Shaman can close out the game by T3 if you do T1 Coin, Zap-o-matic --> T2 Zap-o-matic and hit face for 6 --> T3 Flametongue Totem between and Rockbiter on one for 26 damage. Too quick for consecration, auchenai + circle, hellfire, shadowflame, defender of argus, tazdingo, etc. As unlikely of a combo as it is, if you don't have a 2 damage minion or 2 damage spell by turn 3 you can lose the game.
Seen this happen but with Rockbiters. Considering you draw into Zapomatic a rockbiter and anything else you are in a horrific position to get punched in the face its a lot worse if the Shaman goes first and youve got a slow opening. Problem is it is not as bad as zoo since 1) the shaman is investing spells/abilities into one minion. 2) losing card advantage. I think its a lot better as a finisher if you opponent can't answer your board mid-game when the shaman is at his best.
Scenario earlier this morning
Turn 1 > shaman nothing Me > 1 mana + coin nothing Turn 2 > zapomatic Me > 2 mana + coin, > Ogre Brute Turn 3 > flame totem, rockbiter (or abusive sergeant) = 14-16 dmg. Me > run ogre into totem and bomb the zapo Turn 4 > shaman Mech Yeti Me > Stabilized but 55% life gone.
I lost to a coined Whirling Zap-o-matic in Arena yesterday - what am I supposed to do? It's pretty OP imo.
Play anything? If a shaman plays Whirling zap o matic and FTT on his first two turns, they have no board control and risk losing the game. Most 1 drops counter. Leper Gnome, the spare parts mech, etc... T2 taunt minion or bluegill murloc?
Honestly though, in arena, 1s and 2 drops are important. If you don't have them, and allow a shaman to set up, that's on the player who drafted. Sometimes there is some luck involved but not picking up any removal or small drops sounds more like a poorly chosen draft.
Shaman could do this combo before if they wanted using the 3/1 windfury minion. Only difference is overload. 3/1 on T1. Rockbiter T2. Rockbiter + FTT on T3 for the win. Are people saying they couldn't kill this minion beforehand? But no one ever used this combo in constructed or arena because it was easily countered. Just like this one.
Well, I got very good potential start in one arena. Starting with zap-o-matic lightning bolt, rockbitter weapon and crackle (+coin) in my hand. I had big chance to attack for 12 turn 2 and kill almost anything that got in the way in turn 2 and 3 where I could inflict at least 18 dmg with whirling if opponent had no direct removal, but guess what... I coined whirling turn 1 and Turn 2 opponent played dumb gilblin stalker I was so pissed... I lost the game in the end, but the whirling dmg protected with 3 removal spells could be easily a big threat early game.
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Turn 1 - Coin + Whirling Zap-o-matic
Turn 2 - Flametounge Totem = 10 Dmg
Turn 3 - Second Whirwing Zap-o-matic = 10 Dmg,
Turn 4 - 20 Dmg.
Assuming you get a perfect draw and your opponent is stupid enough to let you build a perfect combo without answering..... hrmmm yeah.
''Haters so fake, leave me alone
They ask for a steak, I feed em' bone, ahhhh "
2x Holy Smite has made its way back into Priest control already.
In contruct deck this wouldn't of been a case since its easy to clear the board by 4th turn, but in arena you don't always get the right cards :/.
I lost to a coined Whirling Zap-o-matic in Arena yesterday - what am I supposed to do? It's pretty OP imo.
Shaman can close out the game by T3 if you do T1 Coin, Zap-o-matic --> T2 Zap-o-matic and hit face for 6 --> T3 Flametongue Totem between and Rockbiter on one for 26 damage. Too quick for consecration, auchenai + circle, hellfire, shadowflame, defender of argus, tazdingo, etc. As unlikely of a combo as it is, if you don't have a 2 damage minion or 2 damage spell by turn 3 you can lose the game.
Seen this happen but with Rockbiters. Considering you draw into Zapomatic a rockbiter and anything else you are in a horrific position to get punched in the face its a lot worse if the Shaman goes first and youve got a slow opening. Problem is it is not as bad as zoo since 1) the shaman is investing spells/abilities into one minion. 2) losing card advantage. I think its a lot better as a finisher if you opponent can't answer your board mid-game when the shaman is at his best.
Scenario earlier this morning
Turn 1 > shaman nothing
Me > 1 mana + coin nothing
Turn 2 > zapomatic
Me > 2 mana + coin, > Ogre Brute
Turn 3 > flame totem, rockbiter (or abusive sergeant) = 14-16 dmg.
Me > run ogre into totem and bomb the zapo
Turn 4 > shaman Mech Yeti
Me > Stabilized but 55% life gone.
Play anything? If a shaman plays Whirling zap o matic and FTT on his first two turns, they have no board control and risk losing the game. Most 1 drops counter. Leper Gnome, the spare parts mech, etc... T2 taunt minion or bluegill murloc?
Honestly though, in arena, 1s and 2 drops are important. If you don't have them, and allow a shaman to set up, that's on the player who drafted. Sometimes there is some luck involved but not picking up any removal or small drops sounds more like a poorly chosen draft.
Shaman could do this combo before if they wanted using the 3/1 windfury minion. Only difference is overload. 3/1 on T1. Rockbiter T2. Rockbiter + FTT on T3 for the win. Are people saying they couldn't kill this minion beforehand? But no one ever used this combo in constructed or arena because it was easily countered. Just like this one.
Well, I got very good potential start in one arena. Starting with zap-o-matic lightning bolt, rockbitter weapon and crackle (+coin) in my hand. I had big chance to attack for 12 turn 2 and kill almost anything that got in the way in turn 2 and 3 where I could inflict at least 18 dmg with whirling if opponent had no direct removal, but guess what... I coined whirling turn 1 and Turn 2 opponent played dumb gilblin stalker I was so pissed... I lost the game in the end, but the whirling dmg protected with 3 removal spells could be easily a big threat early game.