Evening the Elementals
- Last updated Apr 17, 2018 (Witchwood)
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Wild
- 22 Minions
- 8 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Elemental Shaman
- Crafting Cost: 9120
- Dust Needed: Loading Collection
- Created: 3/29/2018 (Patches Nerf)
- Kiloriffic
- Registered User
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- 13
- 49
- 116
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Battle Tag:
Kiloriffic#1664
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Region:
US
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Total Deck Rating
162
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*Testing and taking comments*
With enough interest, guide incoming.
Thoughts so far?
I tried to build an even elemental tempo shaman with Totem Crunchers and came up with a similar list. Mine included Hagatha because although she certainly goes against the tempo/midrange board dominance game plan, she is one card that can single-handedly carry you through the late game if you haven't won by then already. She worked very well for me the little I played of my version of the deck.
The main issue I found was that there are not enough good even elementals to keep the elemental chain going. No Firefly for excellent early board presence (and the lack of the two tokens for great flexibility in keeping up the elemental chain is also a fairly big deal), no Servant of Kalimos, no Blazecaller, no Tar Creeper. I'm sure there are others I'm missing.
The lack of draw is a big problem too. Shaman's only draw tools (iirc) are odd (mana tide totem and far sight). Cult Master is pretty inconsistent and very weak stats for 4 mana, though can situationally be very powerful with a token/early board domination gameplan. Loot hoarder might not be a bad include as you are going for early game board presence anyway, and 2 attack on a body for 2 mana is not awful for this gameplan.
Another issue is that you have no control tools available if, because you want to have things to do after turn 4, you wanted to try to turn the deck into a midrange/control deck as opposed to an aggro/tempo/midrange deck. No lightning storm, no volcano, no mana tide, no far sight, and no healing rain totally kills this deck's capacity to control effectively.
What I found worked well was the early game - I dominated aggro paladins and tempo rogues up until about turn 4, from which point you start to run out of steam as you've played all of your excellent early tempo tools (as well as got a pretty full board thanks to 1 mana hero power), have a pretty empty hand and are wondering what you can topdeck to carry you to the win.
There's my analysis. It's a really fun deck with a lot of potential imo.
- fireplum harbingers, for 2 primal fin totems.
-murmering elemental for dire wolfs.
tolvier for shroom brewers.
alakir and geist for 2 frozen crushers.
my issue with this deck is it has too many combo cards that don't do much, raw stats will do better in a tempo shaman, since after all, you can pull of the crazy combos once u get hagatha, thus just better minions is in your best interest.
Thanks for the suggestions and input. The cuts seem pretty logical but I feel like you lose a lot of the Elemental synergy. Fire Plume Harbinger helps cheapen some minions to allow the on curve/last turn plays Elementals require. Murmuring Elemental synergizes well with most of the deck being Battlecries. Tol'vir Stoneshaper fits the slot most Elemental decks would be filling with Tar Creeper, but we can't play Odd cost cards.
Will have to see the rest of the set for a definitive answer of will this be viable. Hopefully Shaman gets a nice Even cost board clear.
I agree with Tamro. It feels a tempo-oriented deck is prior to elemental sinergy. I really dont know how strong are Shaman's tempo plays but I believe this should be a board control deck that extracts the most of battlecries, it works perfectly with Grumble, that can really shine (6 mana 7/7 is already great). I would include Fungalmancer and maybe a Skeletic steed, but it's just theorycraft. I'd remove Al'akir, and Genn probably to run Fungalmancer (idk yet how strong can Genn be, hope it doesnt turn out to be like Malchezaar). So far I like it, but I believe you would have to evaluate the tempo strenght of the deck.
Cheers.