That's a nice perspective, a lot less taunts though since no ancestral healing.
its just that i never feel like you get the full usage out of ancestral healing..... and if i do put ancestral healing in, i do want to consider the valkyrie sisters too as a possible 3 drop and lose some of the high end
i m not a big fan of charged hammer..... the windfury one works better because it is a better clock (idk, most of the time, i rather still have a totem....)
Have you tested Charged Hammer and think it's bad or is this just an assumption.
I think Charged Hammer is stronger then Doomhammer in a shaman deck that didn't run Flametongue Totem for totems nor Rockbiter Weapon to combo for the 10 dmg burst. Doomhammer is not worth without Rockbiter, because it involves a heavy risk against Harrison. Charged Hammer still gives 3 cards against Harrison but i wouldn't complain about it, you still have a switched HP. In a control deck 2 dmg is way stronger then a random totem that you can't use for other things.
Charge hammer is ok. I thought about it and it's basically a pseudo late game card. Instead of running a high cost legendary, you run charged hammer, which is useful in the mid-game and grants infinite value in the late game
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My legendary count excluding adventure legendaries, dupes and old murk eye: 40
Have you tested Charged Hammer and think it's bad or is this just an assumption.
I think Charged Hammer is stronger then Doomhammer in a shaman deck that didn't run Flametongue Totem for totems nor Rockbiter Weapon to combo for the 10 dmg burst. Doomhammer is not worth without Rockbiter, because it involves a heavy risk against Harrison. Charged Hammer still gives 3 cards against Harrison but i wouldn't complain about it, you still have a switched HP. In a control deck 2 dmg is way stronger then a random totem that you can't use for other things.
Have you tested Charged Hammer and think it's bad or is this just an assumption.
I think Charged Hammer is stronger then Doomhammer in a shaman deck that didn't run Flametongue Totem for totems nor Rockbiter Weapon to combo for the 10 dmg burst. Doomhammer is not worth without Rockbiter, because it involves a heavy risk against Harrison. Charged Hammer still gives 3 cards against Harrison but i wouldn't complain about it, you still have a switched HP. In a control deck 2 dmg is way stronger then a random totem that you can't use for other things.
i m just not a fan of losing the totems.....
I would much rather have deal 2 damage than a totem lol
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My legendary count excluding adventure legendaries, dupes and old murk eye: 40
Edit: Card from TGT that I would consider in a new "Crusher" deck.
Charged Hammer as others have said can help with value. If you don't like the hammer though I'd probably consider Justicar Trueheart
Elemental Destruction is another card I'd consider since you're running EE's you'll want Lava Shock and this actually combos PERFECTLY for a huge tempo turn on turn 10.
Not a bad update. Healing wave helps stall. Charged hammer helps control. Seems kind of lite on draw (only 1x knowledge) and I have a feeling that an Elemental Destruction should make it's way (1 copy only) into the deck somewhere since you're running such heavy overload cards already. I'm not sure Rag has a place in the deck, and with Ancestral and Sylvanas I feel like at least 1 copy of Reincarnate would do well for comboing in late game. (Nothing causes your opponent to despair more than EE+Ancestral+Reincarnate=3 cards to have 2 copies of 7/8 with taunt).
I'd probably drop both deathlords. I'm not a fan of the card in general, You're early game mulligan will be shooting for injured blademasters (don't hold onto Ancestral Healing, mulligan hard for Injured BM, Ancestral Knowledge, and Healing Wave). Your whole goal is to stall for the first 5 turns and draw into your combo.
Early game if you can, turn 3 IBM+Ancestral Healing is a great combo to keep your survival up. I feel like this deck would benefit from 2x Feral Spirit, but where to put that in I don't know.
Yes I know Crusher shaman is a bit outdated and might be a bit slow right now.
I'm still interested in seeing if I can make it work with the new cards, and I would love your ideas on cards you would drop/add.
I will update you on my progress if anyone seems at all interested.
I've started by doing the following:
- Vitality totem, Neptulon(don't have), Antique healbot
+ Healing wave, Dr. Boom, Charged hammer
I might be totaly missing the point of this deck, but I am thinking Totem Golems might be useful, as well as Defender of Argus.
i m thinking something like this, it seems risky though
That's a nice perspective, a lot less taunts though since no ancestral healing.
its just that i never feel like you get the full usage out of ancestral healing..... and if i do put ancestral healing in, i do want to consider the valkyrie sisters too as a possible 3 drop and lose some of the high end
Saboteur is a better IBM. Since your not running Ancestral healing.
the second one is
I'm currently trying this with decent results.
I feel like the staples of the original deck was to use earth elementals with Faceless and Ancestral spirit which I've been able to keep.
Ancestral also works well with Shredder and KT, this is less taunt heavy, but I still maintain some with adding one argus.
Lots of nice mons to use Argus on here.
I am debating adding another Argus and whether or not I can/should add Zombie chow.
If anyone cares the Charged Hammer is working out really well.
i m not a big fan of charged hammer..... the windfury one works better because it is a better clock (idk, most of the time, i rather still have a totem....)
The windfury one, you mean Doomhammer ?
I've just found that when I drop a totem with this deck it's usualy just me hoping for the spelldamage one for lightning storm.
With the hammer ability I find that I easier keep board control.
Charge hammer is ok. I thought about it and it's basically a pseudo late game card. Instead of running a high cost legendary, you run charged hammer, which is useful in the mid-game and grants infinite value in the late game
My legendary count excluding adventure legendaries, dupes and old murk eye: 40
$$$ spent on this game: 0
Check out my card collection: http://www.hearthpwn.com/members/MCFUser175154/collection
i m just not a fan of losing the totems.....
I would much rather have deal 2 damage than a totem lol
My legendary count excluding adventure legendaries, dupes and old murk eye: 40
$$$ spent on this game: 0
Check out my card collection: http://www.hearthpwn.com/members/MCFUser175154/collection
Early game totems generally help more imo.
If you run flametongue and/or rockbiter they're awesome.
Late game I feel like 2 damage helps me a lot more than some of the totems, ofcourse spelldamage is always good, but it's only a 25% chance.
You guys should consider throwing Injured Blademaster and Ancestral Healing back in. Ancestral also combos with The Black Knight for spot removal.
Edit: Card from TGT that I would consider in a new "Crusher" deck.
Charged Hammer as others have said can help with value. If you don't like the hammer though I'd probably consider Justicar Trueheart
Elemental Destruction is another card I'd consider since you're running EE's you'll want Lava Shock and this actually combos PERFECTLY for a huge tempo turn on turn 10.
How would your deck look with the alterations then? Even though I don't have elemental Destruction yet I'm interested in seeing how you'd do it.
Not a bad update. Healing wave helps stall. Charged hammer helps control. Seems kind of lite on draw (only 1x knowledge) and I have a feeling that an Elemental Destruction should make it's way (1 copy only) into the deck somewhere since you're running such heavy overload cards already. I'm not sure Rag has a place in the deck, and with Ancestral and Sylvanas I feel like at least 1 copy of Reincarnate would do well for comboing in late game. (Nothing causes your opponent to despair more than EE+Ancestral+Reincarnate=3 cards to have 2 copies of 7/8 with taunt).
I'd probably drop both deathlords. I'm not a fan of the card in general, You're early game mulligan will be shooting for injured blademasters (don't hold onto Ancestral Healing, mulligan hard for Injured BM, Ancestral Knowledge, and Healing Wave). Your whole goal is to stall for the first 5 turns and draw into your combo.
Early game if you can, turn 3 IBM+Ancestral Healing is a great combo to keep your survival up. I feel like this deck would benefit from 2x Feral Spirit, but where to put that in I don't know.
Hmm I might try this with a twist.
Like Sykomyke I'm not a fan of deathlord, and I'm a bit intrigued by Elemental destruction.
I also need my fire elementals and totem golems :)
I'd probably add Dr. Boom out of a lack of Neptulon anyway, the bombs can be fun with KT also :)
I like Feral Spirit very much to slow down the current agro, why do you chose Ancestral Knowledge over Mana Tide Totem btw?
Would you consider adding 1-2 Totem Golem or do you feel like they interfere too much with the Injured Blademaster?
I'm going to play around with adding and dropping some totem golems and feral spirits to see how it fits.