I just wasted 800 dust on the Fel Reavers and have gone down 2 ranks with it in the past few hours. I don't want to switch back to a deck that I know will work because I've already invested all my dust into these two cards. Can someone help explain how this deck is supposed to work?
I have played mech shaman, and used fel reavers. I lost way more games than i won with them. When i have played it people always seem to burn a bunch of cards from my deck and then get rid of it. I hate that card. I might try clockwork knight or piloted sky golem instead. I however gave up on trying to climb the ladder with shaman. Too much rng and overload makes it a difficult class to climb with.
You try to take a early board and control getting in face damage whenever possible. Often dropping the fel reaver without a immediate bgh or removal from your opponent will end the game fast. Otherwise using the 2x crackle and lava burst, rockbiter weapon with doom hammer you look to close the game pretty quickly.
I used to play mech shaman before TGT came out. Couple tips in case you don't already know:
- get Fel Rever out ASAP. - Always be aware when you are 1-3 turns away from lethal and know what you need to get there. - Try and save your spell damage for final burst to get there.
I think you'll have a tough time with mech shaman right now but that's not to say you can't improve your play. Good luck!
edit: personally I'd also look for a way to add Flametongue Totem into the deck. Too much value to miss
If your your having that much buyer's remorse on the Fel Reavers, consider some of the other decks on the site that use them. There should be plenty of Mech Mage lists that have them, and may only require a little more dust to craft the Goblin Blastmages and Snowchuggers if you don't have them. Mage is still the most consistent class with mechs.
Shaman is REALLY all-in. They don't have a hero power that supports an aggro playstyle well, and if you have to use burn as removal, the overload causes such a loss in tempo on the next turn that it's hard to catch back up. The deck sets up huge burst turns, and then the reaver comes down, after your opponent spends a turn trying to recover, to seal the deal.
Mage is a little slower, but much sturdier in their approach with very swingey plays going into the mid game thanks to the blast mages, and their burn doesn't kill their momentum when they have to remove threats.
You definitely need two doomhammers in your list. Go ahead and drop those tuskar totemics too, they don't have any synergy with this deck. Fel Reaver is a crusher in this deck, so is the hammer. The deck may not be complex but you have to lose some before you figure it out.
Fel Reaver is so incredible. It's one of the best cards in Mech Shaman. Just don't play it when your opponent has a few taunts up or you're missing an Earth Shock to bypass the taunts. I played Mech Shaman all the way from rank 14 to rank 5 last season and maybe once got screwed by Fel Reaver card burn. Most of the time it gives more value than you lose from those cards.
Mech Shaman is an interesting combination of luck, timing and "all-in" gameplay.
You have to carefully remove enough threats while still pushing for face damage so you can burst down you opponent from board or with spells.
Occasionally you get a nut draw and kill the opponent on turn 4-5 with zap-o-matic and some games you keep putting down huge threats that are difficult to remove and push for damage over and over.
The rest of the games your board gets removed before you can do anything and you lose.
Remove the Tuskarrs, and replace with Mech Yetis, or a Mech Yeti and that 5 mana 5/5, give a mech +1/+1. Or with something lower curve, but I find it fills a spot lacking in the deck, and gives a good 3/4/5 curve, and becomes an awkward board state, as it trades into a few common 6 drops (Shieldmaiden, Slyvanas,
Maybe add in Bloodmage Thalnos, or the other +1 sp minion for 2 mana, to add into your burst potential, or find if not one of those two, try a Windfury. The burst potential is pretty amazing 16 damage with fel reaver, 12 with fire elemental, add in a Flametounge, and lots of other cards can do this amount of damage. While some view this as a waste of a slot, a good number of my wins as shaman came from the surprise of this card.
Ancestral Knowledge for card draw, if you find yourself lacking.
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"Or of course, because you are 'a strong, independent deck builder, who needs no blizzard to tell them what to include', you make your deck deliberately weaker." - Skaduush1
Don't underestimate it. Out of every other card, Fel Reaver is probably the most threatening minion you can ever play on curve because of the amount of pressure it applies when played. Just be smart with how you play it. Timing is key, so ideally you want to play it with a hand full of burst/follow up unless you're really desperate. That being said, Mech Shaman is a pretty weak deck right now, it has been for a while so don't expect tremendous results. There are other decks that run it too like Mech Warrior and Mech Mage that are probably more consistent.
I like to take out a fel reaver and add in one windfury. Mainly because on turn 5 if I can get my Fel out, they will often spend turn 5/6 trying to burn my cards and make some weird plays.... then they get 16 damage to the face
I played a lot of Mech shammy a few months ago and it is a hard playstyle to get used to, but when you get a nice draw, you can knock out an oppenent by round 3-4 which is pretty crazy. If you opponent stabilizes and makes it to turn 7/8 you have probably lost, this is why I often played with out Dr. Boom in this deck.
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I just wasted 800 dust on the Fel Reavers and have gone down 2 ranks with it in the past few hours. I don't want to switch back to a deck that I know will work because I've already invested all my dust into these two cards. Can someone help explain how this deck is supposed to work?
The general game plan of Mech Shaman is to out tempo your opponent and kill him really quickly.
Posting the decklist that you are using would also be great for making sure if there are any problems with it.
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I have played mech shaman, and used fel reavers. I lost way more games than i won with them. When i have played it people always seem to burn a bunch of cards from my deck and then get rid of it. I hate that card. I might try clockwork knight or piloted sky golem instead. I however gave up on trying to climb the ladder with shaman. Too much rng and overload makes it a difficult class to climb with.
wtf, I want a refund then on this bullshit epic I crafted
You try to take a early board and control getting in face damage whenever possible. Often dropping the fel reaver without a immediate bgh or removal from your opponent will end the game fast. Otherwise using the 2x crackle and lava burst, rockbiter weapon with doom hammer you look to close the game pretty quickly.
I used to play mech shaman before TGT came out. Couple tips in case you don't already know:
- get Fel Rever out ASAP.
- Always be aware when you are 1-3 turns away from lethal and know what you need to get there.
- Try and save your spell damage for final burst to get there.
I think you'll have a tough time with mech shaman right now but that's not to say you can't improve your play. Good luck!
edit: personally I'd also look for a way to add Flametongue Totem into the deck. Too much value to miss
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If your your having that much buyer's remorse on the Fel Reavers, consider some of the other decks on the site that use them. There should be plenty of Mech Mage lists that have them, and may only require a little more dust to craft the Goblin Blastmages and Snowchuggers if you don't have them. Mage is still the most consistent class with mechs.
Shaman is REALLY all-in. They don't have a hero power that supports an aggro playstyle well, and if you have to use burn as removal, the overload causes such a loss in tempo on the next turn that it's hard to catch back up. The deck sets up huge burst turns, and then the reaver comes down, after your opponent spends a turn trying to recover, to seal the deal.
Mage is a little slower, but much sturdier in their approach with very swingey plays going into the mid game thanks to the blast mages, and their burn doesn't kill their momentum when they have to remove threats.
I'm the best worst player.
I love seeing players bitch about Fel Reavers. HAHAHA. Dust tears everywhere.
moved to Shaman forum
You definitely need two doomhammers in your list. Go ahead and drop those tuskar totemics too, they don't have any synergy with this deck. Fel Reaver is a crusher in this deck, so is the hammer. The deck may not be complex but you have to lose some before you figure it out.
Fel Reaver is so incredible. It's one of the best cards in Mech Shaman. Just don't play it when your opponent has a few taunts up or you're missing an Earth Shock to bypass the taunts. I played Mech Shaman all the way from rank 14 to rank 5 last season and maybe once got screwed by Fel Reaver card burn. Most of the time it gives more value than you lose from those cards.
2x lightning bolt
2x doomhammer
1x or 2x flametongue totem
Take out those fire elementals, too late for too little. Tuskarr totemic is a tempo loss like 70% of the time, remove those too.
Mech Shaman is an interesting combination of luck, timing and "all-in" gameplay.
You have to carefully remove enough threats while still pushing for face damage so you can burst down you opponent from board or with spells.
Occasionally you get a nut draw and kill the opponent on turn 4-5 with zap-o-matic and some games you keep putting down huge threats that are difficult to remove and push for damage over and over.
The rest of the games your board gets removed before you can do anything and you lose.
Remove the Tuskarrs, and replace with Mech Yetis, or a Mech Yeti and that 5 mana 5/5, give a mech +1/+1. Or with something lower curve, but I find it fills a spot lacking in the deck, and gives a good 3/4/5 curve, and becomes an awkward board state, as it trades into a few common 6 drops (Shieldmaiden, Slyvanas,
Maybe add in Bloodmage Thalnos, or the other +1 sp minion for 2 mana, to add into your burst potential, or find if not one of those two, try a Windfury. The burst potential is pretty amazing 16 damage with fel reaver, 12 with fire elemental, add in a Flametounge, and lots of other cards can do this amount of damage. While some view this as a waste of a slot, a good number of my wins as shaman came from the surprise of this card.
Ancestral Knowledge for card draw, if you find yourself lacking.
"Or of course, because you are 'a strong, independent deck builder, who needs no blizzard to tell them what to include', you make your deck deliberately weaker." - Skaduush1
Don't underestimate it. Out of every other card, Fel Reaver is probably the most threatening minion you can ever play on curve because of the amount of pressure it applies when played. Just be smart with how you play it. Timing is key, so ideally you want to play it with a hand full of burst/follow up unless you're really desperate. That being said, Mech Shaman is a pretty weak deck right now, it has been for a while so don't expect tremendous results. There are other decks that run it too like Mech Warrior and Mech Mage that are probably more consistent.
I like to take out a fel reaver and add in one windfury. Mainly because on turn 5 if I can get my Fel out, they will often spend turn 5/6 trying to burn my cards and make some weird plays.... then they get 16 damage to the face
I played a lot of Mech shammy a few months ago and it is a hard playstyle to get used to, but when you get a nice draw, you can knock out an oppenent by round 3-4 which is pretty crazy. If you opponent stabilizes and makes it to turn 7/8 you have probably lost, this is why I often played with out Dr. Boom in this deck.