I feel that they need to divide the shudderwoks, some of the builds are the old otk lifedrinker, and others re the new midrange version with thrall deathseer.
the card is only doing about 11 battcries a play. the problem is that hte card is spamed to win. so in effect, your seeing 22 battlecries from the doubling effect every time the card is played.
the deck is far from brainless. it's not easy for shamans to survive paladin normally, they have been backed into a corner with the otk deck as their only good option regardless of skill. though hagatha murlocs has been seeing some results, it's so skill intensive that it can't be played by the majority.
this deck is less than a day old and cube lock has had months to get into shape. it's a high bar, no doubt, but an infinite damage combo is worth trying to improve.
that's why you need to play the battlecry elemental before it, using fire plume to make it cost one. a minor amount of setup to create a massive swinging ten mana play. that is pretty much guaranteed to then add those copies to your hand, and if it adds murrmoring, it's gonna be 0 mana. so an elemental can bring in the needed effects behind it.
regardless. this card doesn't need to be an otk, it just can be. you can instead just have a 9 mana card that does a lot of bonkers stuff and then sets up a repeat of the action.
this deck fights for the board early on with claws and portal for the 1-3 turns. if you don't draw one, your best hope is the turn 3 taunt drop. after this moment your deck is in the mid game position. this is where you take control of the board with jade cards and a volcano drop usually. murmuring is playable on turn 5 onward. do not keep it in your opening hand. it's only barely playable earlier with a claw combo, and it's pretty lack luster there, only as a last resort to just get bodies on the board. once you get into your stronger cards, you will take control by being aggressive and forcing them to trade into you, while you hit them with 4 power and up creatures in the face. this generally puts you on the path to victory.
you should give them a mulligan guide as people don't seem to understand how to play it right ( I'm familiar with this style of deck. I just wasn't getting the balance right on technical choices. thank you for doing all that hard work.)
it's called gambling. you don't have to try it, you can play your way. if you get every quest you deem worthy to complete, can you gain an average amount, and are still in the drawing anyway. if you spam complete quests, you get the maximum potential draws, and you only get one re-roll a day anyway, and if you think about it, the only quest you can't afford to reroll is the last day set. so your rerolled quests still the the chance to roll out higher than 40. and you need to complete one every day anyway to maximize your gold production via quests.
the dip will likely not reach 1 million in worth of gold, and even if it does, it's a free currency, and that's the risk of a gamble.
kinda. more that it has multiple abilites, and one triggers in the "generic" pile for beasts, and the other triggers in the "tech power" section, which are the two beast types your choosing from. making it techincally possible to get a 10 mana king king.
the main problem with this deck is that it has too much high end and wants to setup massive combos swings, but with no setup elementals, you can't pull it off without relying on solely grumble, or wasting a big dude without his battlecry
0
I feel that they need to divide the shudderwoks, some of the builds are the old otk lifedrinker, and others re the new midrange version with thrall deathseer.
3
note quite, every class has multple decks, and nothing in there is the be all end all choice. this meta game is wide open
2
the card is only doing about 11 battcries a play. the problem is that hte card is spamed to win. so in effect, your seeing 22 battlecries from the doubling effect every time the card is played.
-3
the deck is far from brainless. it's not easy for shamans to survive paladin normally, they have been backed into a corner with the otk deck as their only good option regardless of skill. though hagatha murlocs has been seeing some results, it's so skill intensive that it can't be played by the majority.
0
this deck is less than a day old and cube lock has had months to get into shape. it's a high bar, no doubt, but an infinite damage combo is worth trying to improve.
1
that's why you need to play the battlecry elemental before it, using fire plume to make it cost one. a minor amount of setup to create a massive swinging ten mana play. that is pretty much guaranteed to then add those copies to your hand, and if it adds murrmoring, it's gonna be 0 mana. so an elemental can bring in the needed effects behind it.
regardless. this card doesn't need to be an otk, it just can be. you can instead just have a 9 mana card that does a lot of bonkers stuff and then sets up a repeat of the action.
0
it was confirmed it hurts itself, and not the hero right?
0
or you could just cast it on wild pyro several times. wipes the board with up to 4 damage, and the pyro gets up to net 4/4 bonus to stats
0
it also I assume could make the frogs when played in shaman, so you could get a spell producer with your spell production.
0
this deck fights for the board early on with claws and portal for the 1-3 turns. if you don't draw one, your best hope is the turn 3 taunt drop. after this moment your deck is in the mid game position. this is where you take control of the board with jade cards and a volcano drop usually. murmuring is playable on turn 5 onward. do not keep it in your opening hand. it's only barely playable earlier with a claw combo, and it's pretty lack luster there, only as a last resort to just get bodies on the board.
once you get into your stronger cards, you will take control by being aggressive and forcing them to trade into you, while you hit them with 4 power and up creatures in the face. this generally puts you on the path to victory.
0
you should give them a mulligan guide as people don't seem to understand how to play it right ( I'm familiar with this style of deck. I just wasn't getting the balance right on technical choices. thank you for doing all that hard work.)
1
it's called gambling. you don't have to try it, you can play your way. if you get every quest you deem worthy to complete, can you gain an average amount, and are still in the drawing anyway. if you spam complete quests, you get the maximum potential draws, and you only get one re-roll a day anyway, and if you think about it, the only quest you can't afford to reroll is the last day set. so your rerolled quests still the the chance to roll out higher than 40. and you need to complete one every day anyway to maximize your gold production via quests.
the dip will likely not reach 1 million in worth of gold, and even if it does, it's a free currency, and that's the risk of a gamble.
0
kinda. more that it has multiple abilites, and one triggers in the "generic" pile for beasts, and the other triggers in the "tech power" section, which are the two beast types your choosing from. making it techincally possible to get a 10 mana king king.
0
the main problem with this deck is that it has too much high end and wants to setup massive combos swings, but with no setup elementals, you can't pull it off without relying on solely grumble, or wasting a big dude without his battlecry
3
as much as I like him, why was matpat here? must have been because of the paintball game.
whether or not you like him, he is a very important person on the internet, so I guess he gets to go where he wants