This is my first post. Been playing Shaman for quite a while, mostly netdecking different control shamans, and improvising on my own.
Just to share my thoughts and garner some constructive brainstorming from my fellow Shaman friends. This is NOT a right or wrong thread, I am right and so are you. =)
1 - Azure Drake --> Bloodmage Thalnos
Sometimes, all you need is that 1 extra spell damage in earlier turns. Earth shock and kill off that mad scientist at t3. Kill off all the quartermaster's 3/3 silver hand guys with confidence from your lightning storm, and also against 3 health minion zoo at t5. A 100% chance is better than a 25% chance for that +1 damage totem.
2 - Whirling Zap-o matic --> Acidic Swamp Ooze
I have been using Ooze recently as more and more people are using weapons after GvG (I hate those GvG rogues). Every charge that you take off a weapon is equivalent to a minion (or a card) saved for board control. Harrison could be nice, but that depends on your curve, and a no-no if you are using Neptulon. Use it on t2 if the opponent has no mobs on board, to possibly force (an waste) a removal.
3 - Haunted Creeper --> Annoy-o-Tron
This is highly debatable. While I certainly missed my haunted creeper, but the latter has great synergy with powermace, and the 2 taunts are lovely to hide your low hp fire elemental, or totems. Guess it depends on your build.
4 - Crackle <--> Lightning bolt
I'm not actually using LB right now, but I change it to LB when I'm facing lots of aggro. Crackle is an unrealiable overkill in most cases.
5 - Feral Spirit --> Sludge Belcher
Feral spirit should not be used in t3, unless you are clear on what to do with 2 mana crystals on t4. So I figured I might as well use Sludge on t5 (or later), as it cannot be removed in one move. Yup, even with the risk of The Black Knight lurking. Don't you hate it when your 2 feral spirits die on t4 to hellfire or that priest auchenai soulpriest + circle of whatever combo?
6 - Any place for Pyromancer?
Pyromancer comes in handy to clear the Paladin's muster for battle (before they get quartermastered). But the real reason I am using Pyromancer is that he is actually a +1 spell damage (though your mobs will lose 1 health). Use pyromancer + lightning storm/earth shock similar to cases described for Bloodmage Thalnos above. Pyromancer + Hex also helps to clear that frog. I hate taunted frogs, they always get in the way. =)
7 - Use 3 high mana legends instead of 2.
Most cookie cutters suggest Al'Akir the Windlord. I add on Neptulon and Dr Boom. This increases the chance that I can send out a useful legend at t7 and hopefully try and pressure my opponent.
8 - Minimise the overloads.
2 crackles, 2 lightning storm, 1 neptulon - these are my only overloads. I dislike being caught with pants down on my next turn. No doomhammers, no doggies. =)
9 - Need of Card draw?
Never really run out of cards, just using a bloodmage, 1 azure drake and neptulon. My curve is probably a little higher, which I can afford to with minimal overloads. When people say Shaman has bad card draws, do they mean they run out of cards, or do they prefer more options?
Feel free to share your take on control shaman. Like adding a Deathwing to a deck to deal with card draw issues? side: I miss Crusher Shaman - ancestral spirit seems so hard to connect with a faster meta.
This is my first post. Been playing Shaman for quite a while, mostly netdecking different control shamans, and improvising on my own.
Just to share my thoughts and garner some constructive brainstorming from my fellow Shaman friends. This is NOT a right or wrong thread, I am right and so are you. =)
1 - Azure Drake --> Bloodmage Thalnos
Sometimes, all you need is that 1 extra spell damage in earlier turns. Earth shock and kill off that mad scientist at t3. Kill off all the quartermaster's 3/3 silver hand guys with confidence from your lightning storm, and also against 3 health minion zoo at t5. A 100% chance is better than a 25% chance for that +1 damage totem.
2 - Whirling Zap-o matic --> Acidic Swamp Ooze
I have been using Ooze recently as more and more people are using weapons after GvG (I hate those GvG rogues). Every charge that you take off a weapon is equivalent to a minion (or a card) saved for board control. Harrison could be nice, but that depends on your curve, and a no-no if you are using Neptulon. Use it on t2 if the opponent has no mobs on board, to possibly force (an waste) a removal.
3 - Haunted Creeper --> Annoy-o-Tron
This is highly debatable. While I certainly missed my haunted creeper, but the latter has great synergy with powermace, and the 2 taunts are lovely to hide your low hp fire elemental, or totems. Guess it depends on your build.
4 - Crackle <--> Lightning bolt
I'm not actually using LB right now, but I change it to LB when I'm facing lots of aggro. Crackle is an unrealiable overkill in most cases.
5 - Feral Spirit --> Sludge Belcher
Feral spirit should not be used in t3, unless you are clear on what to do with 2 mana crystals on t4. So I figured I might as well use Sludge on t5 (or later), as it cannot be removed in one move. Yup, even with the risk of The Black Knight lurking. Don't you hate it when your 2 feral spirits die on t4 to hellfire or that priest auchenai soulpriest + circle of whatever combo?
6 - Any place for Pyromancer?
Pyromancer comes in handy to clear the Paladin's muster for battle (before they get quartermastered). But the real reason I am using Pyromancer is that he is actually a +1 spell damage (though your mobs will lose 1 health). Use pyromancer + lightning storm/earth shock similar to cases described for Bloodmage Thalnos above. Pyromancer + Hex also helps to clear that frog. I hate taunted frogs, they always get in the way. =)
7 - Use 3 high mana legends instead of 2.
Most cookie cutters suggest Al'Akir the Windlord. I add on Neptulon and Dr Boom. This increases the chance that I can send out a useful legend at t7 and hopefully try and pressure my opponent.
8 - Minimise the overloads.
2 crackles, 2 lightning storm, 1 neptulon - these are my only overloads. I dislike being caught with pants down on my next turn. No doomhammers, no doggies. =)
9 - Need of Card draw?
Never really run out of cards, just using a bloodmage, 1 azure drake and neptulon. My curve is probably a little higher, which I can afford to with minimal overloads. When people say Shaman has bad card draws, do they mean they run out of cards, or do they prefer more options?
Feel free to share your take on control shaman. Like adding a Deathwing to a deck to deal with card draw issues?
side: I miss Crusher Shaman - ancestral spirit seems so hard to connect with a faster meta.