Just hit Rank 5, not legend but then I haven't been playing all that much, been on a couple of win streaks!
Dragon Shaman got a mention on the ATLC stream yesterday, Kripp hadn't heard of it but Noxious and Frodan said they'd seen it gaining traction and noted that it was "strong".
It is strong, this is one of the strongest control deck in the game currently, I'm calling it. It's got so many tools and it manages to completely ignore the one major weakness of the class, the early game, and instead use a lack of it to it's advantage.
Just hit Rank 5, not legend but then I haven't been playing all that much, been on a couple of win streaks!
Dragon Shaman got a mention on the ATLC stream yesterday, Kripp hadn't heard of it but Noxious and Frodan said they'd seen it gaining traction and noted that it was "strong".
It is strong, this is one of the strongest control deck in the game currently, I'm calling it. It's got so many tools and it manages to completely ignore the one major weakness of the class, the early game, and instead use a lack of it to it's advantage.
Dude, I watched your gameplay video and looked at your deck. Your first 3 turns are pretty much just passing. This is suicide against midrange hunter, zoo, dragon priest and secret paladin.
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My legendary count excluding adventure legendaries, dupes and old murk eye: 40
Just hit Rank 5, not legend but then I haven't been playing all that much, been on a couple of win streaks!
Dragon Shaman got a mention on the ATLC stream yesterday, Kripp hadn't heard of it but Noxious and Frodan said they'd seen it gaining traction and noted that it was "strong".
It is strong, this is one of the strongest control deck in the game currently, I'm calling it. It's got so many tools and it manages to completely ignore the one major weakness of the class, the early game, and instead use a lack of it to it's advantage.
Dude, I watched your gameplay video and looked at your deck. Your first 3 turns are pretty much just passing. This is suicide against midrange hunter, zoo, dragon priest and secret paladin.
with elemental destruction/lightning storm and healing wave you can afford that i guess. as a handlock player who regularly just taps and does nothing till turn 4 and still win i can say it is just the way many control decks work.. i actually like this dragon control deck alot. yes it is probably not the best format for laddering, but such decks can have very clutch tournament usage.
Just hit Rank 5, not legend but then I haven't been playing all that much, been on a couple of win streaks!
Dragon Shaman got a mention on the ATLC stream yesterday, Kripp hadn't heard of it but Noxious and Frodan said they'd seen it gaining traction and noted that it was "strong".
It is strong, this is one of the strongest control deck in the game currently, I'm calling it. It's got so many tools and it manages to completely ignore the one major weakness of the class, the early game, and instead use a lack of it to it's advantage.
Dude, I watched your gameplay video and looked at your deck. Your first 3 turns are pretty much just passing. This is suicide against midrange hunter, zoo, dragon priest and secret paladin.
Often the only better turn 2 in this deck than toteming is coin > Ancestral Knowledge. As above, it plays a bit like Freeze Mage or Handlock. You spend the first few turns just trying to amass your answers to the mid and late game, while they waste minions that you wipe out with ED and negate usually all of the damage they did with Healing Wave.
You're not thinking about this deck the right way at all. Against Zoo, Hunter and Aggro Pala this deck is favoured. The decks that give it trouble are Mech Mage and Tempo Mage, minion based aggro gets stomped unless you draw particularly badly... Which happens occasionally but can happen to any deck.
Just hit Rank 5, not legend but then I haven't been playing all that much, been on a couple of win streaks!
Dragon Shaman got a mention on the ATLC stream yesterday, Kripp hadn't heard of it but Noxious and Frodan said they'd seen it gaining traction and noted that it was "strong".
It is strong, this is one of the strongest control deck in the game currently, I'm calling it. It's got so many tools and it manages to completely ignore the one major weakness of the class, the early game, and instead use a lack of it to it's advantage.
Dude, I watched your gameplay video and looked at your deck. Your first 3 turns are pretty much just passing. This is suicide against midrange hunter, zoo, dragon priest and secret paladin.
with elemental destruction/lightning storm and healing wave you can afford that i guess. as a handlock player who regularly just taps and does nothing till turn 4 and still win i can say it is just the way many control decks work.. i actually like this dragon control deck alot. yes it is probably not the best format for laddering, but such decks can have very clutch tournament usage.
When I tested dragon shaman, my own version, it was excellent against control matchups. If the tournament setting is all control then yes, it's pretty strong against that. However, for laddering, this deck is just suicide.
It's a different case for handlock. They have the tools and draw required to answer the aggro and they can do so without falling behind so much. Also, tap>tote, by a large margin, and tapping is contributing to their game plan of drakes and giants.
The shaman depends completely depends on luck of the draw. Also, if lava shock isn't drawn with elemental destruction and lightning storm, you just fall behind again after clearing the board. The problem is that the deck runs barely any low drop minions. This means once you overload you have nothing to play but totem and a turn later you're in the same problem again.
I'm playing a control shaman (was based on dragons before, not anymore) and have to agree that even with over 50% winrate it just cant catch up against zoo decks (it's good against Face Hunter, cause I play lot of Taunt and Heal but it can't reply on Zoolock or Aggro Pala). The problem is that you can clear the board once or twice but you don't get up answers quick enough. I still try to make it viable and as I said my version now is at 55% on ladder but it's not enough to make it fun laddering since the games take ages ;)
P.S.: OrangeBull made a Midrange Dragon deck before TGT and after addition of Twilight Drake it pretty much got bumped up and was playable. There are just other working midrange Shamans so I try to do the control variant as you do but I don't think it is any up-Tier-deck yet.
But we'll do it ;)
When I queue up against Zoo/Hunter with this deck I breath a sigh of relief, it's gonna be an easy game.
Mages are the only one's that really give me hassle. Even Paladin's are a pushover if you draw reasonably.
Are you running 2x Healing Wave 2x ED 2x LS? The more I play this deck the more convinced I am that all 6 cards are mandatory for control Shaman. You have to mitigate your lack of an early game as a class and these do it perfectly.
I'm playing a control shaman (was based on dragons before, not anymore) and have to agree that even with over 50% winrate it just cant catch up against zoo decks (it's good against Face Hunter, cause I play lot of Taunt and Heal but it can't reply on Zoolock or Aggro Pala). The problem is that you can clear the board once or twice but you don't get up answers quick enough. I still try to make it viable and as I said my version now is at 55% on ladder but it's not enough to make it fun laddering since the games take ages ;)
P.S.: OrangeBull made a Midrange Dragon deck before TGT and after addition of Twilight Drake it pretty much got bumped up and was playable. There are just other working midrange Shamans so I try to do the control variant as you do but I don't think it is any up-Tier-deck yet.
But we'll do it ;)
When I queue up against Zoo/Hunter with this deck I breath a sigh of relief, it's gonna be an easy game.
Mages are the only one's that really give me hassle. Even Paladin's are a pushover if you draw reasonably.
Are you running 2x Healing Wave 2x ED 2x LS? The more I play this deck the more convinced I am that all 6 cards are mandatory for control Shaman. You have to mitigate your lack of an early game as a class and these do it perfectly.
How are you happy to see midrange hunter? Your minion curve starts at 4. Freezing trap and hunter's mark just fucks you over so hard.
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My legendary count excluding adventure legendaries, dupes and old murk eye: 40
I'm playing a control shaman (was based on dragons before, not anymore) and have to agree that even with over 50% winrate it just cant catch up against zoo decks (it's good against Face Hunter, cause I play lot of Taunt and Heal but it can't reply on Zoolock or Aggro Pala). The problem is that you can clear the board once or twice but you don't get up answers quick enough. I still try to make it viable and as I said my version now is at 55% on ladder but it's not enough to make it fun laddering since the games take ages ;)
P.S.: OrangeBull made a Midrange Dragon deck before TGT and after addition of Twilight Drake it pretty much got bumped up and was playable. There are just other working midrange Shamans so I try to do the control variant as you do but I don't think it is any up-Tier-deck yet.
But we'll do it ;)
When I queue up against Zoo/Hunter with this deck I breath a sigh of relief, it's gonna be an easy game.
Mages are the only one's that really give me hassle. Even Paladin's are a pushover if you draw reasonably.
Are you running 2x Healing Wave 2x ED 2x LS? The more I play this deck the more convinced I am that all 6 cards are mandatory for control Shaman. You have to mitigate your lack of an early game as a class and these do it perfectly.
How are you happy to see midrange hunter? Your minion curve starts at 4. Freezing trap and hunter's mark just fucks you over so hard.
Midrange Hunter is harder than Face Hunter, but still not a problem unless you draw badly. Example:
Turn 1: Webspinner > Ignore
Turn 2: Knife Juggler: Totem
Turn 3: Huffer: Lightning Bolt/Lava Shock
Turn 4: Mad Scientist and Hero Power: Twilight Guardian
Turn 5: Hunter uses eg. a Bow to kill the Guardian or an Owl and hits face, you've probably take about 15 damage by this stage, give or take depending on taunt totems. You're response, Lightning Storm kills everything, Lava Shock anything left (in this case nothing, could be an Argent Horserider or Spectral Spider etc.) Why? because you know turn 6 is coming.
Turn 6: Highmane. Do you have Hex? If not, Ancestral Knowledge. Still no Hex? Just Healing Wave, you're back to near full health.Still you don't attack.
Turn 7: First Highmane kills your Guardian. Now it's dead to Azure Drake and Earth Shock with no deathrattle to worry about, and you still have 2x Hex for whatever else. PLUS another Healing Wave.
You're not using minions to attack directly in order to control the board, you're using spells or their battlecries, or their passive effects like taunt, and you're not worried about face initially, so Freezing Trap doesn't need to go off until you want it to go off, on something like a Corruptor that you can reuse, or a taunt that you can sometimes just play again on the same turn. It's all about stalling, not tempo or racing.
That might sound like a perfect set of draws but you have so many different ways to do the same job with this deck. Earth Shock, Lightning Bolt, Lightning Storm, Elemental Destruction, Hex, Lava Shock, Blacking Corruptor, Fire Elemental etc. etc. etc. you just have to take your time and figure out when to deal with threats, how to deal with them, and how low to let your health go before healing. Also, card draw, using Ancestral Spirit early is fine, you can skip the following turn because all you would have done is totem anyway, and you're drawing into the answers you will later need.
I'm not going to say that every game works out like that, but so far in my experience most do. You just have to find that thin line between too risky and too guns blazing with your burn. When you get that right balance and combine it with an understanding of when to draw cards, what's left in your deck and what you're likely to draw next based on the number of cards yu have left etc. suddenly everything clicks and the deck is very strong.
I'm playing a control shaman (was based on dragons before, not anymore) and have to agree that even with over 50% winrate it just cant catch up against zoo decks (it's good against Face Hunter, cause I play lot of Taunt and Heal but it can't reply on Zoolock or Aggro Pala). The problem is that you can clear the board once or twice but you don't get up answers quick enough. I still try to make it viable and as I said my version now is at 55% on ladder but it's not enough to make it fun laddering since the games take ages ;)
P.S.: OrangeBull made a Midrange Dragon deck before TGT and after addition of Twilight Drake it pretty much got bumped up and was playable. There are just other working midrange Shamans so I try to do the control variant as you do but I don't think it is any up-Tier-deck yet.
But we'll do it ;)
When I queue up against Zoo/Hunter with this deck I breath a sigh of relief, it's gonna be an easy game.
Mages are the only one's that really give me hassle. Even Paladin's are a pushover if you draw reasonably.
Are you running 2x Healing Wave 2x ED 2x LS? The more I play this deck the more convinced I am that all 6 cards are mandatory for control Shaman. You have to mitigate your lack of an early game as a class and these do it perfectly.
How are you happy to see midrange hunter? Your minion curve starts at 4. Freezing trap and hunter's mark just fucks you over so hard.
Midrange Hunter is harder than Face Hunter, but still not a problem unless you draw badly. Example:
Turn 1: Webspinner > Ignore
Turn 2: Knife Juggler: Totem
Turn 3: Huffer: Lightning Bolt/Lava Shock
Turn 4: Mad Scientist and Hero Power: Twilight Guardian
Turn 5: Hunter uses eg. a Bow to kill the Guardian or an Owl and hits face, you've probably take about 15 damage by this stage, give or take depending on taunt totems. You're response, Lightning Storm kills everything, Lava Shock anything left (in this case nothing, could be an Argent Horserider or Spectral Spider etc.) Why? because you know turn 6 is coming.
Turn 6: Highmane. Do you have Hex? If not, Ancestral Knowledge. Still no Hex? Just Healing Wave, you're back to near full health.Still you don't attack.
Turn 7: First Highmane kills your Guardian. Now it's dead to Azure Drake and Earth Shock with no deathrattle to worry about, and you still have 2x Hex for whatever else. PLUS another Healing Wave.
You're not using minions to attack directly in order to control the board, you're using spells or their battlecries, or their passive effects like taunt, and you're not worried about face initially, so Freezing Trap doesn't need to go off until you want it to go off, on something like a Corruptor that you can reuse, or a taunt that you can sometimes just play again on the same turn. It's all about stalling, not tempo or racing.
That might sound like a perfect set of draws but you have so many different ways to do the same job with this deck. Earth Shock, Lightning Bolt, Lightning Storm, Elemental Destruction, Hex, Lava Shock, Blacking Corruptor, Fire Elemental etc. etc. etc. you just have to take your time and figure out when to deal with threats, how to deal with them, and how low to let your health go before healing. Also, card draw, using Ancestral Spirit early is fine, you can skip the following turn because all you would have done is totem anyway, and you're drawing into the answers you will later need.
I'm not going to say that every game works out like that, but so far in my experience most do. You just have to find that thin line between too risky and too guns blazing with your burn. When you get that right balance and combine it with an understanding of when to draw cards, what's left in your deck and what you're likely to draw next based on the number of cards yu have left etc. suddenly everything clicks and the deck is very strong.
turn 3: huffer only occurs 33.33% of the time. Then turn 4 you get hound mastered and you lose. You generally have to hex this and then you lose to highmane.
Turn 4: given that you used lighting bolt on turn 3, you can't play your turn 4.
turn 5: given you used your lava shock instead, you cannot use it in combination with your aoe. Another issue is loathweb turn 5. Instant GG for you then?
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My legendary count excluding adventure legendaries, dupes and old murk eye: 40
I'm playing a control shaman (was based on dragons before, not anymore) and have to agree that even with over 50% winrate it just cant catch up against zoo decks (it's good against Face Hunter, cause I play lot of Taunt and Heal but it can't reply on Zoolock or Aggro Pala). The problem is that you can clear the board once or twice but you don't get up answers quick enough. I still try to make it viable and as I said my version now is at 55% on ladder but it's not enough to make it fun laddering since the games take ages ;)
P.S.: OrangeBull made a Midrange Dragon deck before TGT and after addition of Twilight Drake it pretty much got bumped up and was playable. There are just other working midrange Shamans so I try to do the control variant as you do but I don't think it is any up-Tier-deck yet.
But we'll do it ;)
When I queue up against Zoo/Hunter with this deck I breath a sigh of relief, it's gonna be an easy game.
Mages are the only one's that really give me hassle. Even Paladin's are a pushover if you draw reasonably.
Are you running 2x Healing Wave 2x ED 2x LS? The more I play this deck the more convinced I am that all 6 cards are mandatory for control Shaman. You have to mitigate your lack of an early game as a class and these do it perfectly.
How are you happy to see midrange hunter? Your minion curve starts at 4. Freezing trap and hunter's mark just fucks you over so hard.
Midrange Hunter is harder than Face Hunter, but still not a problem unless you draw badly. Example:
Turn 1: Webspinner > Ignore
Turn 2: Knife Juggler: Totem
Turn 3: Huffer: Lightning Bolt/Lava Shock
Turn 4: Mad Scientist and Hero Power: Twilight Guardian
Turn 5: Hunter uses eg. a Bow to kill the Guardian or an Owl and hits face, you've probably take about 15 damage by this stage, give or take depending on taunt totems. You're response, Lightning Storm kills everything, Lava Shock anything left (in this case nothing, could be an Argent Horserider or Spectral Spider etc.) Why? because you know turn 6 is coming.
Turn 6: Highmane. Do you have Hex? If not, Ancestral Knowledge. Still no Hex? Just Healing Wave, you're back to near full health.Still you don't attack.
Turn 7: First Highmane kills your Guardian. Now it's dead to Azure Drake and Earth Shock with no deathrattle to worry about, and you still have 2x Hex for whatever else. PLUS another Healing Wave.
You're not using minions to attack directly in order to control the board, you're using spells or their battlecries, or their passive effects like taunt, and you're not worried about face initially, so Freezing Trap doesn't need to go off until you want it to go off, on something like a Corruptor that you can reuse, or a taunt that you can sometimes just play again on the same turn. It's all about stalling, not tempo or racing.
That might sound like a perfect set of draws but you have so many different ways to do the same job with this deck. Earth Shock, Lightning Bolt, Lightning Storm, Elemental Destruction, Hex, Lava Shock, Blacking Corruptor, Fire Elemental etc. etc. etc. you just have to take your time and figure out when to deal with threats, how to deal with them, and how low to let your health go before healing. Also, card draw, using Ancestral Spirit early is fine, you can skip the following turn because all you would have done is totem anyway, and you're drawing into the answers you will later need.
I'm not going to say that every game works out like that, but so far in my experience most do. You just have to find that thin line between too risky and too guns blazing with your burn. When you get that right balance and combine it with an understanding of when to draw cards, what's left in your deck and what you're likely to draw next based on the number of cards yu have left etc. suddenly everything clicks and the deck is very strong.
turn 3: huffer only occurs 33.33% of the time. Then turn 4 you get hound mastered and you lose. You generally have to hex this and then you lose to highmane.
Turn 4: given that you used lighting bolt on turn 3, you can't play your turn 4.
turn 5: given you used your lava shock instead, you cannot use it in combination with your aoe. Another issue is loathweb turn 5. Instant GG for you then?
Listen, we could sit here thinking of scenarios forever, or you could go and play another deck and I and others can continue playing and having a lot of success with this one. Outside of encouraging you to keep playing with the deck and seeing how different tools can be used in different ways and at different times to set up the board state you want, I don't know what to add. if I was struggling with this deck then I would say so, but I'm not. Maybe it's an issue with the way I am describing how to play the deck, but I have won a majority of my matches against both Face Hunter and Midrange.
I still believe the -main- idea of your deck is still quite off, the deck itself doesn't look good.
but overall, I liked the idea of Dragon Shaman. Altho there are still a lot of things we can change, the main idea of: Elemental Destruction -> Volcanic Drake seems good enough to worth a look into it.
Probably the most important question people are wondering:
did you hit legend with this deck?
No I haven't made the push yet, only rank 4 currently, I've got a few days off early next week when I'll make the push and let you guys know.
I still spend a fair bit of time in casual just practicing, I'm prone to waiting too long to AoE etc. just trying to get into the zone before the big push.
I still believe the -main- idea of your deck is still quite off, the deck itself doesn't look good.
but overall, I liked the idea of Dragon Shaman. Altho there are still a lot of things we can change, the main idea of: Elemental Destruction -> Volcanic Drake seems good enough to worth a look into it.
Thanks for the deck idea, good job! :3
will look at it later, my good sir!
What exactly looks off?
ED into Volcanic Drake is a pretty minor play, this isn't a tempo deck, if you play it as such then you lose. The most that combo ever is is "nice", it's never game winning and is never supposed to be - just as during BRM. Better is ED later in the game and still having the mana to play something like Twilight Guardian, then Lava Shock next turn.
I certainly won't be changing "a lot" about this deck, as I doubt will PRIMO, StrifeCro or Tides. There are a few tech choices, but the strategy is the strategy and necessitates two most of the cards of the deck.
Thanks!
Edit: thought I replied, but oh, well.
Just hit Rank 5, not legend but then I haven't been playing all that much, been on a couple of win streaks!
Dragon Shaman got a mention on the ATLC stream yesterday, Kripp hadn't heard of it but Noxious and Frodan said they'd seen it gaining traction and noted that it was "strong".
It is strong, this is one of the strongest control deck in the game currently, I'm calling it. It's got so many tools and it manages to completely ignore the one major weakness of the class, the early game, and instead use a lack of it to it's advantage.
Dude, I watched your gameplay video and looked at your deck. Your first 3 turns are pretty much just passing. This is suicide against midrange hunter, zoo, dragon priest and secret paladin.
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
with elemental destruction/lightning storm and healing wave you can afford that i guess. as a handlock player who regularly just taps and does nothing till turn 4 and still win i can say it is just the way many control decks work.. i actually like this dragon control deck alot. yes it is probably not the best format for laddering, but such decks can have very clutch tournament usage.
Time is money, friend.
Often the only better turn 2 in this deck than toteming is coin > Ancestral Knowledge. As above, it plays a bit like Freeze Mage or Handlock. You spend the first few turns just trying to amass your answers to the mid and late game, while they waste minions that you wipe out with ED and negate usually all of the damage they did with Healing Wave.
You're not thinking about this deck the right way at all. Against Zoo, Hunter and Aggro Pala this deck is favoured. The decks that give it trouble are Mech Mage and Tempo Mage, minion based aggro gets stomped unless you draw particularly badly... Which happens occasionally but can happen to any deck.
When I tested dragon shaman, my own version, it was excellent against control matchups. If the tournament setting is all control then yes, it's pretty strong against that. However, for laddering, this deck is just suicide.
It's a different case for handlock. They have the tools and draw required to answer the aggro and they can do so without falling behind so much. Also, tap>tote, by a large margin, and tapping is contributing to their game plan of drakes and giants.
The shaman depends completely depends on luck of the draw. Also, if lava shock isn't drawn with elemental destruction and lightning storm, you just fall behind again after clearing the board. The problem is that the deck runs barely any low drop minions. This means once you overload you have nothing to play but totem and a turn later you're in the same problem again.
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
When I queue up against Zoo/Hunter with this deck I breath a sigh of relief, it's gonna be an easy game.
Mages are the only one's that really give me hassle. Even Paladin's are a pushover if you draw reasonably.
Are you running 2x Healing Wave 2x ED 2x LS? The more I play this deck the more convinced I am that all 6 cards are mandatory for control Shaman. You have to mitigate your lack of an early game as a class and these do it perfectly.
How are you happy to see midrange hunter? Your minion curve starts at 4. Freezing trap and hunter's mark just fucks you over so hard.
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
Midrange Hunter is harder than Face Hunter, but still not a problem unless you draw badly. Example:
Turn 1: Webspinner > Ignore
Turn 2: Knife Juggler: Totem
Turn 3: Huffer: Lightning Bolt/Lava Shock
Turn 4: Mad Scientist and Hero Power: Twilight Guardian
Turn 5: Hunter uses eg. a Bow to kill the Guardian or an Owl and hits face, you've probably take about 15 damage by this stage, give or take depending on taunt totems. You're response, Lightning Storm kills everything, Lava Shock anything left (in this case nothing, could be an Argent Horserider or Spectral Spider etc.) Why? because you know turn 6 is coming.
Turn 6: Highmane. Do you have Hex? If not, Ancestral Knowledge. Still no Hex? Just Healing Wave, you're back to near full health.Still you don't attack.
Turn 7: First Highmane kills your Guardian. Now it's dead to Azure Drake and Earth Shock with no deathrattle to worry about, and you still have 2x Hex for whatever else. PLUS another Healing Wave.
You're not using minions to attack directly in order to control the board, you're using spells or their battlecries, or their passive effects like taunt, and you're not worried about face initially, so Freezing Trap doesn't need to go off until you want it to go off, on something like a Corruptor that you can reuse, or a taunt that you can sometimes just play again on the same turn. It's all about stalling, not tempo or racing.
That might sound like a perfect set of draws but you have so many different ways to do the same job with this deck. Earth Shock, Lightning Bolt, Lightning Storm, Elemental Destruction, Hex, Lava Shock, Blacking Corruptor, Fire Elemental etc. etc. etc. you just have to take your time and figure out when to deal with threats, how to deal with them, and how low to let your health go before healing. Also, card draw, using Ancestral Spirit early is fine, you can skip the following turn because all you would have done is totem anyway, and you're drawing into the answers you will later need.
I'm not going to say that every game works out like that, but so far in my experience most do. You just have to find that thin line between too risky and too guns blazing with your burn. When you get that right balance and combine it with an understanding of when to draw cards, what's left in your deck and what you're likely to draw next based on the number of cards yu have left etc. suddenly everything clicks and the deck is very strong.
turn 3: huffer only occurs 33.33% of the time. Then turn 4 you get hound mastered and you lose. You generally have to hex this and then you lose to highmane.
Turn 4: given that you used lighting bolt on turn 3, you can't play your turn 4.
turn 5: given you used your lava shock instead, you cannot use it in combination with your aoe. Another issue is loathweb turn 5. Instant GG for you then?
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
Listen, we could sit here thinking of scenarios forever, or you could go and play another deck and I and others can continue playing and having a lot of success with this one. Outside of encouraging you to keep playing with the deck and seeing how different tools can be used in different ways and at different times to set up the board state you want, I don't know what to add. if I was struggling with this deck then I would say so, but I'm not. Maybe it's an issue with the way I am describing how to play the deck, but I have won a majority of my matches against both Face Hunter and Midrange.
Just hit rank 4 by using the Sacrificial Pact I got from Saraad on a Handlock that played Jaraxxus, not sure if that counts haha.
ya i dont know how ppl are winning with this from ranks 1-5 this deck has the "draw x or lose" syndrome
Because it's not more draw x or lose than Patron or Secret Paladin.
Probably the most important question people are wondering:
did you hit legend with this deck?
Retired Hearthstone Columnist
I still believe the -main- idea of your deck is still quite off, the deck itself doesn't look good.
but overall, I liked the idea of Dragon Shaman. Altho there are still a lot of things we can change, the main idea of: Elemental Destruction -> Volcanic Drake seems good enough to worth a look into it.
Thanks for the deck idea, good job! :3
will look at it later, my good sir!
Retired Hearthstone Columnist
No I haven't made the push yet, only rank 4 currently, I've got a few days off early next week when I'll make the push and let you guys know.
I still spend a fair bit of time in casual just practicing, I'm prone to waiting too long to AoE etc. just trying to get into the zone before the big push.
What exactly looks off?
ED into Volcanic Drake is a pretty minor play, this isn't a tempo deck, if you play it as such then you lose. The most that combo ever is is "nice", it's never game winning and is never supposed to be - just as during BRM. Better is ED later in the game and still having the mana to play something like Twilight Guardian, then Lava Shock next turn.
I certainly won't be changing "a lot" about this deck, as I doubt will PRIMO, StrifeCro or Tides. There are a few tech choices, but the strategy is the strategy and necessitates two most of the cards of the deck.
Why no Mistcaller? Thought it was 'extremely strong'
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
Not optimal in this deck.
Do you run Doomsayer in your Mech Mage? It's extremely strong in Freeze Mage.