Heya guys, I've been messing around with this deck after getting my first 9-0 on a very similar deck. It mostly revolves around buffing and trading totems and overwhelming by midgame. The class that seems to counter it is... (big surprise) priest. Have any of you got any tips? It might look a bit odd, but so far the boar has saved me early game against priests, as the 3 hp minions are pesky to deal with especially if they just get healed every time. That charge allows me to go for an insta 3 dmg combined with a flametongue/fork/axe. I've been thinking of dropping the young priestess for another charge 1 drop, and perhaps one of the shattered sun 3s for an earth shock/owl.
Just have a look "Basics vs. Priests": - You need multiple Silences. Shamans have one of the best with Earth Shock. Turn 1 Playable, dealing one damage. Also helps with those funny guys with only 1HP in other decks. Would definitely try including 2 in your deck, the owl wont be enough.
- Attack 4 or less Essentially this results in Priests having two dead cards in their deck. You fulfil this, except with Fire Elementals. But, those are too good, to not include them.
- MC results in Bad Trades or is easy counterable for you Try to force your enemy to use MC on stuff he would usually not control, but has to in order to win. If you need to play big stuff, always have an answer at hand (hex).
- Boardcontrol and strong early game Shamans are definitely strong in having and keeping boardcontrol. Overload lets you play effects others can't deal with on the same turn, great start for an early game.
- Swarming Priests have a bunch of direct removals, but even those are limited. Once you can place a swarm on the board, you are at an advantage. Always play a minion, there is hardly any reason not to. Faerie Dragon is a nice Drop vs. any spellheavy deck, and get really annoying for them.
- Taunts If the priest happens to play a wombo combo, have at least 2 taunts on board. Wombo Combos play early, but lack any kind of "help". So if you can taunt them, they hardly work out.
Finally: Don't play something Turn 1 and 2, which doesn't kill a cleric, unless it is silenced.
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Heya guys, I've been messing around with this deck after getting my first 9-0 on a very similar deck. It mostly revolves around buffing and trading totems and overwhelming by midgame. The class that seems to counter it is... (big surprise) priest. Have any of you got any tips? It might look a bit odd, but so far the boar has saved me early game against priests, as the 3 hp minions are pesky to deal with especially if they just get healed every time. That charge allows me to go for an insta 3 dmg combined with a flametongue/fork/axe. I've been thinking of dropping the young priestess for another charge 1 drop, and perhaps one of the shattered sun 3s for an earth shock/owl.
Any feedback is greatly appreciated :)
Just have a look "Basics vs. Priests":
- You need multiple Silences.
Shamans have one of the best with Earth Shock. Turn 1 Playable, dealing one damage. Also helps with those funny guys with only 1HP in other decks. Would definitely try including 2 in your deck, the owl wont be enough.
- Attack 4 or less
Essentially this results in Priests having two dead cards in their deck.
You fulfil this, except with Fire Elementals. But, those are too good, to not include them.
- MC results in Bad Trades or is easy counterable for you
Try to force your enemy to use MC on stuff he would usually not control, but has to in order to win.
If you need to play big stuff, always have an answer at hand (hex).
- Boardcontrol and strong early game
Shamans are definitely strong in having and keeping boardcontrol.
Overload lets you play effects others can't deal with on the same turn, great start for an early game.
- Swarming
Priests have a bunch of direct removals, but even those are limited. Once you can place a swarm on the board, you are at an advantage.
Always play a minion, there is hardly any reason not to.
Faerie Dragon is a nice Drop vs. any spellheavy deck, and get really annoying for them.
- Taunts
If the priest happens to play a wombo combo, have at least 2 taunts on board. Wombo Combos play early, but lack any kind of "help". So if you can taunt them, they hardly work out.
Finally: Don't play something Turn 1 and 2, which doesn't kill a cleric, unless it is silenced.
Please report toxic behaviour and unwanted threads, so the moderators can deal with them.
Thanks for the advice! I'll try and fit in both earth shocks and I'll probably add a 3 mana taunt or a senjin