(This deck is a work in progress, I'm attempting to make one shot decks viable for competitive play, somehow -_-`)
The potential to Win in turn 4.
- Turn 2: (2)Mad bomber RNGs for 3. 27 health left - Turn 3: (2)Windfury + (1)Rock Biter/(1) Lightning Bolt [Or a lightning bolt to take care of a threat perhaps] = 12. 15 health left - Turn 4: (1) Rock Biter(x2) + (1) Lightning bolt = 15 damage 0 Health left.
Yea, I know, Completely unrealistic, but there are some decks that can pull out a bad hand and have nothing but a turn 3 drop that you zap.
This deck can win in a single round because of the amazing synergy with Windfury and buffing attack damage. The key to this deck is to buff a creature with enough attack damage to make use of windfury. A couple of snowballing cards such as the questing adventurer combined with windfury can really put a opponent down unexpectedly.
With the Windfury buffs the Shaman has available, the combinations are quite damaging coupled with all the defensive taunts a shaman has, that really keep that minion alive. (Direct removal will be more of an issue though)
-Change Log-
9/16/2013: Created
-Strengths-
- One Shot : Can bring an opponent from 30hp to 0 if certain card combinations are played. (Example Leroy jenkins + windfury + rockbitters x 2 = 28 damage on your turn)
- Early Game : Has some early game board removal through spells and weapons. (Freaken lightning storm! )
- Pressure : Massive amount of pressure due to the presence of an earth elemental out on turn 5, especially if you have ancestral spirit/Windfury buffed on him the next turn. (Even if that's silenced, that's still a powerful creature out. Actually, does silencing it remove the overload?)
- Flexible :You have a few other minions you can buff, just in case you can't get a windfury on the snowballing minions. (Turn 6 Leroy with windfury is still 14 damage, and the opponent has to respond. Turn 5 Earth Elemental as well.)
- Taunt : Some taunt makes it somewhat easier to defend your vital creatures on the board for you.
-Weaknesses -
- No Charge: (No way to give your minions charge as I can see as well -_-)Due to this you have to have a windfury minion survive one round of being on the board before you can bless it. Exception to this is Leroy. But that's just one card.
- Weak Early Game: Weak against players that have excellent early game, especially early on such as a rogue, druid, or mage with their early board clearing powers/cards)
- No Stompies : No really big stompy creatures (aside from earth elemental) (no over +7 cards), making endgame terrible if the wrong cards are drawn or you can't get the snowballing going.
- Gimicky/Curb Stomp : Waiting for the opportunity to strike with your creature may never come because you'll have to end up trading them to survive or worse the opponent will know what you're doing and go to great lengths to exterminate all your minions.
- Survivablity : If you draw the wrong cards, you might not be able to withstand a enemy's early or late game onslaught.
- LowDraw : Aside from Mana totem/far sight, there's no card draw.
(This deck is a work in progress, I'm attempting to make one shot decks viable for competitive play, somehow -_-`)
The potential to Win in turn 4.
- Turn 2: (2)Mad bomber RNGs for 3. 27 health left
- Turn 3: (2)Windfury + (1)Rock Biter/(1) Lightning Bolt [Or a lightning bolt to take care of a threat perhaps] = 12. 15 health left
- Turn 4: (1) Rock Biter(x2) + (1) Lightning bolt = 15 damage 0 Health left.
Yea, I know, Completely unrealistic, but there are some decks that can pull out a bad hand and have nothing but a turn 3 drop that you zap.
-About-
This deck can win in a single round because of the amazing synergy with Windfury and buffing attack damage. The key to this deck is to buff a creature with enough attack damage to make use of windfury. A couple of snowballing cards such as the questing adventurer combined with windfury can really put a opponent down unexpectedly.
With the Windfury buffs the Shaman has available, the combinations are quite damaging coupled with all the defensive taunts a shaman has, that really keep that minion alive. (Direct removal will be more of an issue though)
-Change Log-
9/16/2013: Created
-Strengths-
- One Shot : Can bring an opponent from 30hp to 0 if certain card combinations are played. (Example Leroy jenkins + windfury + rockbitters x 2 = 28 damage on your turn)
- Early Game : Has some early game board removal through spells and weapons. (Freaken lightning storm! )
- Pressure : Massive amount of pressure due to the presence of an earth elemental out on turn 5, especially if you have ancestral spirit/Windfury buffed on him the next turn. (Even if that's silenced, that's still a powerful creature out. Actually, does silencing it remove the overload?)
- Flexible :You have a few other minions you can buff, just in case you can't get a windfury on the snowballing minions. (Turn 6 Leroy with windfury is still 14 damage, and the opponent has to respond. Turn 5 Earth Elemental as well.)
- Taunt : Some taunt makes it somewhat easier to defend your vital creatures on the board for you.
-Weaknesses -
- No Charge: (No way to give your minions charge as I can see as well -_-)Due to this you have to have a windfury minion survive one round of being on the board before you can bless it. Exception to this is Leroy. But that's just one card.
- Weak Early Game : Weak against players that have excellent early game, especially early on such as a rogue, druid, or mage with their early board clearing powers/cards)
- No Stompies : No really big stompy creatures (aside from earth elemental) (no over +7 cards), making endgame terrible if the wrong cards are drawn or you can't get the snowballing going.
- Gimicky/Curb Stomp : Waiting for the opportunity to strike with your creature may never come because you'll have to end up trading them to survive or worse the opponent will know what you're doing and go to great lengths to exterminate all your minions.
- Survivablity : If you draw the wrong cards, you might not be able to withstand a enemy's early or late game onslaught.
- Low Draw : Aside from Mana totem/far sight, there's no card draw.
Alternative Builds
Coming eventually
Removal
Lightning Storm/ Forked / Rockbitter / Lightning bolt / Stormforged axe