I got three legendaries over four packs and I was pulling an epic about 1 in every 3 apart from that. I had 40 classic packs to open and this is some of what came out.
And they were all Dragons! Hmm, Dragon Priest is looking a lot more fun now ;)
I'm trying to build better arena decks and get a sense for the value of cards. I don't have a record of each card available when I selected the ones for my deck, but my hope is that I could get some critiques for the cards that I picked. Whether you're a Mage main or not, I would appreciate any critique of the deck and suggestions for making better picks.
I love the Charged Hammer in my Control Shaman decks, but it's not a good option in a Totem Shaman I would think, no?
Much like Neptulon, it doesn't seem to fit, but it's something I like to have as another form of removal. I don't ever intend to use it to the point that it's destroyed, but if it happens, it's fine. I feel like the totem theme of the deck really only extends to the early game and dropping Fireguard Destroyer, Fire Elemental, Dr. Boom, Neptulon, and/or Sylvanas Windrunner later walks away from that aspect. Charged Hammer changing my Hero Power would almost be preferable in the late game so I can more easily kill large drops or pressure with face damage.
In my opinion the Vitality Totems aren't all that necessary, and the slots would be better filled by some kind of taunt to protect your other totems. As well, your deck seems a bit bloated with the damage spells. It is not bad to have them, but perhaps consider some that synergize with the totems rather than just pew pew for the sake of damage. Rockbiter Weapons, Bloodlust ect. for example. That's what my ideas were anyway. Amass totems and take advantage of their effects then buff your many tokens for a bunch of damage. I really like using Justicar Trueheart and being able to pick the best totems for the situations at hand. Usually taunts lol.
I'll wait for the Shaman experts to give the advice, but I recommend using the site's deckbuilder, saving your deck, then linking that in your post using the BBCode. It will look like (deck)272848(/deck) except with []'s instead of ()'s. It formats everything nicely for you, gives people a place to comment when browsing decks and finding yours, and lets you see a preview of each card when hovering. The way you did it was actually more work. :-)
Good luck!
LOL, well, darn, I wasn't sure if making the deck and saving it was a good idea because I didn't want people finding it and thinking it was something super viable! I'll use the deck builder and re-post it. Thanks for that suggestion!
I'm interested in creating a Totem Shaman as well, but my versions of the deck never went the way I wanted to. So I'll have a look at that page later on to see, whether someone posted a useful Deck. Good luck :-)
Hopefully this deck gets a little lovin' because I've seen what it can do. Given the right situation, it will stall out someone really hard, as long as they're not flooding the board. Maybe it will look a bit better in few days. You might even want to try it out then ;)
I feel like this deck has a lot of potential, but I'm not sure how to change it up to make it better. It mainly works as control and can function as attrition in certain situations. Although, I'm still on the fence on how to actually classify it since it highly depends on who I'm against and the state of the board. The deck list is the following:
You probably have questions as to why I think this deck has potential or what I'm thinking with it. First off, I've played it with mixed success, but my greatest success has come when I can get a mana-tide totem on the board and protect it for several turns. Additionally, getting the spell damage totem up gives me a lot more flexibility with how I can control the enemy board. In one situation against a Priest, the game went for about 14-15 turns and I was 7-8 cards ahead on draw (from Mana Tide Totem alone) and nearly full health. He surrendered once I finally got a TBV (both were in the bottem 1/3 of the deck) and buffed the 5 totems on my board with it.
What am I thinking with regard to the deck? Shamans got a lot of totemic love with the TGT release and I liked the idea of building a deck that played to the strength of totems. Additional spell damage, healing, protection, large early drops, mid-game buffing. I like the idea of having a flexible game until I can overwhelm the board later on with Boom, Neptulon, and TBV. I know that Neptulon doesn't "fit" since he adds a bunch of Murlocs to your hand, but the principle is that it gives more options to dealing with the enemy board.
I've been trying to build decks that could run competitively and want it to be of my own design, not by some deck list that has been run into Legend and everyone wants to use (I like the challenge of making something different work).
TL;DR I would appreciate any help or feedback on changing it up! What cards should I take out or add in? How would the deck be classified based on its current build? Any specific Legendaries (i.e. Sylvanas) that could make a huge impact apart from their game-changing effects?
The idea behind this card is to give the Priest an opportunity to seize back board control. The class has a lot of hard removal (Shadow Word: Pain, Shadow Word: Death, Holy Nova, etc.), but ping is really hard to come by. Once these removals are used (or unable to be drawn for some inexplicable reason), they're kinda screwed. I also wanted to highlight the duality of this class, because in WoW, you have the Discipline/Holy branch of Priests and Shadow Priests. Secrets can, and should, have massive influence on the game when used properly. Birth of the Gemini is just one such example.
How is this card supposed to be used? The idea is to leverage your opponent into not building their board or controlling yours, at the risk of getting pinged to death once both Gemini tokens are dead. Additionally, it may force your opponent to waste durability charges on weapons by going for face. It would also be a good idea to bait their silences out before dropping it. Sister of Shadow is a large threat that: (1) the enemy will have to trade into unless they want a ton of face damage or (2) kill with a spell or Hero Power. Sister of Light, with some Priestly bewitching, can make a 5/5 minion that would also force removal of some kind. If your opponent can't produce the silences needed to stop them, then you get free face damage or amazing trade opportunities before you reinforce your board and decimate theirs.
Legion: costs one less for each minion originally in your deck.
Down the rabbit hole mechanic: when a minion dies, another random minion is added to your hand. Depends on if it ate or drank anything on its journey.
As it stands, I just wanted to be a little cheeky lol. But really, I think the Legion mechanic might be an interesting thing, especially for Zoo. A deck with this card needs to prioritize minions over spells, so using minions with strong effects is probably the most effective way to substitute out most spells. Maybe a control deck using Mad Bomber, Madder Bomber, and other small minions that deal damage to the board. Then, you bank on their dying to get you better minions for the late game? I don't know, but it would be hilarious to see a card like this. And he'd be one hell of a butler too. ;)
I love the concept behind Shadowform and wish there were a way to build around it in Hearthstone. The Priest class doesn't have any weapons and, much like Shadowform, this card would be insanely unique. And it makes that amazing yet supposedly-mana-inefficient spell capable of being used.
It's my first submission (mainly wanted to try it out for fun, of course). Please be nice :)
Edit: changed mana cost from 2-->3 and increased damage from 2-->3. No other changes were made.
4
I got three legendaries over four packs and I was pulling an epic about 1 in every 3 apart from that. I had 40 classic packs to open and this is some of what came out.
And they were all Dragons! Hmm, Dragon Priest is looking a lot more fun now ;)
0
I'm trying to build better arena decks and get a sense for the value of cards. I don't have a record of each card available when I selected the ones for my deck, but my hope is that I could get some critiques for the cards that I picked. Whether you're a Mage main or not, I would appreciate any critique of the deck and suggestions for making better picks.
Thanks!
0
Thanks for the tips! I made a few adjustments. Traded out a Mana Tide Totem for Spellbreaker, traded Lightning Bolt for Rockbiter Weapon, and managed to squeeze in a Draenei Totemcarver.
0
Much like Neptulon, it doesn't seem to fit, but it's something I like to have as another form of removal. I don't ever intend to use it to the point that it's destroyed, but if it happens, it's fine. I feel like the totem theme of the deck really only extends to the early game and dropping Fireguard Destroyer, Fire Elemental, Dr. Boom, Neptulon, and/or Sylvanas Windrunner later walks away from that aspect. Charged Hammer changing my Hero Power would almost be preferable in the late game so I can more easily kill large drops or pressure with face damage.
What would you recommend otherwise?
0
A totem that acts like a lightning rod for your overload.
0
Thanks for the advice on that! So, I made a few changes. I took out a Totemic Might, both Vitality Totems, and Forked Lightning. In their place, I added 2 Sludge Belchers, Bloodlust, and Sylvanas Windrunner. I'm not sure what else to remove, if anything. Maybe substitute the Lightning Bolts for Rockbiter Weapon instead?
I wish I had Justicar Trueheart, but I'd have to craft it. And I only have 200 dust or so.
0
LOL, well, darn, I wasn't sure if making the deck and saving it was a good idea because I didn't want people finding it and thinking it was something super viable! I'll use the deck builder and re-post it. Thanks for that suggestion!
Hopefully this deck gets a little lovin' because I've seen what it can do. Given the right situation, it will stall out someone really hard, as long as they're not flooding the board. Maybe it will look a bit better in few days. You might even want to try it out then ;)
0
I feel like this deck has a lot of potential, but I'm not sure how to change it up to make it better. It mainly works as control and can function as attrition in certain situations. Although, I'm still on the fence on how to actually classify it since it highly depends on who I'm against and the state of the board. The deck list is the following:
You probably have questions as to why I think this deck has potential or what I'm thinking with it. First off, I've played it with mixed success, but my greatest success has come when I can get a mana-tide totem on the board and protect it for several turns. Additionally, getting the spell damage totem up gives me a lot more flexibility with how I can control the enemy board. In one situation against a Priest, the game went for about 14-15 turns and I was 7-8 cards ahead on draw (from Mana Tide Totem alone) and nearly full health. He surrendered once I finally got a TBV (both were in the bottem 1/3 of the deck) and buffed the 5 totems on my board with it.
What am I thinking with regard to the deck? Shamans got a lot of totemic love with the TGT release and I liked the idea of building a deck that played to the strength of totems. Additional spell damage, healing, protection, large early drops, mid-game buffing. I like the idea of having a flexible game until I can overwhelm the board later on with Boom, Neptulon, and TBV. I know that Neptulon doesn't "fit" since he adds a bunch of Murlocs to your hand, but the principle is that it gives more options to dealing with the enemy board.
I've been trying to build decks that could run competitively and want it to be of my own design, not by some deck list that has been run into Legend and everyone wants to use (I like the challenge of making something different work).
TL;DR I would appreciate any help or feedback on changing it up! What cards should I take out or add in? How would the deck be classified based on its current build? Any specific Legendaries (i.e. Sylvanas) that could make a huge impact apart from their game-changing effects?
Thanks!
2
The idea behind this card is to give the Priest an opportunity to seize back board control. The class has a lot of hard removal (Shadow Word: Pain, Shadow Word: Death, Holy Nova, etc.), but ping is really hard to come by. Once these removals are used (or unable to be drawn for some inexplicable reason), they're kinda screwed. I also wanted to highlight the duality of this class, because in WoW, you have the Discipline/Holy branch of Priests and Shadow Priests. Secrets can, and should, have massive influence on the game when used properly. Birth of the Gemini is just one such example.
How is this card supposed to be used? The idea is to leverage your opponent into not building their board or controlling yours, at the risk of getting pinged to death once both Gemini tokens are dead. Additionally, it may force your opponent to waste durability charges on weapons by going for face. It would also be a good idea to bait their silences out before dropping it. Sister of Shadow is a large threat that: (1) the enemy will have to trade into unless they want a ton of face damage or (2) kill with a spell or Hero Power. Sister of Light, with some Priestly bewitching, can make a 5/5 minion that would also force removal of some kind. If your opponent can't produce the silences needed to stop them, then you get free face damage or amazing trade opportunities before you reinforce your board and decimate theirs.
2
I can happily say that if both you and your opponent take lethal damage from the inspire effect, you still win if Tournament Medic heals you.
0
REMOVED
(Reminder: Deleting Submission Topic posts is against the rules.)
0
Yeah, that's kinda rude. It's just an idea. Made to be funny. It's not like I expect it to be balanced or anything.
0
Legion: costs one less for each minion originally in your deck.
Down the rabbit hole mechanic: when a minion dies, another random minion is added to your hand. Depends on if it ate or drank anything on its journey.
As it stands, I just wanted to be a little cheeky lol. But really, I think the Legion mechanic might be an interesting thing, especially for Zoo. A deck with this card needs to prioritize minions over spells, so using minions with strong effects is probably the most effective way to substitute out most spells. Maybe a control deck using Mad Bomber, Madder Bomber, and other small minions that deal damage to the board. Then, you bank on their dying to get you better minions for the late game? I don't know, but it would be hilarious to see a card like this. And he'd be one hell of a butler too. ;)
4
Class: Priest (obviously)
I love the concept behind Shadowform and wish there were a way to build around it in Hearthstone. The Priest class doesn't have any weapons and, much like Shadowform, this card would be insanely unique. And it makes that amazing yet supposedly-mana-inefficient spell capable of being used.
It's my first submission (mainly wanted to try it out for fun, of course). Please be nice :)
Edit: changed mana cost from 2-->3 and increased damage from 2-->3. No other changes were made.