As dumb as it sounds, I usually run BGH in joust decks making it a buff for that style of deck. Joust paladins and shaman rejoice. Other wise great nerfs for all purpose decks.
There are not always great answers to Flamewreathed Faceless on curve but there are possible solutions to deal with the card when played on or near curve. Taking 7 for a single turn while your opponent repeats turn 3 might not be so bad (or gets 2 damage extra from Lava Shock or an extra 3/2 from Eternal Sentinel).
Neutral Ancient of War and it's that good that I would play it in constructed.
While it loses 2 health, it's stronger against silence effects and the jump from 5 attack to 6 attack is utterly bonkers! allowing you to clear most sturdy 5 drops and the new twin emps (4/6 cards) for C'Thun decks. The new crusher for arena I could seriously see this being a decent addition to some control decks in constructed assuming the meta is slow enough to play this but fast enough to warrant a taunt body. I actually prefer this over Ancient of War in most cases. 6 Attack not only dodges BGH but kiils mostly anything, hits face decently hard and outside of Ragnaros the Firelord or Neo giants, 8 health is enough to survive most things.
In arena this card as I said before will be the next Kraken. Adwcta stated it so well why this card is so good.
I've been making quite a few decks in anticipation knowing quite a few will likely end up being trash but I'm so excited to run a greedy control deck I can't wait to try some out. Be it Reno, Joust (Shamans sort of have to deal with that mechanic for control) or a greedy mid range (perhaps dragons) I'd love some help theory crafting how to be especially greedy. I've been straying away form Elise but I'd consider her an option. I love Charged Hammer, it's my favorite card in hearthstone and I believe it will have value in slow games. Be free to share your own control shaman ideas too and perhaps we'll find the "best" control shaman decks. Most of my decks were inspired from other deck builders. I also want to test and try out Soggoth the Slitherer who's value ranges from unbreakable wall to my face to useless 9 drop who trades poorly/gets silenced. Also for 7 mana as dumb as it sounds, Bog Creeper is an insane taunt card that trades evenly with powered up twin emps, is often better than Ancient of War and I feel is the new neutral power house taunt card, the stat distribution is just that good I might play it over Soggoth the Slitherer seeing as it costs 2 less and could run 2 in a deck.
I'm aware evolve decks have a place such as the Onyxia + Evolve control combo but I'm very bad at crafting board centric control decks. I'd need a lot of help making an "upgrade" minion deck.
So far here are 4 deck ideas contenders atm, please help me de-trash them or modify the general idea.
WoG Joust Shaman: I've been considering running Far Sight instead of Azure Drake for ramp or Ysera over Alexstrasza for control mirrors. My main concern if keeping up with C'Thun decks. I love absolute greed decks forgoing early game with removal, board clear and healing. The new weapons help a lot. Tournament Medic might be a great 1 of for long games. Joust Decks work when you can control your entire deck to be expensive but still operate often hero powering on turn 2 and using cards like Volcanic Drake or Thing from Below to mana cheat their real cost. Molten Giant doesn't quite work anymore after the nerfs and very often Master Jouster is a 5/6 Sunwalker. Despite all of this there are some cases of inconsistency but from live experience you very very frequently win jousts if you forgo low drop minions. Since totems offer very little I want to include Baron Geddon for board clear but I'm not sure what to cut for it.
WoG Reno Shaman: Uses many of the great 1 of cards for shaman in WoG with Corrupted Seer for more AoE and plenty of removal. I'd consider replacing Spellbreaker for more defense, adding Ancestral Spirit or Big Game Hunter for removal.
WoG Mid Range/Control Dragon Shaman: Mostly BRM and capitalizing on card nerfs and standard removal for a power increase I had a decent run with my current mid range Dragon shaman that just got out tempoed by current decks most of the time. Some dragons can be altered to accelerate or decelerate depending on if more tempo or greed is needed. You get a lot out of multiple battlecries as removal.
WoG Neo Crusher Overload Concept: The most radical deck idea in my opinion capitalizing off of Ancestral Spirit with our new 7/7 for 4 mana and it's original use on Earth Elemental. Other wise it's just an overload deck that runs 4 overload removal cards that happens to use some value cards.
Imo C'Thun won WoG. Great removal cards, high stat minions and absurd power cards such as the twin emps on top of a game ending card I bet as good as some of the other classes look with new cards C'Thun will crush them. It almost makes since the Old Gods are the focus of the set and the next 2 expansions this year will add cards to every other nonC'Thun deck to eventually combat it, on initial release he'll probably have one of the top tier decks for the expansion. Classes that play C'Thun very well won, except rogue. Rogue most definitely lost.
I didn't think of that and WOW!, Army of 2 drops + Deathwing / Old God / Sea Giant
I know it doesn't sound amazing but I can't wait to try that interaction for a crazy 2 card heavy board flood. The only problem being if you get Doomsayer which is pretty high odds as you turn 6 1 mana whelps into 2 mana creatures.
Arena Shaman just got the tool it wanted. Fireguard Destroyer on crack for 1 extra overload. The inconsistency and 6 health on firegaurd made it not impactful enough not threatening enough damage, and with BGH at 5 mana now it' great.
Interestingly this offers neutral AoE Removal in addition to a Murloc tool. Will utterly surprise a lot of people playing against poor AoE classes such as Rogue or Hunter in arena when a sudden consecrate hits the board. Might see fringe play for certain Murloc decks.
Great card, every shaman should love this. Combine with Lava Shock this card finally unlocks overload play styles for shaman. Particularly useful for Elemental destruction and any 2 mana+ overload. Not even an awful card when used as a 2 drop when desperate.
Superior to War Golem in arena with a better stat distribution favoring health over attack and the taunt ability. Another way to look at it is as a Boulderfist Ogre that costs 1 more mana for +1 health and taunt.
Very nice arena card, what Nefarian should have been stat wise. If it had an effect it might see constructed play or if there was a vanilla buffing card. Despite that definitely the top 8 drop common neutral slot for arena.
Great addition for F2P accounts and Arena. It's no North Sea Kraken but it's awesome to have a common slot card that works as an end game control card. Often times as you increase the mana slider the vanila curve of a minon gets worse as a 5 mana 5/5 is better than a 6 mana 6/6 and much better than a 7 mana 7/7 and so on. However the option itself just being there makes for interesting arena runs. While the attack of a minion is often irrelevant after 8 as it will kill just about anything you can see value in arena should you draft Ancient Harbinger.
For constructed this card is way to slow and just a worse version of other 10 mana drops, but always the option for new players.
Played on turn 5 it makes Raven Idol a draw 2 card spell for 1, and those 2 cards you have some influence in what they are which is utterly amazing (1 being a spell and 1 being a creature). Combos well with Starfall and Wrath for a 4 mana 3/5 body this card just opens the door to so many druid possibilities.
Interestingly, if you use it with Keeper of the Grove (assuming you're playing it over Spellbreaker) and you kill a target with the 2 damage that leaves Stanghelm as the last minion on the board, you'll be forced to silence your own Stanghelm sadly :(.
0
As dumb as it sounds, I usually run BGH in joust decks making it a buff for that style of deck. Joust paladins and shaman rejoice. Other wise great nerfs for all purpose decks.
2
There are not always great answers to Flamewreathed Faceless on curve but there are possible solutions to deal with the card when played on or near curve. Taking 7 for a single turn while your opponent repeats turn 3 might not be so bad (or gets 2 damage extra from Lava Shock or an extra 3/2 from Eternal Sentinel).
Druid: Mulch, Naturalize
Hunter: Deadly Shot, Hunter's Mark
Mage: Polymorph, Polymorph: Boar, Fireball + Ping at 6, Freeze, Flame Lance at 5
Rogue: Sap, Sabotage, Patient Assassin, Assassinate and Vanish with Preparation
Paladin: Aldor Peacekeeper, Keeper of Uldaman, Equality, Humility
Warrior: Execute, Commanding Shout + minions Shield Slam (in some instances)
Shaman: Hex, Direct damage + minion
Warlock: Corruption, Power Overwhelming + minion, Siphon Soul at 6
Priest: Shadow Word: Death, Entomb at 6
Neutral: Tinkmaster Overspark, Big Game Hunter at 5 or with The Coin, Leeroy Jenkins + ping, Jeweled Scarab might give an answer depending on class or a Tinkmaster.
0
0
I've been making quite a few decks in anticipation knowing quite a few will likely end up being trash but I'm so excited to run a greedy control deck I can't wait to try some out. Be it Reno, Joust (Shamans sort of have to deal with that mechanic for control) or a greedy mid range (perhaps dragons) I'd love some help theory crafting how to be especially greedy. I've been straying away form Elise but I'd consider her an option. I love Charged Hammer, it's my favorite card in hearthstone and I believe it will have value in slow games. Be free to share your own control shaman ideas too and perhaps we'll find the "best" control shaman decks. Most of my decks were inspired from other deck builders. I also want to test and try out Soggoth the Slitherer who's value ranges from unbreakable wall to my face to useless 9 drop who trades poorly/gets silenced. Also for 7 mana as dumb as it sounds, Bog Creeper is an insane taunt card that trades evenly with powered up twin emps, is often better than Ancient of War and I feel is the new neutral power house taunt card, the stat distribution is just that good I might play it over Soggoth the Slitherer seeing as it costs 2 less and could run 2 in a deck.
I'm aware evolve decks have a place such as the Onyxia + Evolve control combo but I'm very bad at crafting board centric control decks. I'd need a lot of help making an "upgrade" minion deck.
So far here are 4 deck ideas contenders atm, please help me de-trash them or modify the general idea.
WoG Joust Shaman: I've been considering running Far Sight instead of Azure Drake for ramp or Ysera over Alexstrasza for control mirrors. My main concern if keeping up with C'Thun decks. I love absolute greed decks forgoing early game with removal, board clear and healing. The new weapons help a lot. Tournament Medic might be a great 1 of for long games. Joust Decks work when you can control your entire deck to be expensive but still operate often hero powering on turn 2 and using cards like Volcanic Drake or Thing from Below to mana cheat their real cost. Molten Giant doesn't quite work anymore after the nerfs and very often Master Jouster is a 5/6 Sunwalker. Despite all of this there are some cases of inconsistency but from live experience you very very frequently win jousts if you forgo low drop minions. Since totems offer very little I want to include Baron Geddon for board clear but I'm not sure what to cut for it.
WoG Reno Shaman: Uses many of the great 1 of cards for shaman in WoG with Corrupted Seer for more AoE and plenty of removal. I'd consider replacing Spellbreaker for more defense, adding Ancestral Spirit or Big Game Hunter for removal.
WoG Mid Range/Control Dragon Shaman: Mostly BRM and capitalizing on card nerfs and standard removal for a power increase I had a decent run with my current mid range Dragon shaman that just got out tempoed by current decks most of the time. Some dragons can be altered to accelerate or decelerate depending on if more tempo or greed is needed. You get a lot out of multiple battlecries as removal.
WoG Neo Crusher Overload Concept: The most radical deck idea in my opinion capitalizing off of Ancestral Spirit with our new 7/7 for 4 mana and it's original use on Earth Elemental. Other wise it's just an overload deck that runs 4 overload removal cards that happens to use some value cards.
1
Imo C'Thun won WoG. Great removal cards, high stat minions and absurd power cards such as the twin emps on top of a game ending card I bet as good as some of the other classes look with new cards C'Thun will crush them. It almost makes since the Old Gods are the focus of the set and the next 2 expansions this year will add cards to every other nonC'Thun deck to eventually combat it, on initial release he'll probably have one of the top tier decks for the expansion. Classes that play C'Thun very well won, except rogue. Rogue most definitely lost.
0
Great AoE Clear for Reno decks in classes with low AoE actually. Might see quite a bit of play in those types of decks.
1
3
Arena Shaman just got the tool it wanted. Fireguard Destroyer on crack for 1 extra overload. The inconsistency and 6 health on firegaurd made it not impactful enough not threatening enough damage, and with BGH at 5 mana now it' great.
9
Interestingly this offers neutral AoE Removal in addition to a Murloc tool. Will utterly surprise a lot of people playing against poor AoE classes such as Rogue or Hunter in arena when a sudden consecrate hits the board. Might see fringe play for certain Murloc decks.
0
Great card, every shaman should love this. Combine with Lava Shock this card finally unlocks overload play styles for shaman. Particularly useful for Elemental destruction and any 2 mana+ overload. Not even an awful card when used as a 2 drop when desperate.
6
Looks like I just got de-throned, there's a new loser in town
0
Superior to War Golem in arena with a better stat distribution favoring health over attack and the taunt ability. Another way to look at it is as a Boulderfist Ogre that costs 1 more mana for +1 health and taunt.
0
Very nice arena card, what Nefarian should have been stat wise. If it had an effect it might see constructed play or if there was a vanilla buffing card. Despite that definitely the top 8 drop common neutral slot for arena.
6
Great addition for F2P accounts and Arena. It's no North Sea Kraken but it's awesome to have a common slot card that works as an end game control card. Often times as you increase the mana slider the vanila curve of a minon gets worse as a 5 mana 5/5 is better than a 6 mana 6/6 and much better than a 7 mana 7/7 and so on. However the option itself just being there makes for interesting arena runs. While the attack of a minion is often irrelevant after 8 as it will kill just about anything you can see value in arena should you draft Ancient Harbinger.
For constructed this card is way to slow and just a worse version of other 10 mana drops, but always the option for new players.
1
Played on turn 5 it makes Raven Idol a draw 2 card spell for 1, and those 2 cards you have some influence in what they are which is utterly amazing (1 being a spell and 1 being a creature). Combos well with Starfall and Wrath for a 4 mana 3/5 body this card just opens the door to so many druid possibilities.
Interestingly, if you use it with Keeper of the Grove (assuming you're playing it over Spellbreaker) and you kill a target with the 2 damage that leaves Stanghelm as the last minion on the board, you'll be forced to silence your own Stanghelm sadly :(.