I actually have no idea about the ranking of this deck but to my best of knowledge the shaman control is the best shaman deck, but to other classes I don't really know.
I love this kind of deck and I play a similar one regularly.
The only problem is, that the aggro meta is somewhat hurting control decks in general. Sometimes you just get bum rushed and if you don't draw your board clear/spirit wolves in time you are gone, but if you get out of the early and mid game somewhat unharmed there is little they can do to stop you then.
Thanks to koyuki0 for creating the deck, xmadskullx and Force for features. This was the first deck I've picked up and started playing. I'm now at two star master with fourty something wins but I'm rapidly losing the win percentage, mainly because of priests. In an ideal situation you'd want to keep some removals/silences by the turn 8 and/or let him MC something you don't quite care about that much. Unfortunately, for me most of the games result in back to back turn 8 and 9 MCs into something I woulnd't mind still having. Trying to be more aggressive or dragging those decks into fatigue through clerics sort of works but RNG/lack of stable early game usually ends in defeat. From your experience, do you think those losses are a result of my weak mid-game or is it something you suffer as well?
Thanks Pokot for the new comments, about the early game / bad draw problem, not drawing the right cards early game is a widely common Trading Card Games problem that happens throughout every single game I played from Yugioh to this game. The only solution to that is to have the deck constructed in a way that whatever your opening hand will be you would be still okay or to have enough drawing cards in the game to get those vital cards. Also keep in mind while other card games decks consist of around 40 cards in average usually hearthstone is a 30 cards based deck with 3 cards starting hand in comparison with other games that usually get around 5-7 cards starting hand ( More Cards More Options ).
How to solve this issue: I think with time and expansions, hopefully the deck limit will be increased to 40ish or something like that and increase the cards in your opening hands to get by this ( I didn't get the cards that I wanted ) issue or to construct a deck of top tier cards that would always be handy whatever the situation is ( which is not available yet to the shaman at least ).
For Priests: MC is a hard card to counter which probably will get nerfed soon due to a lot of complaints from the community, as how to counter it right now? I try to swarm the enemy and force him to use it nearly always on Fire Elemental, due to the low health of the 6/5 creature and to make him waste his other MC on Earth Elemental ( While saving at least a lava burst in my hands or Earth Shock to go for the win ).
in the current meta game,which is ultra agressive ?
Is it? I'm always waiting for that precious UTH hunter but all I get is 6 priests in a row then mage then priests again. The deck is heavy removal, there are necessary taunts to deal with threats and you can fight back. Unfortunately, it's extremely RNG - very reliant on casting Wrath of Air totem, very reliant on hitting max damage with Lightning Storm and, obviously, on general draw. Even though xmadskullx has been talking about it in his previous post, it is truly baffling and ridiculous to draw minimum to zero removal not just in starting hands but up to 10-12 moves with a deck that has 12 of them and a weapon. And it actually isn't that rare of occurrence.
RNG mechanics is the judge jury and executioner in any card game, there is just no way around it, you may have the best / balanced deck in the game and still draw three 5+ mana cards after mulligan your hand... You just can't beat the system.
Lightning storm is a board cleaning spell that you can cast on turn 3 (2 with coin) so getting the randomize damage is a very balanced card effect in my opinion ( minus any spell + cards in the game ).
About the current meta, it is without a doubt combo / control decks like in most card games.
RNG mechanics is the judge jury and executioner in any card game, there is just no way around it, you may have the best / balanced deck in the game and still draw three 5+ mana cards after mulligan your hand... You just can't beat the system.
Lightning storm is a board cleaning spell that you can cast on turn 3 (2 with coin) so getting the randomize damage is a very balanced card effect in my opinion ( minus any spell + cards in the game ).
I do not have much TCG experience apart from playing MTG very casually during V to VII edition (nostalgic about Urza Block) and I do agree with everything you've said about RNG in card games and introducing larger decks to offset it. Also, once again thanks for featuring the deck, I've finally reached 3 star rating at 58 wins which I think is okay for someone extremely strategically challenged.
Lightning storm is a great spell, no doubt. If you're trying to clear the board of 4 health creatures with 5 mana, rolling totem and hitting top damage wth LS is a bitch though, that's what I meant.
My pleasures, and about lightning storm I get where you are coming from but the card is meant to clear swarm of weaker minions instead of 1 big one, if it could kill all the big ones as well it would be very unbalanced.
I've tried this deck a couple of games. It is far too slow versus some of the decks you're playing. You are completely reliant on drawing a lightning storm to survive most games. (Not win, just SURVIVE so you might win). The deck is far too slow (this is a problem in Shaman's in general - the overload mechanic in general removes them from feasibility) to be able to do anything.
I've had this deck, and a similar one before it, in my builds for awhile.
Regarding the post about getting killed in the current meta here is my view: For people who really like to play control (more fun for me), this is a pretty decent choice right now. It has a ton of cheap board clear which can take the wind out of the swarm builds.
Would I pick this for competitive tourney play, ex: MLG or something of that nature? Probably not, you're likely better off with one of the lock or pally swarm builds, or a rogue.
i been thinking about removing weapon / unbound elemental for 2 twilight drakes. i usually only play control decks and i been using twilight drake / azure drake in my priest / lock control decks. not sure how bad removing the weapon will hurt my early game removal. actually i did those changes the twilight drakes have been really helpful! usually takes my opponent 2 cards to deal with it or 1 hard cc / removal on it which is good. also good in priest match up i always played that unbound guy was never really excited to play him and he gets removed easily in priest match up =/.
I'm struggling with the Axe as well. With 1 of them its kind of a strange slot -- not enough to make sure you consistently see in the opening hand -- may try a second. Its the ultra fast decks that can cause a problem for this sham deck if our early removal doesn't come up in the right order, or if blood imps get out of control.
I'm thinking about trying Wild Pyro's in this deck as an additional way to clear out blood imps, etc.
Another fairly obvious replacement in the axe slot is Bloodmage Thalnos. Yes, we have totems but its not always there when you need it, etc.
Re: Twilight drakes. Yes, its interesting, and they're good. The additional cost is real in this deck though, given the amount of overload that we have.
yeah wild pyro's are good along with abom's but we got enough 5+ drops already so pyro's might work out, i toss the unbound ele's though. its just idk he's removed easily and is targets of shadow words etc, and i don't want to have to use/waste 2 overload early to just avoid them. but yeah i can see pyro being amazing if you got a healing stream out :).
I'm currently running this deck but with different legendaries and stormwind champs instead of mana tides. Should I go out of my way to craft the tides? The champs run quite well and I have heard mixed opinions on tide
tide will let you draw 1 card and force a removal on it next turn or it will stay their an extra turn and you will +1 its simple, i like it so i use it :).
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What an honor :)
Day[9] is playing this deck ( Ysera instead of Malygos ) in Blizzcon also :)
Artist: Foo18
@FireElemental
Earth Shock / Hex to deal with them.
Artist: Foo18
Added Featured videos from Force.
Artist: Foo18
whats the ranking of this deck? i am starting to like playing shamans cause of the overload counting!
@Kala
I actually have no idea about the ranking of this deck but to my best of knowledge the shaman control is the best shaman deck, but to other classes I don't really know.
Artist: Foo18
I love this kind of deck and I play a similar one regularly.
The only problem is, that the aggro meta is somewhat hurting control decks in general. Sometimes you just get bum rushed and if you don't draw your board clear/spirit wolves in time you are gone, but if you get out of the early and mid game somewhat unharmed there is little they can do to stop you then.
Also known as 'Emoeritz'
XaszEmoeritz#1504
Thanks to koyuki0 for creating the deck, xmadskullx and Force for features. This was the first deck I've picked up and started playing. I'm now at two star master with fourty something wins but I'm rapidly losing the win percentage, mainly because of priests. In an ideal situation you'd want to keep some removals/silences by the turn 8 and/or let him MC something you don't quite care about that much. Unfortunately, for me most of the games result in back to back turn 8 and 9 MCs into something I woulnd't mind still having. Trying to be more aggressive or dragging those decks into fatigue through clerics sort of works but RNG/lack of stable early game usually ends in defeat. From your experience, do you think those losses are a result of my weak mid-game or is it something you suffer as well?
@Xasz & @Pokot
Thanks Pokot for the new comments, about the early game / bad draw problem, not drawing the right cards early game is a widely common Trading Card Games problem that happens throughout every single game I played from Yugioh to this game. The only solution to that is to have the deck constructed in a way that whatever your opening hand will be you would be still okay or to have enough drawing cards in the game to get those vital cards. Also keep in mind while other card games decks consist of around 40 cards in average usually hearthstone is a 30 cards based deck with 3 cards starting hand in comparison with other games that usually get around 5-7 cards starting hand ( More Cards More Options ).
How to solve this issue: I think with time and expansions, hopefully the deck limit will be increased to 40ish or something like that and increase the cards in your opening hands to get by this ( I didn't get the cards that I wanted ) issue or to construct a deck of top tier cards that would always be handy whatever the situation is ( which is not available yet to the shaman at least ).
For Priests: MC is a hard card to counter which probably will get nerfed soon due to a lot of complaints from the community, as how to counter it right now? I try to swarm the enemy and force him to use it nearly always on Fire Elemental, due to the low health of the 6/5 creature and to make him waste his other MC on Earth Elemental ( While saving at least a lava burst in my hands or Earth Shock to go for the win ).
Artist: Foo18
I love the look of this deck, going to work towards it =)
Is it? I'm always waiting for that precious UTH hunter but all I get is 6 priests in a row then mage then priests again. The deck is heavy removal, there are necessary taunts to deal with threats and you can fight back. Unfortunately, it's extremely RNG - very reliant on casting Wrath of Air totem, very reliant on hitting max damage with Lightning Storm and, obviously, on general draw. Even though xmadskullx has been talking about it in his previous post, it is truly baffling and ridiculous to draw minimum to zero removal not just in starting hands but up to 10-12 moves with a deck that has 12 of them and a weapon. And it actually isn't that rare of occurrence.
@Pokot & Quadpulse
RNG mechanics is the judge jury and executioner in any card game, there is just no way around it, you may have the best / balanced deck in the game and still draw three 5+ mana cards after mulligan your hand... You just can't beat the system.
Lightning storm is a board cleaning spell that you can cast on turn 3 (2 with coin) so getting the randomize damage is a very balanced card effect in my opinion ( minus any spell + cards in the game ).
About the current meta, it is without a doubt combo / control decks like in most card games.
Artist: Foo18
I do not have much TCG experience apart from playing MTG very casually during V to VII edition (nostalgic about Urza Block) and I do agree with everything you've said about RNG in card games and introducing larger decks to offset it. Also, once again thanks for featuring the deck, I've finally reached 3 star rating at 58 wins which I think is okay for someone extremely strategically challenged.
Lightning storm is a great spell, no doubt. If you're trying to clear the board of 4 health creatures with 5 mana, rolling totem and hitting top damage wth LS is a bitch though, that's what I meant.
@Pokot
My pleasures, and about lightning storm I get where you are coming from but the card is meant to clear swarm of weaker minions instead of 1 big one, if it could kill all the big ones as well it would be very unbalanced.
Artist: Foo18
I've tried this deck a couple of games. It is far too slow versus some of the decks you're playing. You are completely reliant on drawing a lightning storm to survive most games. (Not win, just SURVIVE so you might win). The deck is far too slow (this is a problem in Shaman's in general - the overload mechanic in general removes them from feasibility) to be able to do anything.
I've had this deck, and a similar one before it, in my builds for awhile.
Regarding the post about getting killed in the current meta here is my view: For people who really like to play control (more fun for me), this is a pretty decent choice right now. It has a ton of cheap board clear which can take the wind out of the swarm builds.
Would I pick this for competitive tourney play, ex: MLG or something of that nature? Probably not, you're likely better off with one of the lock or pally swarm builds, or a rogue.
i been thinking about removing weapon / unbound elemental for 2 twilight drakes. i usually only play control decks and i been using twilight drake / azure drake in my priest / lock control decks. not sure how bad removing the weapon will hurt my early game removal. actually i did those changes the twilight drakes have been really helpful! usually takes my opponent 2 cards to deal with it or 1 hard cc / removal on it which is good. also good in priest match up i always played that unbound guy was never really excited to play him and he gets removed easily in priest match up =/.
I'm struggling with the Axe as well. With 1 of them its kind of a strange slot -- not enough to make sure you consistently see in the opening hand -- may try a second. Its the ultra fast decks that can cause a problem for this sham deck if our early removal doesn't come up in the right order, or if blood imps get out of control.
I'm thinking about trying Wild Pyro's in this deck as an additional way to clear out blood imps, etc.
Another fairly obvious replacement in the axe slot is Bloodmage Thalnos. Yes, we have totems but its not always there when you need it, etc.
Re: Twilight drakes. Yes, its interesting, and they're good. The additional cost is real in this deck though, given the amount of overload that we have.
yeah wild pyro's are good along with abom's but we got enough 5+ drops already so pyro's might work out, i toss the unbound ele's though. its just idk he's removed easily and is targets of shadow words etc, and i don't want to have to use/waste 2 overload early to just avoid them. but yeah i can see pyro being amazing if you got a healing stream out :).
I'm currently running this deck but with different legendaries and stormwind champs instead of mana tides. Should I go out of my way to craft the tides? The champs run quite well and I have heard mixed opinions on tide
tide will let you draw 1 card and force a removal on it next turn or it will stay their an extra turn and you will +1 its simple, i like it so i use it :).