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    posted a message on Cheap/Easy way to beat Lich King

    Shouldn't you include a bunch of 0 drops to make it quicker/easier to fill the board on the turn you try to roll a radiant/apprentice? Worst case if you fail to get either you can restart the mission a turn or two earlier.

     

     

    Posted in: Cheap/Easy way to beat Lich King
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    posted a message on Top 1 [72% WR] Aggro Shaman

    Oh grow up. For you to compare my deckbuilding decisions to cutting Keleseth from a Zoo deck, especially after I spent a paragraph explaining why Angler and Nimbus are analogous, is frankly just an insult. There is no other 2 drop that does anything like what Prince Keleseth does. Nimbus and Angler are both 2 drops that generate a random minion(s) from [tribe]. If you want to argue by analogy, find a better analogy.

    To act like there is no tradeoff in your deckbuilding decisions is likewise moronic, especially after you've been informed that an alternative list does better in certain matchups. You can argue that your build is better suited for the present meta, has a better winrate against the expected field, whatever, but to claim it is *strictly* better is just a pigheaded denial of facts and stats. Your deck has no 1 drops that it actually wants to play on turn 1, and only Angler and Likkim on 2. Obviously that's going to cost some percentage points against Zoo and murloc shaman. Now that may still be the best decision, but to act like there is no downside attached whatsoever is childish.

    Any reasonable deckbuilding decision, and most things in life generally, involves a compromise. That's why even at the end of a season there are still dozens of small variations on all the major decklists. Whether rock, paper or scissors is superior depends on what element your opponent chose.

    Posted in: Top 1 [72% WR] Aggro Shaman
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    posted a message on Top 1 [72% WR] Aggro Shaman

    It's a tradeoff. Having more Turn 1 and 2 plays makes matchups against decks w/o early plays even more onesided and gives you better game against tokens and zoo. The downside is that pirate is not a one-drop you want to play into an eternium rover, mecharoo or turn two hero power when going second.

    Regarding Angler vs. Nimbus, again, it's a tradeoff +1 health and potential to generate murlocs versus a guaranteed elemental and potential to generate one more with earthen might. I like the idea of Angler, because the health is certainly relevant, but with only 4 murlocs in the deck it seems to me it's just a river croc or arcane servant in many games. Random elementals are often what wins me games vs warrior in particular b/c they allow me to put stats on the board w/o committing "real" cards, not to mention potential highrolls like generating a second electra, celestial emissary or Al-Akir for extra burst damage they can't account for.

    Posted in: Top 1 [72% WR] Aggro Shaman
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    posted a message on Burn Shaman

    I've considered it, but IMO you'd have to retool the deck significantly to make Bloodlust a reliable win condition. For one, you'd probably want to swap Earth Shock for a Hex so you can chain into Bloodlust with Spirit of the Frog, and you'd probably want to include Feral Spirits, Rain of Toads and/or Soul of the Murloc as well.

    In my experience, even when you can set up a wide board of elemental tokens, that's typically not where the last bits of face damage come from. They're great for clearing enemy boards but terrible at sticking around to hit face. I tend to close out my games with weapon swings and direct burn damage, so the deck is laser-focused on ensuring that I hit those finishers.

    All that said, token/bloodlust shaman is a good deck in it's own right, just hard to combine with this one.

    Posted in: Burn Shaman
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    posted a message on Top 1 [72% WR] Aggro Shaman

    The Windfury ability is on the Doomhammer, not the hero. Once it breaks, you lose the ability to attack twice, so the only way you get a  second attack is with the DH (still) equipped.

    Posted in: Top 1 [72% WR] Aggro Shaman
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    posted a message on Top 1 [72% WR] Aggro Shaman

    I've been playing a list that's 6 cards off from this deck for over a month now (Southsea deckhand, Dire Wolf Alpha & Menacing Nimbus instead of Underbelly angler, Unbound Elemental and Feral Spirits) . Glad to see people picking up on miracle shaman, I was beginning to feel like a crazy person for running it.

     

    Might try out this list later, the deckhands have definitely felt sub-optimal.

    I also find it curious that you say hunter is your best matchup. For my version it's definitely mage (80/20 last season), with hunter around a 60/40 favourable.

    Posted in: Top 1 [72% WR] Aggro Shaman
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    posted a message on It Is Time To Nerf SN1P-SNAP?
    Quote from CoKrokToPrd >>

    I just lost on turn 5 against a warlock who had Summoning Portal and Mechwarper on the board and then just OTKd me with endless SnipSnap...i could have maybe played around that. But i just didnt expect it...in general its ******** to have an endless turn where you can buff your 2/3 mech with magnetic mechanic to 22 attack xD

    If it's the first time you've ever seen the combo then I suppose you wouldn't think to play around it, but if you know the combo then you really don't have an excuse to leave a summoning portal up, especially in wild. It's a three card combo that requires at least one mech in play to work as an OTK and requires you to play the otherwise useless summoning portal.

     

    I really don't think that's the most problematic aspect of Snip-Snap.

    Posted in: General Discussion
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    posted a message on Heroic Drakkisath The Firelord?

    I hated this boss so much. Beating him with mostly basic cards was a pain in the ass, even with the Majordomo cheesing approach. Definitely one of the least fun bosses, IMO.

    Posted in: Heroic Drakkisath The Firelord?
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    posted a message on Weekly Card Design Competition - Season 9 Finale Poll!

    I'm a bit surprised how many of these designs I *really really* dislike, either for being needlessly complex, introducing new keywords/mechanics or just pointlessness. My favourite by far is the shipwrecked buccaneer, which flawlessly combines flavour and functionality and even manages to incorporate an existing card. 

    For runners up I guess Cowardly Knight and Modgud come in at #2 and #3. Cowardly knight is a funny card, but it has some synergy with hand buffs and/or cards that care about playing cheap stuff, so I could see it being made in a set that encourages paladin weenies. Of course the downside to buffing it is that it loses the buffs whether it dies or gets bounced.

    Modgud is sweet in that is pushes shadow mage, although it'd need support from other cards to make that as a viable strategy.

     

    Honourable mentions go to Tentacle Hatch, which is another good example of combining old and new mechanics. The only problem I see with it is that it's underpowered, but hard to balance. At 1 mana, it might be too strong, if it made 2 mana 2/2 slimes you'd lose the C'thun flavour and if it gave +2/+2 then you'd lose the symmetry between the tentacles and the buffs. 

     

    Posted in: Fan Creations
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    posted a message on If you have all the Legendaries from RoS, but one is Golden, will you open a regular duplicate of it next?

    It counts both golden and normal legendaries in your collection so you'd just get a random legendary.

     

    But man I still remember how bad I felt when I opened up my first redundant legend and it was Wilfred Fizzlebang. Mind you I'd already pulled a golden one that I wasn't using either, and i had a tiny collection at the time so it was incredibly unlikely/unlucky.

    Posted in: General Discussion
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    posted a message on It Is Time To Nerf SN1P-SNAP?

    Discounting it to zero with mechwarper + corpse widow and the like strikes me as a meme, but even at one mana the card is incredibly nutty, and that's doable with 2 cards in standard: Summoning Portal and the now nerfed reckless experimenter.

     

    clearly not the most well-thought-through card ever printed.

     

    Edit: I don't think this card is OP in the sense that it single-handedly decides games, I think it's much too flexible and over-statted for the cost. If you need to go wide, it does that. If you need to go tall, it does that as well. It provides some recovery from board clears and it facilitates effective trades. Typically a card that is this multi-purpose costs you an extra mana or two in stats. Compare it to Ziliax. Is rush lifesteal taunt divine shield worth more mana than echo and deathrattle? Debatable, but probably. Is it worth two more? Ehhhh....

    Posted in: General Discussion
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    posted a message on Rolling Thunder | Sn1p-Sn4p Mech Shaman

    Good point. The rushing tokens from voltaic burst and thunderhead are a lot easier to use with cult master than normal ones are. Hadn't thought of that. Seems like a very viable idea to explore. The Master also has better stats and a better/more consistent effect for only one mana more. However it does glut the four slot in this deck.

    Posted in: Rolling Thunder | Sn1p-Sn4p Mech Shaman
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    posted a message on Miracle Shaman 82% Winrate Rank 5 to Legend

    You could consider adding a few more early minions in place of cards like mutate and totem smash. They help give you a fighting chance if your opponent has early plays and against slower decks like warrior and mage they can get in for more damage than an actual burn spell. I run double southsea, double menacing nimbus and double dire wolf alpha. The nimbus is a great target for earthen might and generating random elementals gives you stuff to play if you don't draw your thunderhead or frog.

    Even if you do draw thunderhead or frog you can often bait removal on your random elementals if you play them out first (vs control, obviously).

    Posted in: Miracle Shaman 82% Winrate Rank 5 to Legend
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    posted a message on Miracle Shaman 82% Winrate Rank 5 to Legend

    I've been running a very similar list for about a few weeks now, took it to legend last month. I'm glad to see burn/miracle shaman decks catching on now because I seemed to be the only one playing it. I've literally never come across it on ladder to date.

    My list has less spells in favour of menacing nimbus, dire wolf alpha and southsea deckhand, as well as a second voltaic burst and a single earth shock. That way you're less reliant on Frog and you can get in quite a bit of chip damage with expendable minions against slow decks like Warrior or conjurer mage. 

    I'm also curious if you don't run into trouble drawing the wrong card off Frog more often if you include cards like Totem smash. It's bad enough when you want an Earthen Might and get a Rockbiter instead, but it seems to me not rolling a 1 mana overload spell can just cost you the game at times b/c of thunderhead and likkim.

    Anyway, cool list, might try it out later, glad to see the archetype is catching on.

    https://www.hearthpwn.com/decks/1277586-burn-shaman

    Posted in: Miracle Shaman 82% Winrate Rank 5 to Legend
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