It's not completely original as I've played a similar deck (with Doomhammers natch) for the past two expansions, with middling success. But at least that means I know 7 is the right number of weapons to go with the Buzzkills.
Sir Finley, the Intrepid can only be proc'd by the Shroomscavates, but hopefully those can be tutored with some consistency thanks to always being offered by Flowrider. If not, I may drop the Finley or the whole Excavate angle.
I mean it's a 1-drop 2/2. So that's the main idea. In certain situations the Snake Oil can also combo with the spell damage to act as emergency removal, or can add +1 attack to the Slitherspears.
He's only good when your opponent's health is low enough that it gets restrictive. He's a "I can't quite kill you this turn, but you can't stabilize either" button.
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This is pretty out-of-date now, but I'd like to hope something similar with some new cards can still be successful ... LMK if you find it!
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The rest of the DH cards from Perils show up in Shaman Deckbuilding once I select Cookie. Adrenaline Fiend still does not.
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It's not completely original as I've played a similar deck (with Doomhammers natch) for the past two expansions, with middling success. But at least that means I know 7 is the right number of weapons to go with the Buzzkills.
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Thanks.
For now, I replaced one Southsea Deckhand with Bloodmage Thalnos, and stuck the other in an E.T.C. along with Thrall's Gift and Mind Control Tech.
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I think I'm going to ditch one copy of Southsea Deckhand. Since it's more of a combo piece than a proactive 1-drop.
For the moment, I'm open to suggestions of what to replace it with.
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Zilliax Deluxe 3000: Haywire/Power
4 Mana 5/7 Mech
At end of turn, deal 3 damage to your hero
At start of turn, double its Attack
Wandmaker Options in Standard:
Comments on Weaker Choices:
Spirit Claws can only be proc'd by Novice Zappers or Wrath of Air Totem. But a 1/3 weapon is still fine on turn 1, and they can still be fed to Grimtotem Buzzkill to draw.
Sir Finley, the Intrepid can only be proc'd by the Shroomscavates, but hopefully those can be tutored with some consistency thanks to always being offered by Flowrider. If not, I may drop the Finley or the whole Excavate angle.
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I mean it's a 1-drop 2/2. So that's the main idea. In certain situations the Snake Oil can also combo with the spell damage to act as emergency removal, or can add +1 attack to the Slitherspears.
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I pretty much always use it on enemy minions. So ... no, not really.
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He's only good when your opponent's health is low enough that it gets restrictive. He's a "I can't quite kill you this turn, but you can't stabilize either" button.
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I thought this would be a meme, but then with some adjustments it actually started to feel strong ...
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Curiously, this deck is doing much better in Wild than in Twist.
I'm guessing it's because I'm at low ranks in Wild playing newbies, while Twist is full of experienced players even at the low ranks for the moment.
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Many Questlines were powerful enough that they had good synergy cards delayed until after they rotated. You mentioned only two of them.
I do think it will be a Questline-dominated meta.
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Ok, pretty smooth climb from Diamond 10 to Diamond 6 too.
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It's working well for me, but I'm only at low diamond.
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Shouldn't this complaint have happened back in Un'goro when you couldn't generate Quests?