People keep upvoting the same midrange shaman lists day after day, week after week. It pains me to see so much of them on the front page while there's nothing new.
Where are these wacky crazy decks when I play Wild?
When I Enter that format, every thing I see is the same Mech Mage, the same standard Midrange Shaman, the same secret pally and the same tempo Mage with Unskilled Portal and Piloted Shredder
You're seeing Midrange Shaman in Wild? If you don't mind me asking, what rank are they showing up at? Either I haven't hit it, or I've already passed it, I guess.
I've seen quite a lot of them actually. And they are spread out all across the ladder, not just low ranks. Faced some of them at rank 2 today.
One card I saw someone mention is Arch-Thief Rafaam to combo with Inkmaster Solia. If you can't get a 10 mana Kazakus potion to combo because you don't draw him, you can instead use one of Rafaam's 10 mana spells.
I'm fairly sure Rafaam's artifacts are not spells. So sadly, I don't think the Arch-Thief RafaamInkmaster Solia combo is real. I could be wrong though.
Still, RENO MAGE HYPE!
Rafaam's artifacts are spells, there's nothing more then spells, weapons and minions in Hearthstone and those artifacts don't belong to the other categories.
Pretty much what Horkinger said, those two legendaries are a bit too greedy for hunter, even if the combo with feign death is really fun.
Since hunter lacks good AoE and other control tools, you want to finish the game with a turn 10/11 N'Zoth, the Corruptor, you can't wait for all you deathrattles, so that's another point against the Feugen and Stalagg bros.
40k? Damn, what'd you do? Double Armorsmith + bunch of minions -> Whirlwind; Rampage x 2; whirlwind;ghoul, ghoul, revenge, revenge (and continue playing minions to fill the board), or just simply armor pass every turn? XD
Now I wonder what the highest fatigue damage ever taken has been. Two warlocks with both a malganis on the field, pass, pass, pass, pass, I wonder how far you could go XD
There's a limit to the number of turns (60 ?)
So you can't go that deep into fatigue damage, but still take like 23 / 24.
Each game of Hearthstone has a limit of 89 turns. At the start of the 90th turn, both heroes will explode, and the game will end in a draw.[6] This means that Player 1 has 45 complete turns (turn 1, 3, 5... 87, 89), while Player 2 has 44 complete turns (turn 2, 4, 6... 86, 88). Player 2 does not start turn 90, he will not draw a card nor will start of turn triggers happen. This limit is very rarely reached, due to fatigue damage.
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People keep upvoting the same midrange shaman lists day after day, week after week. It pains me to see so much of them on the front page while there's nothing new.
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Echo mage and midrange pally.
Gotta love those 7 Molten Giants in one turn... RIP
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Seems like a gang-up that gangs up itself.
Insanely strong fatigue card, bringing 8/8s (or more) for 1 in late game seems pretty cool.
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That sample size is too small, and as said above, you're at a pretty low rank.
20 / 30% Shaman is what you can expect at higher ranks.
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Five damage to opponent Sylvanas Windrunner and give him that deathrattle !
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Aggro freeze mage is pretty good, and it has better match-ups against other classes then traditional freeze mage IMO.
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I can't wait to face 4 3/3 roots on turn 2 !
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Pretty much what Horkinger said, those two legendaries are a bit too greedy for hunter, even if the combo with feign death is really fun.
Since hunter lacks good AoE and other control tools, you want to finish the game with a turn 10/11 N'Zoth, the Corruptor, you can't wait for all you deathrattles, so that's another point against the Feugen and Stalagg bros.
I'd play Sludge Belcher as mentioned above and maybe even another Unleash the Hounds / Dreadscale (very good against zoo, Pally and useful against Shaman totems) or Barnes, he should be pretty good with N'Zoth, the Corruptor and Feign Death.
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If you're on EU, feel free to add me if you want some advice when playing / someone to watch.
mrbourse#2238
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Each game of Hearthstone has a limit of 89 turns. At the start of the 90th turn, both heroes will explode, and the game will end in a draw.[6] This means that Player 1 has 45 complete turns (turn 1, 3, 5... 87, 89), while Player 2 has 44 complete turns (turn 2, 4, 6... 86, 88). Player 2 does not start turn 90, he will not draw a card nor will start of turn triggers happen. This limit is very rarely reached, due to fatigue damage.
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