With the shaman murloc cards looking like they can go a bit more late into the game, with a 7 and 4 drop that both involve card draw, and mana tide totem being a card draw that might have to get ignored for your murlocs. in you could play midrange murloc with t5- 10 kill. This would use shaman value cards to keep your murlocs alive early game, preferably playing mainly shaman midrange non murloc cards, playing a bit more slowly using smart trades, than going all in when you the jeeves, neptulon, bloodlust, or slitfin spiritwalker shows up. Just an Idea. Thoughts.
Forgot to mention control hunter, but simply because healing would I say control shaman would exist, because even if it is just one heal card, and maybe with neutral antique repair bot, it can be viable. Heal was all it needed. Rush needs card draw. Shaman has no card draw. Even with draw card when murloc dies card, at 4 they will be essentially dead, or your murlocs will be, and your hand is empty
Rush pally rush rouge, control shaman areDecks I think blizz want to do. Auc nerf wasn't needed, soulfire and flare yes. Good foresight on soulfire with mech zoo likely to run soulfire unnerfed. Undertaker nerf can't happen because mech deck would crush deathrattle
I agree, even though a 1/11 for 5 might have amazing stats, being plus one for total stat value, it would suck because it has 1 attack, letting it trade with three drops like say injured blademaster. there is a reason no one choses a 10/5 ancient of war. 1 health or one attack makes a bad minion.
charge and divine shield by themselves are ok but together it essentially acts as direct damage. Force of nature suck by itself most of the time, but with savage roar it is amazing. the meta also makes amazing cards redundant. Malygos is amazing stat and ability-wise, but isn't run because of how slow it is.
dark cultist, truesilver, swipe, death's bite, consecration, fireball, flamestrike, hex, fire elemental, eviscerate, northshire cleric, power word shield, druid of the claw, harvest golem, soulfire, shadow word death, water elemental, earthen ring farseer, and more
VS
south sea captain, lightwell, captains parrot, kidnapper, hungry crab, mind games, angry chicken, alarm-o-bot, bite, savagery, coldlight oracle, headcrack, holy wrath, manna wraith, and this doesn't even have legendaries
All are going second with out the aid of millhouse by opponent
and just a little bit of luck
Rouge, tun 2 manna addict, turn 3 prep, evis face prep evis face, coldblood 2x on addict and coin. uses every card in hand and overkills by 2
Warlock, turn one tidecaller coin tidecaller, turn 2 tide hunter, swing for 4 and 3, turn 3 warleader, swing for 7, 6, 4, 3, then soulfire face, overkills by one and you should have one card in hand.
Shaman, the famous double dust devil plus rockbiter/ flametounge/double lightning bolt kills on turn 3
Hysteria's manna addict turn 2 turn 3 windfury coin double rockbiter, also wins on turn 3
preist, turn one lightwarden coin lightwarden turn 2, enemy plays a minion with more then one health, you play pyro, silence his minion, double circle, and swing for 17 each doing 34 damage
Mage, turn one coin apprentice turn 2 swing for 3 and play manna addict, turn 3 swing for 3, then frostbolt, arcane missles, icelance 2x to face, and swing for 9 and he is at one. Ping face. Win.
Druid, Same as warlock, but instead of soulfire, double innervate warleader before attacking for a 7 damage overkill
Hunter turn one coin double young dragonhawk, turn 2 timberwolf 2x swing for 12, turn 3 hero power and hit for 16 with everything and you win
Warrior, worgen infiltrator double wisp turn one turn 2 coin raging worgen swing for four, turn three inner rage 2x and rampage on raging worgen, swings twice at 11 for 22 bring them to 4, then weenies swing for four
paladin, turn one young dragonhawk, turn 2 double blessing of might swing for 14, turn 3 swing for 14 again and deal 2 damage in any way. I would coin out blessing of kings, but playing a wisp turn 1 would also do it
MCT is a tech card. If the meta has lots of zoo, shaman, shockadin, or any kind of board flood deck, it will be played. Interestingly enough, it is pretty much a tech card opposite of BGH, used in an opposite meta. Oh, and it was played at legend at one time
-1 black knight swap lightning bolt for rockbiter Hiding dust devils behind what is essentially a 7/16 taunt and buffing it -1 wild pyro with rockbiter is a funny way of ending the game.
0
does unlock or do damage first? if so t1 dust devil coin dust devil turn 2 you can kill their response then t3 upload to youtube
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With the shaman murloc cards looking like they can go a bit more late into the game, with a 7 and 4 drop that both involve card draw, and mana tide totem being a card draw that might have to get ignored for your murlocs. in you could play midrange murloc with t5- 10 kill. This would use shaman value cards to keep your murlocs alive early game, preferably playing mainly shaman midrange non murloc cards, playing a bit more slowly using smart trades, than going all in when you the jeeves, neptulon, bloodlust, or slitfin spiritwalker shows up. Just an Idea. Thoughts.
example,http://www.hearthpwn.com/deckbuilder/shaman#10:2;88:1;214:1;217:1;222:2;256:2;270:1;289:2;357:2;390:1;420:2;424:2;491:2;613:1;12176:1;12216:2;12274:2;12277:2;12292:1;
I am no master deck builder, tell me what would work better with the concept in your opinion
Now, acually, I probably could have just said play like midrange untill you see one of the cards I listed and go all in with murlocs
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That was a fast reply
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Heals face for 7 unless silenced or it survives a turn to heal 4 more. Think about it compared to holy light, it gives control shaman a shot
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Forgot to mention control hunter, but simply because healing would I say control shaman would exist, because even if it is just one heal card, and maybe with neutral antique repair bot, it can be viable. Heal was all it needed. Rush needs card draw. Shaman has no card draw. Even with draw card when murloc dies card, at 4 they will be essentially dead, or your murlocs will be, and your hand is empty
0
Rush pally rush rouge, control shaman areDecks I think blizz want to do. Auc nerf wasn't needed, soulfire and flare yes. Good foresight on soulfire with mech zoo likely to run soulfire unnerfed. Undertaker nerf can't happen because mech deck would crush deathrattle
0
I agree, even though a 1/11 for 5 might have amazing stats, being plus one for total stat value, it would suck because it has 1 attack, letting it trade with three drops like say injured blademaster. there is a reason no one choses a 10/5 ancient of war. 1 health or one attack makes a bad minion.
charge and divine shield by themselves are ok but together it essentially acts as direct damage. Force of nature suck by itself most of the time, but with savage roar it is amazing. the meta also makes amazing cards redundant. Malygos is amazing stat and ability-wise, but isn't run because of how slow it is.
2
dark cultist, truesilver, swipe, death's bite, consecration, fireball, flamestrike, hex, fire elemental, eviscerate, northshire cleric, power word shield, druid of the claw, harvest golem, soulfire, shadow word death, water elemental, earthen ring farseer, and more
VS
south sea captain, lightwell, captains parrot, kidnapper, hungry crab, mind games, angry chicken, alarm-o-bot, bite, savagery, coldlight oracle, headcrack, holy wrath, manna wraith, and this doesn't even have legendaries
0
thats on there.
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Every single class has a turn 3 kill!
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I put that down already
0
All are going second with out the aid of millhouse by opponent
and just a little bit of luck
Rouge, tun 2 manna addict, turn 3 prep, evis face prep evis face, coldblood 2x on addict and coin. uses every card in hand and overkills by 2
Warlock, turn one tidecaller coin tidecaller, turn 2 tide hunter, swing for 4 and 3, turn 3 warleader, swing for 7, 6, 4, 3, then soulfire face, overkills by one and you should have one card in hand.
Shaman, the famous double dust devil plus rockbiter/ flametounge/double lightning bolt kills on turn 3
Hysteria's manna addict turn 2 turn 3 windfury coin double rockbiter, also wins on turn 3
preist, turn one lightwarden coin lightwarden turn 2, enemy plays a minion with more then one health, you play pyro, silence his minion, double circle, and swing for 17 each doing 34 damage
Mage, turn one coin apprentice turn 2 swing for 3 and play manna addict, turn 3 swing for 3, then frostbolt, arcane missles, icelance 2x to face, and swing for 9 and he is at one. Ping face. Win.
Druid, Same as warlock, but instead of soulfire, double innervate warleader before attacking for a 7 damage overkill
Hunter turn one coin double young dragonhawk, turn 2 timberwolf 2x swing for 12, turn 3 hero power and hit for 16 with everything and you win
Warrior, worgen infiltrator double wisp turn one turn 2 coin raging worgen swing for four, turn three inner rage 2x and rampage on raging worgen, swings twice at 11 for 22 bring them to 4, then weenies swing for four
paladin, turn one young dragonhawk, turn 2 double blessing of might swing for 14, turn 3 swing for 14 again and deal 2 damage in any way. I would coin out blessing of kings, but playing a wisp turn 1 would also do it
1
what about manna addict?
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MCT is a tech card. If the meta has lots of zoo, shaman, shockadin, or any kind of board flood deck, it will be played. Interestingly enough, it is pretty much a tech card opposite of BGH, used in an opposite meta. Oh, and it was played at legend at one time
-6
I doesn't work as well but it is SO funny
-1 black knight swap lightning bolt for rockbiter Hiding dust devils behind what is essentially a 7/16 taunt and buffing it -1 wild pyro with rockbiter is a funny way of ending the game.
+2 dust devil