Yeah, thinking about it 2 deaths may not be necessary if we're trying to close out games quickly. I'll cut one for a Psyfiend as I'd like to maintain a high density of Shadow spells.
Loot Hoarder seems like it may be a little slow. It's (typically) outclassed as a card draw option these days and this list already features a good deal of draw/card generation.
The majority of these just need a cost adjustment.
Cho'gall could possibly read: "Battlecry: For the rest of the game, your spells cost Health instead of Mana." A little scary. May need a cost boost but a way better effect.
A couple ideas for Sherazin (all of which keep the dormant effect):
-"Revive when you play 3 cards in a turn."
-"Revive once you've played 4 cards."
-"Revive once either player plays 4 cards in a turn."
-"Revive once your opponent plays 3 cards in a turn."
The post by Blizzard clearly states why the cards were nerfed. The meta is very balanced right now, but the playstyle of certain decks is not generally fun to play against. Sorry if you like playing 15-20 minute games back to back to back, but not everyone does. And that isn't a bad thing or a reason to insult someone. Clearly, Blizzard wanted to fix this in preparation for the upcoming expansion and also to stop the significant amount of Turn-1 concedes against priest. This was happening in winnable matchups, seemingly because players did not want to even participate against the class. If they can do something to stop people from not playing their game, that's a good thing.
I think it's a really cool mechanic and should reward clever play and well balanced 'risk vs reward' uses. A bad player might look at it in its basic form and just think "why would I want to pay 1 mana to swap this card out?" whereas a good player will weigh up what is in their deck, what the card does (gain 8 armour for example) and what they actually need. If you don't need armour but you've two brawls in your deck, 10 cards left and need a clear then it could be worth trading the card in to try and get a brawl.
Plenty of cards are just dead in hand, being able to cycle through your deck provides more flexibility and options.
You also won't please everyone and you have to accept that every single keyword, card and theme they release will be moaned at by someone. The majority of feedback I've seen about this mechanic has been positive. It's the sort of mechanic that I could see making its way into the game on a more long term basis, like rush. Provides an alternative for just straight up card draw as well.
I am pretty confident this keyword will appear in the game past this expansion. Such a cool use of the game's UI and a way to give more consistent "card draw" to each class without having to design a card draw card. Also a great keyword for tech cards (as we've seen with the weapon destruction card already revealed) as it feels really bad to have tech cards in hand in matchups where it's not needed. 10/10 design in my book.
Vashj is an interesting choice that might work okay with a not fully aggro list like yours. I'd say keep the Whack-a-Gnolls as they're great on 3 if you pull them with cagematch custodian. I guess the choice to not run them and just have doomhammers would just be so you could have the DH finisher consistently, in which case you would definitely need double rockbiter at least. I'm not sold on Stormstrike as mandatory though. I absolutely recommend notetaker; 2 if you can fit it. Torrent can be good if you have enough spells, but I don't know how many big minions are getting pushed out early right now. Inara is solid too. I'm running her as a top-end card.
Two things to consider:
-Why no Lightning Bloom? Just seems like such a good card to help you push power turns.
-And then something else to consider, Brukan and Doomhammer kind of have the same function as finishers in the deck. DH seems superior b/c of the strength of cagematch custodian tudoring it. But if you remove Brukan and the Dunk Tanks, you actually free up the 4-slot to play Kazakus (of course with the additional removal of Earth Revenant). Something to consider.
I moved to a faster list after a couple of games trying to include this many elementals. I think with Primal Dungeoneer you'd like the draw results to be more consistent. Having a lot of elementals, you may draw one that isn't helpful at certain points of the game when you need it. How is this list doing against Control? I've been having a bit of trouble beating Control Warriors. Maybe take a look at the list I just posted on my profile. It's an aggro-Doomhammer lineup like you mentioned.
I can imagine the case though where you're searching for matches and you instantly lose 3-4 stars because matchmaking wanted to pair you up with 3-4 classes (or singular class) in a row that you want to skip. That seems like it would feel awful. On the flipside, free wins don't feel good either. There's much more of a mental reward in fighting for a win. Tell me if an auto-concede win getting you into Legend is as satisfying as winning your final game before advancing to Legend.
This is a game that includes favorable and unfavorable matchups. You should try to play them all out. Unbalance in the meta is an issue that should and many times will be addressed by the developers, but you should still try to win each game.
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Yeah, thinking about it 2 deaths may not be necessary if we're trying to close out games quickly. I'll cut one for a Psyfiend as I'd like to maintain a high density of Shadow spells.
0
That mage deck seems sick. Ignite seems like it will definitely see play in Wild.
2
Loot Hoarder seems like it may be a little slow. It's (typically) outclassed as a card draw option these days and this list already features a good deal of draw/card generation.
0
Lol! Thank you XD
1
The majority of these just need a cost adjustment.
Cho'gall could possibly read: "Battlecry: For the rest of the game, your spells cost Health instead of Mana." A little scary. May need a cost boost but a way better effect.
A couple ideas for Sherazin (all of which keep the dormant effect):
-"Revive when you play 3 cards in a turn."
-"Revive once you've played 4 cards."
-"Revive once either player plays 4 cards in a turn."
-"Revive once your opponent plays 3 cards in a turn."
1
The post by Blizzard clearly states why the cards were nerfed. The meta is very balanced right now, but the playstyle of certain decks is not generally fun to play against. Sorry if you like playing 15-20 minute games back to back to back, but not everyone does. And that isn't a bad thing or a reason to insult someone. Clearly, Blizzard wanted to fix this in preparation for the upcoming expansion and also to stop the significant amount of Turn-1 concedes against priest. This was happening in winnable matchups, seemingly because players did not want to even participate against the class. If they can do something to stop people from not playing their game, that's a good thing.
0
I am pretty confident this keyword will appear in the game past this expansion. Such a cool use of the game's UI and a way to give more consistent "card draw" to each class without having to design a card draw card. Also a great keyword for tech cards (as we've seen with the weapon destruction card already revealed) as it feels really bad to have tech cards in hand in matchups where it's not needed. 10/10 design in my book.
0
How about Haunted Creeper over Enchanted Raven?
1
But Fireheart is one of the best Shaman cards currently. If you have an interest in playing Shaman it's not a bad craft at all.
0
Vashj is an interesting choice that might work okay with a not fully aggro list like yours. I'd say keep the Whack-a-Gnolls as they're great on 3 if you pull them with cagematch custodian. I guess the choice to not run them and just have doomhammers would just be so you could have the DH finisher consistently, in which case you would definitely need double rockbiter at least. I'm not sold on Stormstrike as mandatory though. I absolutely recommend notetaker; 2 if you can fit it. Torrent can be good if you have enough spells, but I don't know how many big minions are getting pushed out early right now. Inara is solid too. I'm running her as a top-end card.
Two things to consider:
-Why no Lightning Bloom? Just seems like such a good card to help you push power turns.
-And then something else to consider, Brukan and Doomhammer kind of have the same function as finishers in the deck. DH seems superior b/c of the strength of cagematch custodian tudoring it. But if you remove Brukan and the Dunk Tanks, you actually free up the 4-slot to play Kazakus (of course with the additional removal of Earth Revenant). Something to consider.
0
I've been having quite a bit of success with my aggro list.
2
I moved to a faster list after a couple of games trying to include this many elementals. I think with Primal Dungeoneer you'd like the draw results to be more consistent. Having a lot of elementals, you may draw one that isn't helpful at certain points of the game when you need it. How is this list doing against Control? I've been having a bit of trouble beating Control Warriors. Maybe take a look at the list I just posted on my profile. It's an aggro-Doomhammer lineup like you mentioned.
0
I'm pretty good with a bowstaff.
0
I can imagine the case though where you're searching for matches and you instantly lose 3-4 stars because matchmaking wanted to pair you up with 3-4 classes (or singular class) in a row that you want to skip. That seems like it would feel awful. On the flipside, free wins don't feel good either. There's much more of a mental reward in fighting for a win. Tell me if an auto-concede win getting you into Legend is as satisfying as winning your final game before advancing to Legend.
This is a game that includes favorable and unfavorable matchups. You should try to play them all out. Unbalance in the meta is an issue that should and many times will be addressed by the developers, but you should still try to win each game.
0
Replacement for Bulwark of Azzinoth?