GvG Ogre Shaman(clobberin' time)
- Last updated Jan 31, 2015 (Undertaker Nerf)
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Wild
- 17 Minions
- 12 Spells
- 1 Weapon
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 6040
- Dust Needed: Loading Collection
- Created: 12/14/2014 (GvG Launch)
- romangod
- Registered User
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- 3
- 28
- 45
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Battle Tag:
N/A
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Region:
US
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Total Deck Rating
11
I know ogres probably aren't everyone's favorite because of their unpredictability but as long as they hit something who cares. I have found that they are dealt with pretty quick because they do have the ability to bypass a taunt and people want to keep their minions safe. This makes it better for you're controllable minions to breath easier and a more focused and direct attack. I have seen a lot of discussion on here about the Vitality Totem vs the Antique Healbot I prefer the Antique Healbot gives heal and leaves a body behind which is why i prefer it. The shaman spells are rng and a lot of times i have been able to use that body to finish off a minion that the spell couldn't do.
This deck doesn't have a lot of minions to silence which is good just deals with strong minions and brute force. Neptulon is good for this deck he provides a big minion on the board and murlocs to support you're hand and the board the following turn with the overload.
Any suggestions are welcome it's a fun deck to play give it a try.
I would stick with heal bot keeping a totem alive is never reliable. I might try zombie chow in place of haunted creeper and see how that works out for me.
I also wanted to try Dr Doom in place of Neptune but i don't have that card.