among new players are card knowledge/when to play around stuff, and when to be aggressive. Many newer players get aggressive WAY too early, ignore good trades, and then get wrecked by removal and the opponents choosing their trades. Running out of steam and losing board presence with a deck like that can be indicative of this. But as I mentioned earlier, impossible to tell without watching you.
I actually have J4ckie's Warlock deck as one of my deck slots right now and I've been meaning to do the legend push in the next few days - if you want to PM me I'm happy to add you and play a few games with this deck or watch you play it.
No you can't run pirate package w/o patches and there is no good budget replacements. But it's worth to craft, almost every aggro deck plays pirate package and aggro decks are quite cheap.
Murlock package isn't that good to evolve, you get 2-3 mana drops and they just die to any removal/hero powers.
Thing is too good in evolve shaman to not run it, it's great with evolve, you get 7 drop and it can be played around turn 4-5 to protect totems/other small minions.
And trust me almost every change in deck i posted earlier is worth and it'll improve your win ratio.
can you post your other decklists, so we can maybe help with them also?
Just curious as to what makes Patches worth 1600 dust? From what I can see, its just a free 1/1 that is going to trigger off of a 1 mana 1/2. I can definitely see the advantage of running the Fire Fly over the murloc package I had since they are more likely to survive early AOE, but I just am having a hard time convincing myself to spend almost all my dust to craft a 1/1
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I wanna glide down, over Mulholland I wanna write her, name in the sky I wanna free fall, out into nothin' Gonna leave this, world for awhile
No you can't run pirate package w/o patches and there is no good budget replacements. But it's worth to craft, almost every aggro deck plays pirate package and aggro decks are quite cheap.
Murlock package isn't that good to evolve, you get 2-3 mana drops and they just die to any removal/hero powers.
Thing is too good in evolve shaman to not run it, it's great with evolve, you get 7 drop and it can be played around turn 4-5 to protect totems/other small minions.
And trust me almost every change in deck i posted earlier is worth and it'll improve your win ratio.
can you post your other decklists, so we can maybe help with them also?
Just curious as to what makes Patches worth 1600 dust? From what I can see, its just a free 1/1 that is going to trigger off of a 1 mana 1/2. I can definitely see the advantage of running the Fire Fly over the murloc package I had since they are more likely to survive early AOE, but I just am having a hard time convincing myself to spend almost all my dust to craft a 1/1
do you really want Pirate warrior tog et two frigging charge minions for playing a Pirate?!!!
You shouldn't focus on evolving a big board with your evolve shaman. Evolve is mainly used to develop 3 6-drops with Doppelgangster. The 1 health murlocs in your deck are all very weak, they die to hero power and there's only 3 cards that evolve in your deck. Having the murlocs in there specifically for evolving while the murlocs are garbage otherwise is really, really bad. The whole point of this deck is to get 3 - 4 minions out, and use Flametongue Totem and Bloodlust to get them to low hp. Then when they spend their resources to kill your things DoppelgangsterEvolve or Jade Lightning will finish them off most of the time.
Try switching the murlocs out for more solid minions. As a f2p you're probably looking at basic cards like River Crocolisk or Chillwind Yeti. Thing from Below is also really good because of Primalfin Totem and Flametongue Totem. Although they're not the ideal flooding minions their statlines will generally allow them to live a turn or two which helps with Bloodlust. Also practice your Flametongue Totem placement so that you get the most value out of them.
(haven't played evolve shaman myself but I think this is the general strategy from all the times I've seen / played against the deck)
No you can't run pirate package w/o patches and there is no good budget replacements. But it's worth to craft, almost every aggro deck plays pirate package and aggro decks are quite cheap.
Murlock package isn't that good to evolve, you get 2-3 mana drops and they just die to any removal/hero powers.
Thing is too good in evolve shaman to not run it, it's great with evolve, you get 7 drop and it can be played around turn 4-5 to protect totems/other small minions.
And trust me almost every change in deck i posted earlier is worth and it'll improve your win ratio.
can you post your other decklists, so we can maybe help with them also?
Just curious as to what makes Patches worth 1600 dust? From what I can see, its just a free 1/1 that is going to trigger off of a 1 mana 1/2. I can definitely see the advantage of running the Fire Fly over the murloc package I had since they are more likely to survive early AOE, but I just am having a hard time convincing myself to spend almost all my dust to craft a 1/1
This is part of the problem. Every time I face a 'pirate' warrior and they play their 1 drop and no cannon comes out, I think to myself, nice, a free win.
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Free to try and find a game, dealing cards for sorrow, cards for pain.
No you can't run pirate package w/o patches and there is no good budget replacements. But it's worth to craft, almost every aggro deck plays pirate package and aggro decks are quite cheap.
Murlock package isn't that good to evolve, you get 2-3 mana drops and they just die to any removal/hero powers.
Thing is too good in evolve shaman to not run it, it's great with evolve, you get 7 drop and it can be played around turn 4-5 to protect totems/other small minions.
And trust me almost every change in deck i posted earlier is worth and it'll improve your win ratio.
can you post your other decklists, so we can maybe help with them also?
Just curious as to what makes Patches worth 1600 dust? From what I can see, its just a free 1/1 that is going to trigger off of a 1 mana 1/2. I can definitely see the advantage of running the Fire Fly over the murloc package I had since they are more likely to survive early AOE, but I just am having a hard time convincing myself to spend almost all my dust to craft a 1/1
do you really want Pirate warrior tog et two frigging charge minions for playing a Pirate?!!!
lol .. no. I was asking the question in regards to running pirates in an Evolve Shaman deck. I could "maybe" see the value in Patches if I had all the other Pirate synergies that a PW has, but in regards to using them as 1 drop openers for a Shaman, I just can't justify the dust cost of a 1/1 legendary.
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I wanna glide down, over Mulholland I wanna write her, name in the sky I wanna free fall, out into nothin' Gonna leave this, world for awhile
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I have only been playing HS for about 4 months now, so I know I still have a lot to learn. So I am looking for some suggestions from the veterans.
The highest I can seem to climb on the ladder is 16. I seem to get there fairly easily, but that's where I stall out ... every single time. I get there, and then fall back, often all the way back, then grind my way back up ... and repeat.
I don't have a massive card collection, but its not horrible either. I've spent a little, so I have feel like I have the cards needed to at least get to the next level, but something is missing (and Im pretty sure that "something" is my skill.
The best current decks I have are Evolve Shaman, mostly complete minus Aya (which I see a lot of people not using her in their decks), Control Warlock (JackieChan, with I think a couple cards swapped out), and Mid-Hunter. No matter which of these decks I play, I seem to have the same results ... grind to 16, fall back to 20. All 3 decks have right about 50% win rate according to deck tracker.
I feel like I have a decent understanding of the basics of playstyle ..I fight for board control early, trying to make good trades, and try to go aggressive once I have feel like I have the advantage. But I always seem to be struggling to either draw the cards I need, or I fall just short of getting a lethal setup, and then get overrun by my opponent.
I know its pretty tough to ask for suggestions with little information, but I am trying not to write a book here, so If more information is needed, Ill try to add to the thread as necessary.
I wanna glide down, over Mulholland
I wanna write her, name in the sky
I wanna free fall, out into nothin'
Gonna leave this, world for awhile
Hello, i would suggest that you focus on one top tier deck and try to master it. Maybe watch a streamer that plays it and understand his plays. Read guides about that deck. With enough time you can climb the ladder, thats for sure. :)
I wanna glide down, over Mulholland
I wanna write her, name in the sky
I wanna free fall, out into nothin'
Gonna leave this, world for awhile
I will have to look at what I swapped out in my warlock deck. I have tried so many changes, I can't remember off the top of my head where I am at with that one. I believe as it stands right now, I have just swapped the Happy Ghoul out for Doomsayer
2. I will check them out. I have watched a lot of streams and video's, but not many actually explain why they are doing what they do, so that would help a lot. I try to figure out on my own the reasoning behind their plays, but actually having that information would help. I watched Kalento play Evolve for a couple hours last night, and that helped a little I believe.
3. Getting to lethal has been one of my biggest problems. I can't count the number of times I get my opponent below 10, or even 5, and then just sit helplessly as they come back and wreck me.
I wanna glide down, over Mulholland
I wanna write her, name in the sky
I wanna free fall, out into nothin'
Gonna leave this, world for awhile
What deck is punishing you the most? Aggro or Control? Priest or Druid? Also you should build your deck in the deckbuilder and paste the deck code in the comments here so we can see it.
Only card in there right now that is a bit of an experiment is the Youthful Brewmaster. Thought it might come in handy to try to get some use out of the Battlecry effects after I evolve cards ... hasn't been real helpful so far. That slot is pretty much used for a tech card. I have tried running a Geist in there, but druids seem to have so many ways to win, just knocking out their jade tokens really didn't seem to help. Have ran Eater of Secrets as well to combat OTK mages, but either don't see them enough, or when I do, I don't draw the card.
I wanna glide down, over Mulholland
I wanna write her, name in the sky
I wanna free fall, out into nothin'
Gonna leave this, world for awhile
I'm f2p on NA/EU/Asia and the DK I got on all 3 was Thrall :/
Fun but so random it's hard to win consistently especially with lots of very tough decks out there. You need to play well, not be unlucky, and maybe even then it's not enough.
If I put Jade in the deck I usually make sure there's 2 more Jade cards in there. (I don't have Aya either)
.
If you're looking for good streamers to watch, check out the youtube channels for StrifeCro and Firebat. Both of them - especially StrifeCro - do an amazing job at constantly explaining the WHY of what they are doing. They think out loud, so you get to hear them puzzle through each situation, and how they came to their conclusion. I learned a lot from watching StrifeCro
A lot of time, you can ask around for someone to help coach you. If you want to message me with your ID, I'd be happy to add you to my friend list and watch some of your games. I'm admittedly not a Legend player, but can hit rank 5 each month, with a personal best of rank 2.
The best general advice I could give is to make sure you're giving appropriate consideration to what your opponent wants to do. If you can tell what kind of deck your opponent is playing, you should have an idea of what cards they will have. Anticipate their next plays. For example, Mage's Flamestrike is 7 mana. If it's about to be turn 7 against a Mage, you might want to be wary of flooding the board with a bunch of minions that have 4 health or less.
If you can anticipate your opponent, you're able to better plan out your own board state. You can also figure out the best times to use your cards. You should use a Hex on that Aya, or can you deal with her with what is on the board? Do you anticipate REALLY needing that Hex later? Being able to make these kinds of calls will help you improve your decision making.
Also, I do not particularly like Murloc Tidehunter or Bilefin Tidehunter in that deck. Or Youthful Brewmaster. All very low health - all of those 1 health minions are very easily and cheaply cleared by any AOE in the game.
I would remove the Murloc Tidehunters and add in Firefly instead. A 1/2 that gives you another 1/2 is way better than a 1/1. I would drop the Bilefins and add 2x Thing From Below instead. You can use your hero power to create totems, and along with the other totems in your deck, you can get them out cheap, and it's a huge tempo play.
Also, if you have a Rattling Rascal, you could replace the Brewmaster with it. It summons a 5/5 when you play it, then you immediately evolve it so that the deathrattle never triggers.
Make a Jade Druid deck and you'll get legend in no time 4Head
Sir i don't like any kind of auto-spot but i posted just some days ago a Wild Evolve Shaman made by me. With that deck i reached very easily and quickly rank 11 on Wild, maybe you can take a tip or two from my deck and improve your Evolve Shaman.
Remember that Evolve Shaman should be played like a Zoo deck. Use your minions for trade (learning when do a trade and when it's better go face it's important, the experience will help you a lot) and your removals with wisdom because the key is never lose board control: when it happen go for refill the board asap! Play with an eye on your next turns, having a plan A and a plan B that you will use when your opponent won't play what you expect from him it's always a good thing.
Take a look here, it's free and maybe it could help you:
Peace, love and good weed. Even just tons of good weed can be enough, thanks!
My thought process on the murloc's were to have a way to generate minions to hopefully evolve later. The murloc's were the best I had that gave me a 2 for 1 play.
I had been running 2x Thing's, but removed them in favor of minions I could play earlier. My biggest struggle with this deck is just getting a board established that I can evolve from. If i can get 3 or 4 minions on the board, I almost always win ... its just getting those that seems to be the struggle. I will add the fire fly's, and also look around for what else I may have that is at least 2 heath that I can play early.
I wanna glide down, over Mulholland
I wanna write her, name in the sky
I wanna free fall, out into nothin'
Gonna leave this, world for awhile
If you have the choice of evolving a Saronite chain gang or Thrall them, then use Thral, 6 drops gives you better stats for the casting cost (4 -> 6 or 5-6), but if you have doppelgangster you prefer evolving them to a 6 drop and not a 7 drops. This does not mean that you should not use evolve og chain gang or Thrall doppelgangsters, but if you have the option go for 6 & 8 drops.
5 and 2 drops can be "dangerous", 2 drops have doomsayer, and 5 drop have Bomb Squad again I'm not saying you shouldn't evolve into them, but just that there a little risk (can't remember the percentage).
Also see if you mulligan correctly, games are often won and lost just by mulligan.
just play one deck and stick with that. Im my experience midrange decks are the way to go in KoFT, so out of the three you said you have I would recommend midrange hunter. that being said, just make a few changes to the evolve shaman and you should be able to hit rank 15 easy. cut brewmaster (sux srry) coldlight oracle (too bad against pretty much everything) and the murlocs. Replace with 2 firefly, 2 thing from below, and maybe a fallen sun cleric if you are unable to craft the pirate package.
J4ckiechan's Warlock deck is a great deck, and Happy Ghoul, while good, is probably one of the less important cards in the deck. Subbing it for a doomsayer probably isn't changing your winrate all that much overall.
Since the list you're using is legend-capable, what that means is that (and don't take this the wrong way, you're a new player) your plays are what are holding you back.
As others have said, pick one deck and stick to it unless it really drops out of the meta. If you've already got that Warlock deck, I'd stick to it honestly. It's a perfectly legend-capable deck. After that, it's just about mastering that deck. Without seeing you play, I can't make much comment about your plays, but common problems among new players are card knowledge/when to play around stuff, and when to be aggressive. Many newer players get aggressive WAY too early, ignore good trades, and then get wrecked by removal and the opponents choosing their trades. Running out of steam and losing board presence with a deck like that can be indicative of this. But as I mentioned earlier, impossible to tell without watching you.
I actually have J4ckie's Warlock deck as one of my deck slots right now and I've been meaning to do the legend push in the next few days - if you want to PM me I'm happy to add you and play a few games with this deck or watch you play it.
I wanna glide down, over Mulholland
I wanna write her, name in the sky
I wanna free fall, out into nothin'
Gonna leave this, world for awhile
You shouldn't focus on evolving a big board with your evolve shaman. Evolve is mainly used to develop 3 6-drops with Doppelgangster. The 1 health murlocs in your deck are all very weak, they die to hero power and there's only 3 cards that evolve in your deck. Having the murlocs in there specifically for evolving while the murlocs are garbage otherwise is really, really bad. The whole point of this deck is to get 3 - 4 minions out, and use Flametongue Totem and Bloodlust to get them to low hp. Then when they spend their resources to kill your things Doppelgangster Evolve or Jade Lightning will finish them off most of the time.
Try switching the murlocs out for more solid minions. As a f2p you're probably looking at basic cards like River Crocolisk or Chillwind Yeti. Thing from Below is also really good because of Primalfin Totem and Flametongue Totem. Although they're not the ideal flooding minions their statlines will generally allow them to live a turn or two which helps with Bloodlust. Also practice your Flametongue Totem placement so that you get the most value out of them.
(haven't played evolve shaman myself but I think this is the general strategy from all the times I've seen / played against the deck)
That's Incredible!
Free to try and find a game, dealing cards for sorrow, cards for pain.
I wanna glide down, over Mulholland
I wanna write her, name in the sky
I wanna free fall, out into nothin'
Gonna leave this, world for awhile