I mean, that deck is all well and good, but what is the point of far sight? The only combos you are setting up are Leeroy Jenkins combos...and most of those combos you can already do (leeroy+rockbiter + windfury+flametongue is only 9 mana)
and I need to emphasize, far sight is NOT a card draw. It has NO effect, and it costs a card, so the card you draw replaces the card you just used to do nothing.
Well, the idea is to play it almost like a giant deck, except instead of a Giants turn, you play a boardswarm turn. By turn 5 or 6, you should be able to play something like Knife Juggler, Imp Master and Feral Spirit. At later turns, you could play more "swarm" little creatures, and even play it along with a Sea Giant, a Frostwolf Warlord or an Earth Elemental. Far Sight allow, then, to get a bigger board swarm, or add a knife juggler to it, in a single turn. It creates potential from earliers turns when you don't play much, like in a giants' deck ; like a giants warlock spending early turns lifetaping to decrease the future cost of its giants. Leeroy + Feral Spirit + Sea Giant on an empty board is a combo which require to draw a part of the combo with Far Sight. It would then cost 8. Leeroy + Bloodlust + Windfury + Flametongue is a combo - usefull if you "swarmed" the board the previous turn and still making 22 damages if not - which require Far Sight. Knife Juggler + Onyxia is also a combo played on turn 8 which require Far Sight. It is also playable on turn 10 with 2 knife jugglers for 13 damage done on the board. Knife Juggler + Feral Spirit + Razorfen Hunter + Sea Giant can be played on an empty board at turn 8 with a previous Far Sight draw. Feral Spirit + Totem + Frostwolf warlord (7/7 on an empty board) is a turn 7 combo that cannot be cleared in one turn. (Feral Spirit/Razorfen hunter)x2 + Totem + Frostwolf warlord will drop a 9/9 behind little taunts, and fill your board to 6 minions for 9 mana. Razorfen Hunter + Earth Elemental is a turn 5 combo that cannot be cleared in one turn. If your opponent has 2 minions on board, and you 1, you can play Feral Spirit/Razorfen + Sea Giant for 5 mana. For 9 mana, add another giant. Knife Juggler + Imp Master + Earth Elemental cost 7, and puts a little threat behind a big taunt. Plus you have 5 mana next turn for buffs. Onyxia + Sea Giant is doable if you can sacrifice a creature after Onyxia's and will cost 10 if you empty the board by doing so. Onyxia on a turn 6 is unclearable and might allow you to either bloodlust, windfurry or flametongue line on the next turn. Sea Giant + Defender of Argus will do for 7 if there is 4 creatures on board. Mana Tide Totem + Earth Elemental on turn 5 will let you get either card draw, either opportunities to hit things with your elemental.
Those are not always damage combos, but more often swarm combos, aiming at populating the board really fast, and in a way that cannot be cleared easily, opening for a buffed damage next turn, either with bloodlust on the crowd or windfurry on a big minion. Those are also combos with 1 Far Sight used. If both a drawn, and both hits "combo material" (60-70% of the deck is "combo material"), things might get a bit crazier.
In the end, as I said, the overload/far sight mechanic has very little synergy with shaman cards and so, even played like a giants' deck, it seems slower. The miracle rogue is also a deck with little comiting early game, put with a far more stronger control and far more surprise potential than this shaman deck. This is before everything an attempt to make use of Far Sight and the overload mechanic to the shaman's advantage. This is probably not competition nor ladder viable, but the deck can work its fun. It is also a gamestyle that only shaman can achieve and so, in its way, a curiosity.
Finaly, yes, Far Sight isn't exactly card draw. I said so when compared to Innervate. Since Innervate is a card which doesn't replace itself, like Far Sight, it will make your hand less empty after usage.
Yep in fact, but there are a few combos who aren't destroyed by flamestrike. Feral Spirit + Totem + Frostwolf warlord or any Onyxia swarm. Against shamans, you could still have Hex and Lightning Storm clear almost any swarm with only one big creature. Polymorph and Flamestrike might do as well, but costs 11 mana. The good old Equality and Wild Pyromancer or Consecration combo would get also monstruous value.
I don't think the other classes could do very well against a sudden swarm. but they might set up earlier kills...
Well, right, it kills the swarm, just not the big minion. most of your minions would survive consecration/holy nova/blizzard etc, but flamestrike would kill the 3-4 mana guys like ferel spirit.
How would you make sure that you cheapen the "right" combo for your current circumstances?
Far Sight strikes me as a card that'll get very powerful very fast if Blizzard ever comes out with deck-control cards, but the way things stand now, it seems like it's a craps shoot unless you're looking to build a deck around the Questing Adventurer
Most of the cards in the deck are combo-able. There are few cards that can't be used in a swarm combo so the probability that you draw one of them with farsight is quite high. Although, as I said once, it's not 100%, and the deck might still be a bit more luck-oriented that some other decks.
I think that, indeed, shaman has too few cards which synergize well with Far Sight or the overload mechanic, and that a Blizzard update, and new cards might change that, as well as it might change the current meta.
Questing Adventurer would work better in a druid token deck, in the same way that when they use cheap spells (innervate and any Excess Mana) to activate their Violet Teacher Far Sight (and so the overload mechanic) allow you to play earlier/along with other cards a card that is already costly. It doesn't really allow you to make turns where you play a lot of cards, or not as much as druid or rogue, which have very low cost cards that synergize with that idea.
I mean, that deck is all well and good, but what is the point of far sight? The only combos you are setting up are Leeroy Jenkins combos...and most of those combos you can already do (leeroy+rockbiter + windfury+flametongue is only 9 mana)
and I need to emphasize, far sight is NOT a card draw. It has NO effect, and it costs a card, so the card you draw replaces the card you just used to do nothing.
Well, the idea is to play it almost like a giant deck, except instead of a Giants turn, you play a boardswarm turn. By turn 5 or 6, you should be able to play something like Knife Juggler, Imp Master and Feral Spirit. At later turns, you could play more "swarm" little creatures, and even play it along with a Sea Giant, a Frostwolf Warlord or an Earth Elemental.
Far Sight allow, then, to get a bigger board swarm, or add a knife juggler to it, in a single turn. It creates potential from earliers turns when you don't play much, like in a giants' deck ; like a giants warlock spending early turns lifetaping to decrease the future cost of its giants.
Leeroy + Feral Spirit + Sea Giant on an empty board is a combo which require to draw a part of the combo with Far Sight. It would then cost 8.
Leeroy + Bloodlust + Windfury + Flametongue is a combo - usefull if you "swarmed" the board the previous turn and still making 22 damages if not - which require Far Sight.
Knife Juggler + Onyxia is also a combo played on turn 8 which require Far Sight. It is also playable on turn 10 with 2 knife jugglers for 13 damage done on the board.
Knife Juggler + Feral Spirit + Razorfen Hunter + Sea Giant can be played on an empty board at turn 8 with a previous Far Sight draw.
Feral Spirit + Totem + Frostwolf warlord (7/7 on an empty board) is a turn 7 combo that cannot be cleared in one turn.
(Feral Spirit/Razorfen hunter)x2 + Totem + Frostwolf warlord will drop a 9/9 behind little taunts, and fill your board to 6 minions for 9 mana.
Razorfen Hunter + Earth Elemental is a turn 5 combo that cannot be cleared in one turn.
If your opponent has 2 minions on board, and you 1, you can play Feral Spirit/Razorfen + Sea Giant for 5 mana. For 9 mana, add another giant.
Knife Juggler + Imp Master + Earth Elemental cost 7, and puts a little threat behind a big taunt. Plus you have 5 mana next turn for buffs.
Onyxia + Sea Giant is doable if you can sacrifice a creature after Onyxia's and will cost 10 if you empty the board by doing so.
Onyxia on a turn 6 is unclearable and might allow you to either bloodlust, windfurry or flametongue line on the next turn.
Sea Giant + Defender of Argus will do for 7 if there is 4 creatures on board.
Mana Tide Totem + Earth Elemental on turn 5 will let you get either card draw, either opportunities to hit things with your elemental.
Those are not always damage combos, but more often swarm combos, aiming at populating the board really fast, and in a way that cannot be cleared easily, opening for a buffed damage next turn, either with bloodlust on the crowd or windfurry on a big minion.
Those are also combos with 1 Far Sight used. If both a drawn, and both hits "combo material" (60-70% of the deck is "combo material"), things might get a bit crazier.
In the end, as I said, the overload/far sight mechanic has very little synergy with shaman cards and so, even played like a giants' deck, it seems slower. The miracle rogue is also a deck with little comiting early game, put with a far more stronger control and far more surprise potential than this shaman deck. This is before everything an attempt to make use of Far Sight and the overload mechanic to the shaman's advantage. This is probably not competition nor ladder viable, but the deck can work its fun. It is also a gamestyle that only shaman can achieve and so, in its way, a curiosity.
Finaly, yes, Far Sight isn't exactly card draw. I said so when compared to Innervate. Since Innervate is a card which doesn't replace itself, like Far Sight, it will make your hand less empty after usage.
ah I see. So yeah, problem with aggro, and presumably mages are also tough since flamestrike would destroy the combo.
Yep in fact, but there are a few combos who aren't destroyed by flamestrike.
Feral Spirit + Totem + Frostwolf warlord or any Onyxia swarm.
Against shamans, you could still have Hex and Lightning Storm clear almost any swarm with only one big creature.
Polymorph and Flamestrike might do as well, but costs 11 mana.
The good old Equality and Wild Pyromancer or Consecration combo would get also monstruous value.
I don't think the other classes could do very well against a sudden swarm. but they might set up earlier kills...
Well, right, it kills the swarm, just not the big minion. most of your minions would survive consecration/holy nova/blizzard etc, but flamestrike would kill the 3-4 mana guys like ferel spirit.
How would you make sure that you cheapen the "right" combo for your current circumstances?
Far Sight strikes me as a card that'll get very powerful very fast if Blizzard ever comes out with deck-control cards, but the way things stand now, it seems like it's a craps shoot unless you're looking to build a deck around the Questing Adventurer
Most of the cards in the deck are combo-able.
There are few cards that can't be used in a swarm combo so the probability that you draw one of them with farsight is quite high. Although, as I said once, it's not 100%, and the deck might still be a bit more luck-oriented that some other decks.
I think that, indeed, shaman has too few cards which synergize well with Far Sight or the overload mechanic, and that a Blizzard update, and new cards might change that, as well as it might change the current meta.
Questing Adventurer would work better in a druid token deck, in the same way that when they use cheap spells (innervate and any Excess Mana) to activate their Violet Teacher
Far Sight (and so the overload mechanic) allow you to play earlier/along with other cards a card that is already costly. It doesn't really allow you to make turns where you play a lot of cards, or not as much as druid or rogue, which have very low cost cards that synergize with that idea.