I dig this man, it looks like it'll be a very enjoyable deck. The early game is sort of troubling and I would think Zoo would decimate it. but otherwise it looks very fun.
Yes I agree that a deck this slow and based on it's huge minions and combos will struggle with early game, however I'm hoping that a injured bladmaster, egg, lightning storm, ancestral healing, your hero power, flametounge totem will at-least let you get some time you need.
It's just to slow, it has to many dead cards and you need board control to have the room to spend the mana doing these combos.It looks good on paper, but to support such combos you need to make your deck a lot different, mostly because of Draw problems and the deck is so slow it will lose a lot on ladder as of now.
Wait, ancestral spirit has been revorked to be a deathrattle? Why is there no period with increased dust amount for disenchanting? Right now it seems like a buff but in the future cards with anti-deathrattle effects (other than silence) will surely be introduced, making it a nerf.
Wait, ancestral spirit has been revorked to be a deathrattle? Why is there no period with increased dust amount for disenchanting? Right now it seems like a buff but in the future cards with anti-deathrattle effects (other than silence) will surely be introduced, making it a nerf.
soulbound
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If you Hex a Murloc... it really isn't much of a change, is it?
Since the deck have a powerful lategame while suffering from a weakness of being slow to get off; perhaps the Mana Tide Totems can be replaced by Feral Spirits to shore up the early game without drastically reducing the deck's power - having them behind a huge giant wall is nice but more often than not they'll just cycle. Plus the deck seems perfect to include a Leeroy which would add so much burst potential with rockbiters/flametongue/windfury/faceless allowing you to close out games much faster than the current version - cutting perhaps the Baron though without testing it out it's impossible to tell if the card'd be massive value gain or just too situational.
Ancestral Spirit's effect hasn't been changed in the slightest, all they've done was re-errata the card for clarification. It works the same way as it used to, meaning that extra dust for disenchanting isn't needed
Those cards are way too slow in this deck, and you won't always be able set up your combos. You need to have a backup, so I'd suggest adding Feral Spirit and other early-game cards to balance out this top-heavy deck.
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I think shaman's unique card allows for some awesome op combos check out this theory deck that I have built for when all naxx cards are released.
http://www.hearthpwn.com/decks/77387-shaman
Mostly Harmless
Mostly Harmless
Lol from this angle int kinda looks like a legendary warrior deck but for shaman... maybe Alex could find it's way in here...
Mostly Harmless
I dig this man, it looks like it'll be a very enjoyable deck. The early game is sort of troubling and I would think Zoo would decimate it. but otherwise it looks very fun.
This deck is solid, the guy who made it deserves to be a pro deck builder. If you make it to late game it is very hard to lose. Thanks Revtroz!
Yes I agree that a deck this slow and based on it's huge minions and combos will struggle with early game, however I'm hoping that a injured bladmaster, egg, lightning storm, ancestral healing, your hero power, flametounge totem will at-least let you get some time you need.
Mostly Harmless
What would you think about changing to deal with aggro? all though who knows what the meta will look like come the end of Naxx lol...
Mostly Harmless
It's just to slow, it has to many dead cards and you need board control to have the room to spend the mana doing these combos.It looks good on paper, but to support such combos you need to make your deck a lot different, mostly because of Draw problems and the deck is so slow it will lose a lot on ladder as of now.
Wait, ancestral spirit has been revorked to be a deathrattle? Why is there no period with increased dust amount for disenchanting? Right now it seems like a buff but in the future cards with anti-deathrattle effects (other than silence) will surely be introduced, making it a nerf.
soulbound
If you Hex a Murloc... it really isn't much of a change, is it?
Since the deck have a powerful lategame while suffering from a weakness of being slow to get off; perhaps the Mana Tide Totems can be replaced by Feral Spirits to shore up the early game without drastically reducing the deck's power - having them behind a huge giant wall is nice but more often than not they'll just cycle. Plus the deck seems perfect to include a Leeroy which would add so much burst potential with rockbiters/flametongue/windfury/faceless allowing you to close out games much faster than the current version - cutting perhaps the Baron though without testing it out it's impossible to tell if the card'd be massive value gain or just too situational.
What are you talking about? it's a rare.
sorry thought you were talking about ancestral healing
If you Hex a Murloc... it really isn't much of a change, is it?
Ancestral Spirit's effect hasn't been changed in the slightest, all they've done was re-errata the card for clarification. It works the same way as it used to, meaning that extra dust for disenchanting isn't needed
I'd actually cut Sylvanas Windrunner, 1 Faceless Manipulator and 1 Mana Tide Totem. Maybe even the 2 Flametongue Totems.
Those cards are way too slow in this deck, and you won't always be able set up your combos. You need to have a backup, so I'd suggest adding Feral Spirit and other early-game cards to balance out this top-heavy deck.