I have been tinkering with a battlecry deck, but I also may just tweak a midrange and stick 2 tunnel troggs in there, anyone have a specific deck they are looking to try starting on the next wing release?
Aside from Murlock shaman by the end of LOE I will have most of what I want from LOE by tomorrow, hopefully this will actually help shaman
Hopefully the Trogg is one of the missing pieces to the overload deck puzzle.
For those theory-crafting Shaman decks, one thing I've learned recently is that Thunder Bluff Valiant is a GREAT card even in non-totem-heavy decks. Seriously, I prefer him more than Fire Elemental at this point. Unless you have a changed hero power due to Mrrgglton or Charged Hammer, toss at least one of him into anything you play.
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Brann is not that strong and trogg is not better than zombie chow, i could be wrong but this expansion does not bring anything new to the shaman class besides new gimicks for your murloc decks.
Brann is not that strong and trogg is not better than zombie chow, i could be wrong but this expansion does not bring anything new to the shaman class besides new gimicks for your murloc decks.
I am not sure. I don't think Brann will be amazing (should be pretty good though), though I can see it possibly having an OP combo.
Tunnel Trogg though I think is way better than Zombie Chow. I just ran the midrange shaman overload deck that is posted ...errr somwhere Ill edit it in later.. and I know it is anecdotal but I had a great start against a pally yesterday Zombie Chow (who will be TT soon) followed by Stormforged Axe to take out his predictable coined mini bot then two totem golems and a pair of wolves... I was overloaded everyturn, but he could not remove zombie chow and just quit the game (rich, a pally who is upset by a nice start....) if my Zombie chow would have been a tunnel trog it would have been a 5/3 by the time he quit....
PS this is the deck I was refering too. Not too much overload, but just enough
Brann is not that strong and trogg is not better than zombie chow, i could be wrong but this expansion does not bring anything new to the shaman class besides new gimicks for your murloc decks.
Trogg is shaman version of mana wyrm. These cards are much better than chow in shaman and Mage, respectively.
Brann is not that strong and trogg is not better than zombie chow, i could be wrong but this expansion does not bring anything new to the shaman class besides new gimicks for your murloc decks.
Trogg is shaman version of mana wyrm. These cards are much better than chow in shaman and Mage, respectively.
In theory it is, but in practice you should see that the potential of mana wyrm is greater in a mage since the sinergy with mage spells is easier to achieve, they have a functional deck that is made of at least 50% spells that happen to be the most mana efficient spells of the game. The overload cards do not stack up well and the decks that migh include tunel trogg can only count on totem golem and crackle to trigger the effect making it a 2/3 in most cases (same as zombie chow in terms fo board control). Im talking about early game, you might argue that the trogg can get nice combo past turn 4 but by that point the 3 health is often not enough for it to be meaningful and you already took a beating.
You could certainly make a deck around triggering trogg and unbound elemental but then you have to question how reliable would it be to make your win condition out of 2 subpar minions.
Here is what I will be running after I unlock all the cards tonight. I have an overload deck that I play whenever I have a Shaman quest, and this is pretty much that deck with Tunnel Trogg added.
Brann is not that strong and trogg is not better than zombie chow, i could be wrong but this expansion does not bring anything new to the shaman class besides new gimicks for your murloc decks.
Trogg is shaman version of mana wyrm. These cards are much better than chow in shaman and Mage, respectively.
In theory it is, but in practice you should see that the potential of mana wyrm is greater in a mage since the sinergy with mage spells is easier to achieve, they have a functional deck that is made of at least 50% spells that happen to be the most mana efficient spells of the game. The overload cards do not stack up well and the decks that migh include tunel trogg can only count on totem golem and crackle to trigger the effect making it a 2/3 in most cases (same as zombie chow in terms fo board control). Im talking about early game, you might argue that the trogg can get nice combo past turn 4 but by that point the 3 health is often not enough for it to be meaningful and you already took a beating.
You could certainly make a deck around triggering trogg and unbound elemental but then you have to question how reliable would it be to make your win condition out of 2 subpar minions.
Stormforged axe is another good early game activator for trogg. If deck built well, trogg will prove to be more valuable against wider variety of decks than chow. We will soon see who is right ;)
Hopefully the Trogg is one of the missing pieces to the overload deck puzzle.
For those theory-crafting Shaman decks, one thing I've learned recently is that Thunder Bluff Valiant is a GREAT card even in non-totem-heavy decks. Seriously, I prefer him more than Fire Elemental at this point. Unless you have a changed hero power due to Mrrgglton or Charged Hammer, toss at least one of him into anything you play.
Preferring anything over Fire Elemental. Dude, what?
I think the key is not to go to heavy into overload. As in the overload decks should not be trying to make monster troggs, but rather some nice turn 2 and three plays that buff it.
The intention of overload was always to "cheat" a better play out a turn or two early, do this too many times and you will be behind, hopefully with enough of the new tools we would only be overloading at most every other turn or late game when it does not matter as much.
Something that people who say Tunnel Trogg is bad don't realize is that Shaman is a class who mostly wins if he has board control. Decks have becoming more and more aggro so it has been difficult the last few expansion for shamans to win the early game. They currently have only 1 good 1-mana drop that can stay on the board, Zombie Chow that is. If shaman could have another 1 mana minion with 3 health then shaman can probably win board control in the early game. It really doesn't matter that Tunnel Trogg isn't AS good as Mana Wyrm and can't snowball as much but Mana Wyrm is probably the strongest 1-drop that exists. Also you probably will just be attacking 1 health aggro minions with your Tunnel Trogg so it really doesn't matter if it gets buffed. Oh and shaman has always had difficulty with dealing 1 damage consistently, that will maybe change.
TL:DR Tunnel Trogg is really good 1-drop and kills aggro minions and can act as a ping.
Something that people who say Tunnel Trogg is bad don't realize is that Shaman is a class who mostly wins if he has board control. Decks have becoming more and more aggro so it has been difficult the last few expansion for shamans to win the early game. They currently have only 1 good 1-mana drop that can stay on the board, Zombie Chow that is. If shaman could have another 1 mana minion with 3 health then shaman can probably win board control in the early game. It really doesn't matter that Tunnel Trogg isn't AS good as Mana Wyrm and can't snowball as much but Mana Wyrm is probably the strongest 1-drop that exists. Also you probably will just be attacking 1 health aggro minions with your Tunnel Trogg so it really doesn't matter if it gets buffed. Oh and shaman has always had difficulty with dealing 1 damage consistently, that will maybe change.
TL:DR Tunnel Trogg is really good 1-drop and kills aggro minions and can act as a ping.
but how relevant is that in a meta that is currently controlled by reno control?
Something that people who say Tunnel Trogg is bad don't realize is that Shaman is a class who mostly wins if he has board control. Decks have becoming more and more aggro so it has been difficult the last few expansion for shamans to win the early game. They currently have only 1 good 1-mana drop that can stay on the board, Zombie Chow that is. If shaman could have another 1 mana minion with 3 health then shaman can probably win board control in the early game. It really doesn't matter that Tunnel Trogg isn't AS good as Mana Wyrm and can't snowball as much but Mana Wyrm is probably the strongest 1-drop that exists. Also you probably will just be attacking 1 health aggro minions with your Tunnel Trogg so it really doesn't matter if it gets buffed. Oh and shaman has always had difficulty with dealing 1 damage consistently, that will maybe change.
TL:DR Tunnel Trogg is really good 1-drop and kills aggro minions and can act as a ping.
but how relevant is that in a meta that is currently controlled by reno control?
To be fair the Meta will probably be crazy until a little while after the full adventure is out. The next two weeks will probably be a TON of battlecry decks and the week after that a mix of whatever the new legendary is plus reno and brann
Something that people who say Tunnel Trogg is bad don't realize is that Shaman is a class who mostly wins if he has board control. Decks have becoming more and more aggro so it has been difficult the last few expansion for shamans to win the early game. They currently have only 1 good 1-mana drop that can stay on the board, Zombie Chow that is. If shaman could have another 1 mana minion with 3 health then shaman can probably win board control in the early game. It really doesn't matter that Tunnel Trogg isn't AS good as Mana Wyrm and can't snowball as much but Mana Wyrm is probably the strongest 1-drop that exists. Also you probably will just be attacking 1 health aggro minions with your Tunnel Trogg so it really doesn't matter if it gets buffed. Oh and shaman has always had difficulty with dealing 1 damage consistently, that will maybe change.
TL:DR Tunnel Trogg is really good 1-drop and kills aggro minions and can act as a ping.
but how relevant is that in a meta that is currently controlled by reno control?
To be fair the Meta will probably be crazy until a little while after the full adventure is out. The next two weeks will probably be a TON of battlecry decks and the week after that a mix of whatever the new legendary is plus reno and brann
i hate to say this, but this weeks adventure honestly doesnt bring anything worthwhile to non reno decks imo. i think today and MAYBE even tomorrow you will see ppl trying out some mediocre battle cry decks but then realize that this week was just crap.
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I have been tinkering with a battlecry deck, but I also may just tweak a midrange and stick 2 tunnel troggs in there, anyone have a specific deck they are looking to try starting on the next wing release?
Aside from Murlock shaman by the end of LOE I will have most of what I want from LOE by tomorrow, hopefully this will actually help shaman
I think Shaman is ready to get a serious upgrade. I can't wait either!
You... You wanna buy a funnel cake?
Shaman decks that need to be experimented with:
- Battlecry Shaman
- Murlock Shaman
-Overload shaman
-Midrange shaman (featuring tunnel trogg)
Hopefully the Trogg is one of the missing pieces to the overload deck puzzle.
For those theory-crafting Shaman decks, one thing I've learned recently is that Thunder Bluff Valiant is a GREAT card even in non-totem-heavy decks. Seriously, I prefer him more than Fire Elemental at this point. Unless you have a changed hero power due to Mrrgglton or Charged Hammer, toss at least one of him into anything you play.
Building Quirky Decks Every Week, Loving Life at Rank 15!
Brann is not that strong and trogg is not better than zombie chow, i could be wrong but this expansion does not bring anything new to the shaman class besides new gimicks for your murloc decks.
THE LEGEND!!!! (not really)
No, they are not good enough. You should take a quick look at paladin card.
Something like this may work with Tunnel Trogg for an overload deck. Though it needs to be refined.
THE LEGEND!!!! (not really)
Here is what I will be running after I unlock all the cards tonight. I have an overload deck that I play whenever I have a Shaman quest, and this is pretty much that deck with Tunnel Trogg added.
Time to awaken my Nerubar Weblord
"After a thousand battles, one only sees death"
Just realized that discover is ALSO a battlecry... that is CRAZY powerful synergy with Bran.
I think the key is not to go to heavy into overload. As in the overload decks should not be trying to make monster troggs, but rather some nice turn 2 and three plays that buff it.
The intention of overload was always to "cheat" a better play out a turn or two early, do this too many times and you will be behind, hopefully with enough of the new tools we would only be overloading at most every other turn or late game when it does not matter as much.
Something that people who say Tunnel Trogg is bad don't realize is that Shaman is a class who mostly wins if he has board control. Decks have becoming more and more aggro so it has been difficult the last few expansion for shamans to win the early game. They currently have only 1 good 1-mana drop that can stay on the board, Zombie Chow that is. If shaman could have another 1 mana minion with 3 health then shaman can probably win board control in the early game. It really doesn't matter that Tunnel Trogg isn't AS good as Mana Wyrm and can't snowball as much but Mana Wyrm is probably the strongest 1-drop that exists. Also you probably will just be attacking 1 health aggro minions with your Tunnel Trogg so it really doesn't matter if it gets buffed. Oh and shaman has always had difficulty with dealing 1 damage consistently, that will maybe change.
TL:DR Tunnel Trogg is really good 1-drop and kills aggro minions and can act as a ping.