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    posted a message on With GvG and Nax gone. The dead come back to life!

    Ragnaros the Firelord Returned to life, this once mighty legendary from classic worked wonders in a world where the board wasn't full of sticky death ratte minions and 1/1 tokens like imp gang boss, haunted creeper and Egg. Dr. Boom alone offered a bigger body, up to 8 damage from death rattles split among targets and costed 7 mana causing Rag to fade into obscurity.

    Cairne Bloodhoof Once the classic sticky minion for control decks and mayor of value town, Cairne offered a get 2 and 1 half off yeti deal. He was superseded by Piloted shredder in terms of just being a better stated minion with a tribal effect but ultimately became redundant with Piloted Shredder as a similar effect value 4 drop in a faster paced game.

    Deathwing Still largely unplayable due to BGH (although it might be nerfed, Dr. Boom being ousted alone is enough reason for BGH to be run less), he was really made redundant by the large pool of death rattle minions that made his board clear negligible while still sacrificing the player's hand. Working well with the still in standard dragons and possibly playable with BGH likely to be less used as Dr. Boom is removed. I saw this card used in a few top deck style mid range decks such as shaman or paladin as a last resort come back card for classes who simply top decked as is. Perhaps he might see the light of day again

    Lord Jaraxxus A cool card and sometimes seen in classic hand lock decks on early ladder, the rise of Demon lock and reno decks having to fit the best cards in the deck made Warlocks choose not to face him. A great finishing card, he's incredibly slow and doesn't synergize well with voic caller. Having 15 max hp to boot in a world with druid combo, silences and really strong face decks with sticky minions make top of healing almost always a better option. He's often forgone for alternatives such as Mal Gannis with either better card value control cards for hand lock or Zoo cards for early game. With heal bot not being around for sustain against aggro and Mal Gannis disappearing and great Zoo tools like haunted creeper or implosion, he might return in the control polarized format of warlock while classic zoo brings back old cards like Shield bearer.

    What other cards do you feel are "returning" to hearthstone.

    Posted in: General Discussion
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    posted a message on Blizzard intends to tweak Basic and Classic cards yearly
    Quote from gonza2k3 >>

    I wish devs buff a lot of shitty cards, mainly priest's cards, but if they only nerf this is my prediction:

    1-Savage Roar or Force of Nature

    2-Knife Juggler

    3-Doomhammer

    4-Tirion Fordring

    5-Savannah Highmane

    6-Divine Favor

     1 - Please RIP FoN +SR. I hope savarge roar becomes a beast synergy thing and FoN becomes a spell like feral spirit. Perhaps 3 2/2 taunt trents.
    2 - Make him a 2/2 like he deserves to be or make it when you play a minion card with the same stats.
    3 - While it synergizes with Al'akir and is a cool card. I'd rather they swap Charged Hammer to be a classic set epic weapon (It's sooo cool and unique) as it replaces the crappy RNG hero power for shaman as a permanent staple and Doom hammer will only remain for as long as TGT is around. Much more balanced as a weapon too.
    4 - Either replace him with Bolvar imo so he rotates out, or make ash bringer a 5/2 so you only get 10 free damage or 3 for once instead of 4 for 1ing or 15 free damaging
    5 - Highmane will be the last of the eternal annoying deathrattles save harvest golem and Carine. I'd say make it a 5/5 perhaps or make the hyenas 1/2's so when you pop the thing you reduce the damage by a lot.
    6 - As much as I wish this card was just deleted out right. Draw a card base ability - if you have less cards draw 3 cards. Less polarizing and punishing for full control decks and makes the card not a dud in a lot of match ups. (paladins will be needing some power when they lose their avenge, minibot, muster, cog hammer, quater master and boom)
    Posted in: General Discussion
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    posted a message on Standard format and Shaman: Will we be better off?

    As a control shaman player, when TGT is gone I will be sad. Shaman is one of the 4 original healing classes that has no classic version of a healing spell meaning healing wave will remain atm when heal bot (and to a lesser extent vitality totem) rotates out, but a healing card needs to be printed for shaman every expansion or else the healing format for shaman will likely decay away. The same can be said for the loss of Elemental destruction as lightning storm is a poor card and only used because it's the only AoE shaman has. Maybe with a slower game it might be enough.

    At least when TGT rotates out we wouldn't feel so bad about justicar being a card not for shaman. Maybe one day they'll reduce the RNG in the hero power.

    Posted in: Shaman
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    posted a message on Elise Doom Shaman
    Quote from dave9004 >>

    Now i saw your other decknames, and made me curious about the fatigue shaman list, and the heal shaman list :D

    Quote from lunarphobia >>

    Can I add you? I'd love to spectate one of your Elise Doomsayer games, maybe even Giant Shammy or Heal!

      Those decks were made before LOE but i suppose you could still run them, heal shaman was used to get to legend that season prior and mostly just easily ate freeze mages and face decks for breakfast at the time, it was weak to mid range decks but they weren't impossible to beat. My battle net name is DarkTycon #1577 as shown in the screen shot and got to rank 4 yesterday with elise shaman. Feel free to add me but I've been working quite a bit lately so I haven't had too much time to ladder. It also shows Elise Doom shaman is now 61-39 which is about as consistent as before (I've spectated a friend though so a few wins might have bugged out the win counter, it's probably more around 58-35 or so but the rise in rank stars shows a surplus in game wins).
     
    My memory is a bit foggy but I might have ran master jousters at one point in the heal shaman deck, but it is essentially just a greedy control deck and used deathwing at the time prior to LOE as the last card in your hand to win fatigue wars or as a YOLO last chance (he also synergizes with charged hammer). Running 6 heals in the deck it farmed face decks/ burn decks all day. Giant Shaman is a joust deck with molten giants that wasn't working too well at the time. Making a deck around Healing Wave works great with 20 mana molten giants but the draws are inconsistent much of the time. It's been a long time experiencing with different shaman control decks, and these days you can't skimp out on early game all together especially as face shaman requires you to stop it before it snow balls.
    With Elise Doom shaman, outside of mill rogue you have a decent chance to beat everything as doomsayer crushes tempo mage and can stall all early decks, deathlord halts many aggro, heals and early taunts block face hunter and Elise gives you a chance to win the control mirror. If the control mirror is also using Elise, it pretty much comes down to who draws Monkey first, if it's a warlock you're at a disadvantage but against most other match ups their better off just using jaraxxus anyways.
    Posted in: Elise Doom Shaman
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    posted a message on Elise Doom Shaman

    As a heavy control deck yea, mill rogue is a rough match up for it (especially considering overload cards). However assuming you get elise in your hand, you'll cycle through your deck so fast you get your monkey quickly so the match up isn't impossible to win. That said it definitely is an unfavorable match up. You'll usually end up throwing doomsayers on the board just to get them out of your hand. Luckily mill rogue is much less common than full aggro imo on ladder.

    Posted in: Elise Doom Shaman
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    posted a message on Elise Doom Shaman

    Currently at rank 5 after a few days of play (maybe 2 or 3) I'm at 46-28 so about a 60.8% win rate (granted an insignificant sample size of 74 games). I know rank 5 isn't particularly impressive but perhaps the deck has potential. I settled on playing the deck just a few days ago where I've tried a lot of variations of control shaman such as dragons or overload control before settling on doomsayers and Elise as a win condition due to their interaction. Since we're only half way through the season I think i'll see how far i can get the deck too. I hit Legend a few seasons ago with a control shaman deck but played MANY games and the grind was frustrating so I'd ideally like to play more efficiently here. I think this deck has a good chance of hitting legend with enough play time, however it's definitely not going to be as fast as secret paladin or aggro decks but I imagine i'll consistently have a higher win rate than a face deck.

    Any additional input or suggestions are also welcomed, there is likely room for the deck to improve as the meta settles.

    Posted in: Elise Doom Shaman
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    posted a message on Elise Doom Shaman

    The Doomsayers are pretty important to run in the deck because they allow you to stall early game and their primary purpose is to slow the game down or become legendaries. Along with Deathlord and your healing you need them to stop aggro. It's sort of why it's in the title of the deck, they also give you the win vs tempo mage or sylvanas plays in control match ups. Great vs druid as it blows up an innervate play.

    The best substitute for doomsayer I could recommend is unstable ghoul as it's an anti aggro card and allows you to either hit 5 mana for ele destro combo or absorb a mirror entity.

    Charged Hammer is my favorite card in the entire game so I'm a bit bias here. Charged hammer offers you charge 2 damage and most importantly, you save it for the last charge for a swing for 2 and 2 damage hero power turn, the fact it sticks with you through fatigue is the reason it's so good, it helps in the fatigue game. There are a few options for replacements. 1.) Sir Finley Mgrlton is a good replacement for him as ideally you just want to dump your bad hero power (it's bad in general but very bad in a deck full of board clears for your own board too). Finley in some match ups is better as a 1 drop or getting you an armor hero power but as a 1 drop he blocks healing wave and often the long term value of always having 2 damage usually out weighs a basic hero power as it synergizes with Elise. You often get Finley from neptulon anyways which could be good as his other down side is he will sometimes give you horrible choices such as hunter hero power (Smorc not for control), rogue hero power (you take a lot of dmg as is) or paladin hero power(you blow up your own board). 2.)Piloted shredder is a solid replacement as a tempo threat and a 4 drop (elise and charged are you only 4 drops) but you are often over loaded on 4 from storm or would rather play a 2 drop and totem.

    Like any control deck sometimes you'll draw sour such as fire ele neptulon and boom but it happens. The deck is pretty might light with most cards being 3 mana so it shouldn't happen to often. You have fire elemental, drake, boom, neptulon and sludge belchers for board presence and pressure but I agree it isn't much pressure. The deck aims for fatigue/card advantage win vs almost every other deck save freeze mage or very greedy handlocks / control warriors / control priests are the only classes you'll have to pressure. You could consider adding volcanic drakes to the deck as a tempo threat if you feel you are falling too far behind but you'll lose value for this move. As previously stated Shredder is a nice threat option as well.

    The lack of large immediate threats is actually intentional became a few reasons.

    1.) Fatigue is your desired win condition

    2.) As a control deck entomb is a very common threat now that priests are running rampantly, while they can entomb your monkey it really doesn't mean much to you as they waste 6 mana of tempo to remove the monkey while you get a tempo lead with a hand of legendaries against their 4 drop. The only other things worth entombing are killed by your 2 BGH.

    3.) You run 4 single target removals - 2 Hex and 2 BGH, have multiple board clears and plenty of healing. Golden monkey is your win condition against control decks you have to play slow and you will win the value game usually (you can't win them all). Deathlord can help you mill the opponent into fatigue should you risk it (usually only play it when you have a BGH or Hex in hand vs control warrior). 2 BGH should give you the edge vs hand lock too.

     

    Posted in: Elise Doom Shaman
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    posted a message on Interaction The Mistcaller and Elise Star Seeker
    Quote from leefnmajors >>

    Actually, what happens is the cards that the Golden Monkey places into your hand won't be buffed, but every new card you draw will still get the effects of The Mistcaller that you have already played. Just tested this against the practice AI.

     This is what i originally thought would happen based on the the mechanics of the card not the wording. Thanks for the testing.
    Posted in: Card Discussion
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    posted a message on Interaction The Mistcaller and Elise Star Seeker

    Haven't tested this myself yet, if you mistcaller first then repalce your deck with legendaries do they all get +1/+1 or is the buff removed. Cards special summoned through the deck don't revive the buff so it really reads Cards you draw from your deck and hand get +1/+1 so I don't see why they might not get the buff as it enchants the deck itself and not individual cards. The replaced hand cards would likely not receive the buff though.

    If anyone could test this/ tell me after testing it themselves I'd be very appriciative

    Posted in: Card Discussion
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    posted a message on Fergard's Control Hunter

    Amazing deck, I primarily play shaman as a control class but found tools like scarab work amazingly well if not better in hunter be it either the non-overload or beast synergy with card. Tomb spider for hunter is imo easier to pull off than the gorillia in shaman for card advantage while offering a better class selection as shaman class mechs (whirling zap) are mediocre while the variety of hunter beasts (taunts, charge, Gazrilliha! or Krush!) offer more flexibility even if the body is only a 3/3 vs a 3/4.

    The fact you can exclude big drops and reliably get them from discover helps a lot (bran can help with either discover or heal bot). I'd like to optimize the deck a bit more but it's very well configured as is. Kodo's are utterly amazing too against all classes. Other common minions that get REKT by Kodo you forgot to mention include rumbling elemental, Brann, Deathlord, (Shade the turn it's played), quater master, flame waker, defender of argus, argent horse rider and mech warper.

    Posted in: Fergard's Control Hunter
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    posted a message on New Card - Entomb

    I love the concept of this card, but in reality while it costs 6, it's vastly superior to Hex in the control mirror. Thus the one reason to ever play Shaman as a control class (the best single target removal) is now replaced by a much better control priest card. Hex leaves a taunt body vs aggro even though it costs 3 and priest in general has better board clear than shaman so it really puts the nail in the coffin classic control shaman. Shaman still has some Zoo style control niche's or Reincarnate but pretty much is just a bad version of priest if played as control now and remains a poor mans paladin in terms of board advantage.

    Posted in: Card Discussion
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    posted a message on Continue the Story! - A Hearthstone Adventure (Not Really)

    the idea of building a Shield Block around the Southern Barrens to keep the Kvaldir Raiders out my fellow Azerothians. This is important because...

    Posted in: General Discussion
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    posted a message on Iksar on the Inspire Mechanic "There's a Long Future Ahead", Noxious' Fun Tech Bombs & Spells Mage

    "All that said, Inspire itself is probably the most powerful mechanic in the game just translating what it does into value. Gaining resources permanently for 'free' is pretty bonkers."

    I would argue summoning 2 boom bots for no drawback / extra mana cost is probably the most powerful mechanic in the game in terms of value Kappa.

    Posted in: News
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    posted a message on Is Dr Boom REALLY that good?

    Yes, Dr. Boom is that good. There isn't much more i can say that hasn't already been said yet about how well he trades, card efficeny and a 9/9 for 7 mana spread across 3 bodies that deals 2-8 damage to 1-2 targets (possibly even face for lethal).

    What I will mention is that in addition to all of that above powerful attributes, Dr. Boom synergizes with other great cards too making him utterly bonkers. He combos with Knife Juggler for 3 damage on turn 9 or if one comes out of shredder (a card every one will be using) and his 2 boom bots are mechs. This allows mech synergy cards like Tinkertown, Blastmage, Power Mace and the new Gorillia bot to synergize with Dr. Boom as he has tribal tag on him too. If un-answered he allows board based decks to synergize with him amazing well, in particular Combo Druid using Savage roar and Blood Lust Shaman who can also use Flametongue totem. Battle cry synergy isn't a huge thing yet but it means he's a solid drop with Bran on board and sapping Dr. Boom is pretty much never a good idea unless you plan to kill your opponent right away or have no other choice.

    Posted in: Card Discussion
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    posted a message on Lava Shock needs to be buffed, it's completely under powered. Proof? Living Roots.

    I have to add in, Loatheb really makes this card that much worse if you plan to space out your use. If you have to Elemental devastation to prevent your death on turn 6 and say you are overloaded from turn 5 or you need to cast a silence with it, if you save your next 2 mana crystals on turn 7 to lava shock your mana back you pretty much lose the game right there. 5/5 charge + extra mana and take an extra turn...

    This card is so niche and over costed i'm a bit sad :(, i'd much prefer a cost reduction to 1 mana with either no damage and a draw effect or 1 mana deal 2 damage. It's a shock, all the shocks cost 1 mana as is, why doesn't this one cost 1 mana to be in line with earthshock or frost shock?

    Posted in: Shaman
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