I have been playing with many, many self-made decks while testing out all the new cards and dynamics in shaman. Well, the dragon deck was actually pretty good, but inconsistent. The awesomely fun AC+Maly Midrange is also awesome, where Chromaggus has gotten me two Malygos, who both survived so when I double cracked face......and the overload heavy deck...well, anyone who has tried that knows how that has turned out.
But as anyone who has been played shaman lately knows that you just can't get too cute. You have to go basic value-style. Some people have even gone back to pre-naxx styled decks, with a few modern alterations. Most have been using Fireguard, but those who abandon it haven't seemed to figure out its true value is when considered a 5 drop. Aka, if you have your 3-4 5-drops, plus a couple Fireguards, that can really, eeally get congested there midgame.
Anyway, the only deck to have success on the ladder with any consistency has been this one. It isn't anything super special or original. It is basically a blend of mech agro style shaman, except it has been slowed down to midrnage. Finishers are Doomhammer and Al'Akir + Rock biters, Neptulon is invaluable in goind late game, which is where this deck seems to differ. Sure, sometimes with good curve in mechs and Power Mace, you can win very quickly (the usual mace-buffed Arcane Nullifier as base), but if you go late game, you have answers. Those answers are:
2x Fire Elemental
2x Fireguard Destroyer (I do run drakes and a healbot as 5s, but generally, drakes are for card draw and just a body (aka not in deck to be played turn 5) and Healbot is obviously only played when you need it.
Neptolon and his Murlocs
Al'Akir etc.
just a lot of strong minions with the capacity to consume the board
I am not claiming this is a super deck or anything, having only been tested at rank 15-12, but I went undefeated (8-0) with this deck from 15 to rank 12. Again, only rank 12, but none of my other decks were close...
The idea behind is good, but I feel the Azure Drakes are a little bit out of place there. Yes, they give you card draw, but you spend 5 mana for a single card: in a midrange deck, that may well be the turning point where you lose control totally and fall behind, even with a card more.
Also, the healbot. Yes, it can save your match against a face hunter, giving you the extra turn you need to win, but in the rest of cases it will not help you, against control you only survive one extra turn, same against zoo. I'd rather keep up the pressure, with Piloted Sky Golem for example.
Could I also recommend you to put a single Windfury in? Your enemy usually doesn't expect double damage from one of your minions, per just 2 more mana.
I saw in another deck in this forum a card idea I like really a lot: Foe Reaper 4000. It's both aggresive and AoE! And BGH-safe! And it's a mech! I really think it can get a lot of value - a pity I do not own it.
I guess you have Neptulon in because of the extra cards. Not a bad option, but I would rather include Dr. Boom. You want to damage your foe, and Neptulon gives you burst - in form of murlocs - but you almost lose 1 turn because of the huge overload. Still, not a totally bad option. I would rather go for something like Leeroy Jenkins (at turn 10, paired with Windfury + Flametongue Totem + Rockbiter Weapon can do up to 22 damage!!!) or even Dr. Boom/Thermaplugg which more or less guarantee some damage will go to your foe.
And last, you can also skip the second [card]Arcane Nullifier X-21[/card]. A defender of Argus would probably give you almost the same taunting value, while still making you able to hit your enemy in that same turn (or trade favourably with a healing totem on board).
Thanks for the feedback. You know, its funny that when I read your comments I just sort of assumed Dr Boom was already in..hah. But yeah, the tempo gained from Dr Boom is probably worth more than the tempo lost but cards gained from Neptulon. I will make that switch.
I really want to love windfury, and always come back to it to try it again, but it has always disappointed :( The dead card phenomenon is real. I pretty much instantly lose if I am in a late game top decking battle.
Shredder is worth considering, but I guess I am just not as in love with that card as many. Yes, you get a 2-drop when it dies, but it always dies to a mere shadowbolt (2 cost) or Frost Bolt (2 cost) or some 2 mana minion on the board. Definitely more sticky so I am not poopooing it, but if they are going to remove the Yeti, it would be with something larger, a fireball or something. And the reason I like him in this deck is because he is another largish threat to pair with FireGuard. That being said, I will definitely test shredders in this deck. I would rather have a more solid deck than, "be right all the time." I will test it for maybe 20 games with an open mind and focus on the value gained from the card. Lastly, there is the card that Yeti gives my opponent. They have been able to insta-gib my flametongue with that spare part before...lol I forgot about that, that may actually swing it. Frozen has halted my big minion for a turn, allowing them to get back into the game etc etc.
Hmm, Argus instead of second Nullifier. I will test that. Anything to add value to totems is worth considering. I would have to craft Foe Reaper, but I do like the idea. Expensive test though lol. If I could find more card draw and not use the drakes I would. Given this is a heavier version of mech shaman, I do tend to go late game a little more often, and when I have a drake as I am nearing 1-2 cards in hand, it feels like a gallon of water while I am wandering the desert.
Further down the road, I may look at antique healbot again, but right now he stands out not so much against face hunter as he does in mid to late game when I have need of the heal and have a spare Power Mace (that I WISHED I drew earlier in the game, typically). It makes the body palatable. Again, not against relooking, but will test these others first.
I appreciate the constructive feelback, thank you!
Seriously guys, that was some pretty awesome advice. After all is said and done, here is the copy/paste I added to the description (it is super late here):
Recent changes after some awesome advice in a thread I started. Removed Nep for Boom. No idea what I was thinking (card draw actually).
I removed Al'Akir for Foe Reaper 4000. That guy has actually been valuable. Just got done taking out Alextrasa and Rag in one swipe in late game (Foe REaper was next to a flametongue and lived because of 9HP).
Removed an Arcane Nullifier for a Defender of Argus. Excellent advice there.
I am currently testing Spiteful Smith. I added him initially for the weapons, but now...well, that dude is a SERIOUS removal magnet. And he has 6HP. Adding another 6HP creature to pair with the two Fireguards can make things rough on opponent. Removed an Azure Drake for it.
SO ya, the deck suffers a little from card draw. It plays best on curve, so cards aren't an issue unless you fall behind and try to catch up by dumping and also if you overextend and get wiped. Always open to card draw, but I am having trouble finding a viable option.
Oh, and shredders. I loved the HP of the Mech Yetis (3x 6HP and 2x 5HP at tier 4/5), but that was the LAST time I let a class use the spare part MY Yeti gave them to reverse switch my Flametongue totem. DONE! No more Yetis, Shredders all the way.
Did I mention the Spiteful Smith has given me a 4/8 Doomhammer multiple times? har har har
Though low level, this deck has taken me to 11 and counting. I don't over promise rank with this deck, I hate laddering...but it is at least a solid deck. If you want to mess around in casual, it seems to win way, way over half there.
Spiteful Smith in a Shaman with Doomhammer, that is what I call a GOOD idea :) Oh man that's sweet, 4/6 which means up to 20 hp in the same turn with 2 rockbiter. I have to try that. Good to know the Foe Reaper is working, I wish I had that card.
Nice, i completely forgot about Foe! Also the Spiteful Smith idea is awesome! Has anyone tried a mech deck with Fel Reaver & Foe? Little bit overkill...meh..I'm just curious, I don't have the cards :D
When I first took it to ladder, btw, I lost like 3 straight. Figured uh oh... But then I ran a string of 5 wins in a row, again, only rank 11, but it CAN win, more than I can say for some of my other decks lol.
I haven't tried Fel Reaver mainly because I don't have one. My concern would be that this deck is a bit slower, and the mech shaman that runs reaver works because you need to have won by turn 8 anyway. This deck has been quasi-agro, mid range and beat control using control before as well.
Regarding Spiteful smith, I find great value in him, honestly. It isn't always with a weapon, but the aforementioned removal magnet and 6HP, but also he really isn't that bad of a late game draw in a top deck. He usually 2 for 1s what they are top decking. And he has been sheeped more than once. I think people connect the dots and think, "uh oh..shaman...smith...crap, DOOMHAMMER INCOMING!!!!" If I were to use a baseball analogy, he the third batter, there to protect the cleanup hitter (4th batter). Foe has lived directly because of the cards they burn on the smith multiple times.
I have been playing with many, many self-made decks while testing out all the new cards and dynamics in shaman. Well, the dragon deck was actually pretty good, but inconsistent. The awesomely fun AC+Maly Midrange is also awesome, where Chromaggus has gotten me two Malygos, who both survived so when I double cracked face......and the overload heavy deck...well, anyone who has tried that knows how that has turned out.
But as anyone who has been played shaman lately knows that you just can't get too cute. You have to go basic value-style. Some people have even gone back to pre-naxx styled decks, with a few modern alterations. Most have been using Fireguard, but those who abandon it haven't seemed to figure out its true value is when considered a 5 drop. Aka, if you have your 3-4 5-drops, plus a couple Fireguards, that can really, eeally get congested there midgame.
Anyway, the only deck to have success on the ladder with any consistency has been this one. It isn't anything super special or original. It is basically a blend of mech agro style shaman, except it has been slowed down to midrnage. Finishers are Doomhammer and Al'Akir + Rock biters, Neptulon is invaluable in goind late game, which is where this deck seems to differ. Sure, sometimes with good curve in mechs and Power Mace, you can win very quickly (the usual mace-buffed Arcane Nullifier as base), but if you go late game, you have answers. Those answers are:
2x Fire Elemental
2x Fireguard Destroyer (I do run drakes and a healbot as 5s, but generally, drakes are for card draw and just a body (aka not in deck to be played turn 5) and Healbot is obviously only played when you need it.
Neptolon and his Murlocs
Al'Akir etc.
just a lot of strong minions with the capacity to consume the board
(sorry, can't edit at work)
I am not claiming this is a super deck or anything, having only been tested at rank 15-12, but I went undefeated (8-0) with this deck from 15 to rank 12. Again, only rank 12, but none of my other decks were close...
The idea behind is good, but I feel the Azure Drakes are a little bit out of place there. Yes, they give you card draw, but you spend 5 mana for a single card: in a midrange deck, that may well be the turning point where you lose control totally and fall behind, even with a card more.
Also, the healbot. Yes, it can save your match against a face hunter, giving you the extra turn you need to win, but in the rest of cases it will not help you, against control you only survive one extra turn, same against zoo. I'd rather keep up the pressure, with Piloted Sky Golem for example.
Could I also recommend you to put a single Windfury in? Your enemy usually doesn't expect double damage from one of your minions, per just 2 more mana.
I saw in another deck in this forum a card idea I like really a lot: Foe Reaper 4000. It's both aggresive and AoE! And BGH-safe! And it's a mech! I really think it can get a lot of value - a pity I do not own it.
I guess you have Neptulon in because of the extra cards. Not a bad option, but I would rather include Dr. Boom. You want to damage your foe, and Neptulon gives you burst - in form of murlocs - but you almost lose 1 turn because of the huge overload. Still, not a totally bad option. I would rather go for something like Leeroy Jenkins (at turn 10, paired with Windfury + Flametongue Totem + Rockbiter Weapon can do up to 22 damage!!!) or even Dr. Boom/Thermaplugg which more or less guarantee some damage will go to your foe.
And last, you can also skip the second [card]Arcane Nullifier X-21[/card]. A defender of Argus would probably give you almost the same taunting value, while still making you able to hit your enemy in that same turn (or trade favourably with a healing totem on board).
Golden Shaman, Paladin and Mage experimentalist: http://twitch.tv/red_tony
Thanks for the feedback. You know, its funny that when I read your comments I just sort of assumed Dr Boom was already in..hah. But yeah, the tempo gained from Dr Boom is probably worth more than the tempo lost but cards gained from Neptulon. I will make that switch.
I really want to love windfury, and always come back to it to try it again, but it has always disappointed :( The dead card phenomenon is real. I pretty much instantly lose if I am in a late game top decking battle.
Shredder is worth considering, but I guess I am just not as in love with that card as many. Yes, you get a 2-drop when it dies, but it always dies to a mere shadowbolt (2 cost) or Frost Bolt (2 cost) or some 2 mana minion on the board. Definitely more sticky so I am not poopooing it, but if they are going to remove the Yeti, it would be with something larger, a fireball or something. And the reason I like him in this deck is because he is another largish threat to pair with FireGuard. That being said, I will definitely test shredders in this deck. I would rather have a more solid deck than, "be right all the time." I will test it for maybe 20 games with an open mind and focus on the value gained from the card. Lastly, there is the card that Yeti gives my opponent. They have been able to insta-gib my flametongue with that spare part before...lol I forgot about that, that may actually swing it. Frozen has halted my big minion for a turn, allowing them to get back into the game etc etc.
Hmm, Argus instead of second Nullifier. I will test that. Anything to add value to totems is worth considering. I would have to craft Foe Reaper, but I do like the idea. Expensive test though lol. If I could find more card draw and not use the drakes I would. Given this is a heavier version of mech shaman, I do tend to go late game a little more often, and when I have a drake as I am nearing 1-2 cards in hand, it feels like a gallon of water while I am wandering the desert.
Further down the road, I may look at antique healbot again, but right now he stands out not so much against face hunter as he does in mid to late game when I have need of the heal and have a spare Power Mace (that I WISHED I drew earlier in the game, typically). It makes the body palatable. Again, not against relooking, but will test these others first.
I appreciate the constructive feelback, thank you!
Seriously guys, that was some pretty awesome advice. After all is said and done, here is the copy/paste I added to the description (it is super late here):
Recent changes after some awesome advice in a thread I started. Removed Nep for Boom. No idea what I was thinking (card draw actually).
I removed Al'Akir for Foe Reaper 4000. That guy has actually been valuable. Just got done taking out Alextrasa and Rag in one swipe in late game (Foe REaper was next to a flametongue and lived because of 9HP).
Removed an Arcane Nullifier for a Defender of Argus. Excellent advice there.
I am currently testing Spiteful Smith. I added him initially for the weapons, but now...well, that dude is a SERIOUS removal magnet. And he has 6HP. Adding another 6HP creature to pair with the two Fireguards can make things rough on opponent. Removed an Azure Drake for it.
SO ya, the deck suffers a little from card draw. It plays best on curve, so cards aren't an issue unless you fall behind and try to catch up by dumping and also if you overextend and get wiped. Always open to card draw, but I am having trouble finding a viable option.
Oh, and shredders. I loved the HP of the Mech Yetis (3x 6HP and 2x 5HP at tier 4/5), but that was the LAST time I let a class use the spare part MY Yeti gave them to reverse switch my Flametongue totem. DONE! No more Yetis, Shredders all the way.
Did I mention the Spiteful Smith has given me a 4/8 Doomhammer multiple times? har har har
Though low level, this deck has taken me to 11 and counting. I don't over promise rank with this deck, I hate laddering...but it is at least a solid deck. If you want to mess around in casual, it seems to win way, way over half there.
Spiteful Smith in a Shaman with Doomhammer, that is what I call a GOOD idea :) Oh man that's sweet, 4/6 which means up to 20 hp in the same turn with 2 rockbiter. I have to try that. Good to know the Foe Reaper is working, I wish I had that card.
Golden Shaman, Paladin and Mage experimentalist: http://twitch.tv/red_tony
Nice, i completely forgot about Foe! Also the Spiteful Smith idea is awesome! Has anyone tried a mech deck with Fel Reaver & Foe? Little bit overkill...meh..I'm just curious, I don't have the cards :D
@phfct How's it working ? :)
When I first took it to ladder, btw, I lost like 3 straight. Figured uh oh... But then I ran a string of 5 wins in a row, again, only rank 11, but it CAN win, more than I can say for some of my other decks lol.
I haven't tried Fel Reaver mainly because I don't have one. My concern would be that this deck is a bit slower, and the mech shaman that runs reaver works because you need to have won by turn 8 anyway. This deck has been quasi-agro, mid range and beat control using control before as well.
Regarding Spiteful smith, I find great value in him, honestly. It isn't always with a weapon, but the aforementioned removal magnet and 6HP, but also he really isn't that bad of a late game draw in a top deck. He usually 2 for 1s what they are top decking. And he has been sheeped more than once. I think people connect the dots and think, "uh oh..shaman...smith...crap, DOOMHAMMER INCOMING!!!!" If I were to use a baseball analogy, he the third batter, there to protect the cleanup hitter (4th batter). Foe has lived directly because of the cards they burn on the smith multiple times.
I've been getting good results from a very similar deck for some time now.
Whirling Zap-o-matic is an all-star for me, particularly when it synergises with Flametongue Totem or Powermace. I also use Crackle, so my variant has plenty of burst potential. I skip the Azure Drakes but like the suggestion of Spiteful Smith and will give this a try.