One of the things I added to my deck, was a auctioneer, since I play alot of low mana control spell cards to deal with aggro ( along with Wild Pyromancer), if I have any of those left, I can get those refunded and stand a chance against control.
1. If you have Unbound Elementals in your deck, then yes.
2. Probably, but, at 2-4, buffing it even once makes it comparable to a harvest golem 2/3+1/2 vs 3/5, or a Sen'jin Shieldmasta without taunt.
3. Tough call, with all the druids rampaging around, it might be worth it to hold onto the Black Knight. Although you DO have a decent amount of taunt, you don't have enough targets for hard removal to bait away removal for your Rag...(only your Earth Elemental and Sun Walker are viable targets for hard removal...)
I've been having much better success then my summoning deck since I usually have anti early game rush and this deck doesn't cost much dust, so I can, enjoy the leftover dust.
However I still can't usually kill Nat Pagle since he has 4 health.
But, aside from that, I've been able to deal with frost giant decks, Aggro hunter decks, and late game druid decks.
They really are op, people that say "oh, just use removal to get rid of them" But who has removal for a 10/10 creature early/mid game? Hex, Polymorph, Sap, equality/Execute with some sort of damage, and Big Game Hunter, the only neutral card that's also a purple card that kills a minion over 7 attack.
That's only 6 cards, whereas 5 are class specific that can counter it early/mid game.
There's not enough early/mid game counter for sudden board control and a 10/10 in your face that's also reliable. You don't need much to combo for all those buffs.
(This deck is a work in progress, I'm attempting to make one shot decks viable for competitive play, somehow -_-`)
The potential to Win in turn 4.
- Turn 2: (2)Mad bomber RNGs for 3. 27 health left - Turn 3: (2)Windfury + (1)Rock Biter/(1) Lightning Bolt [Or a lightning bolt to take care of a threat perhaps] = 12. 15 health left - Turn 4: (1) Rock Biter(x2) + (1) Lightning bolt = 15 damage 0 Health left.
Yea, I know, Completely unrealistic, but there are some decks that can pull out a bad hand and have nothing but a turn 3 drop that you zap.
This deck can win in a single round because of the amazing synergy with Windfury and buffing attack damage. The key to this deck is to buff a creature with enough attack damage to make use of windfury. A couple of snowballing cards such as the questing adventurer combined with windfury can really put a opponent down unexpectedly.
With the Windfury buffs the Shaman has available, the combinations are quite damaging coupled with all the defensive taunts a shaman has, that really keep that minion alive. (Direct removal will be more of an issue though)
-Change Log-
9/16/2013: Created
-Strengths-
- One Shot : Can bring an opponent from 30hp to 0 if certain card combinations are played. (Example Leroy jenkins + windfury + rockbitters x 2 = 28 damage on your turn)
- Early Game : Has some early game board removal through spells and weapons. (Freaken lightning storm! )
- Pressure : Massive amount of pressure due to the presence of an earth elemental out on turn 5, especially if you have ancestral spirit/Windfury buffed on him the next turn. (Even if that's silenced, that's still a powerful creature out. Actually, does silencing it remove the overload?)
- Flexible :You have a few other minions you can buff, just in case you can't get a windfury on the snowballing minions. (Turn 6 Leroy with windfury is still 14 damage, and the opponent has to respond. Turn 5 Earth Elemental as well.)
- Taunt : Some taunt makes it somewhat easier to defend your vital creatures on the board for you.
-Weaknesses -
- No Charge: (No way to give your minions charge as I can see as well -_-)Due to this you have to have a windfury minion survive one round of being on the board before you can bless it. Exception to this is Leroy. But that's just one card.
- Weak Early Game: Weak against players that have excellent early game, especially early on such as a rogue, druid, or mage with their early board clearing powers/cards)
- No Stompies : No really big stompy creatures (aside from earth elemental) (no over +7 cards), making endgame terrible if the wrong cards are drawn or you can't get the snowballing going.
- Gimicky/Curb Stomp : Waiting for the opportunity to strike with your creature may never come because you'll have to end up trading them to survive or worse the opponent will know what you're doing and go to great lengths to exterminate all your minions.
- Survivablity : If you draw the wrong cards, you might not be able to withstand a enemy's early or late game onslaught.
- LowDraw : Aside from Mana totem/far sight, there's no card draw.
Yea, it's a pretty interesting and gimicky idea that can probably be of greater use with other classes, but the thought that somehow you've gotten your opponent down to 14 health with no taunt out while they ignore that little dragonhawk...
I'd still like to test this, but alas I don't have access to the game.
This deck can win in a single round because of the amazing synergy with Windfury and buffing attack damage. A cost 1 Dragonhawk on turn 2 can deal 14 damage if you have 2 blessings of might and it's left alive for example. (Round 6, windfury harpy, keep it alive, then bless it once or twice with might, and then once with champion and boom 28-40 damage in Round 7.)
With all the attack damage buffs the paladin has available, the combinations are quite damaging coupled with all the defensive abilities a paladin has, can really keep that minion alive. (Especially since redemption is really the only way I can see a minion staying alive after a powerful nuke from a mage or shaman)
-Change Log-
9/14/2013: Created
-Strengths-
- One Shot : Can bring an opponent from 30hp to 0 if certain card combinations are played.
- Early Game : Has some early game due to the mana curve being low ended.
- Board Clearing Capability : Has board clearing with various paladin card combinations. (Such as the good old Equality to Consecration, Truesilver champion, buffing any creature out there already.)
- Card Draw : Has some card draw to make sure you get the cards you need for the combinations. (Again, Replace elven archer for Coldlight Oracle for more realistic results)
- Pressure : Massive amount of pressure due to the presence of even one windfury creature out. If you opponent doesn't know the lethal combination, could easily ignore your creature and spell their doom next turn.
- Secrets : Easy to keep a minion you need alive because of the defensive secrets available to you.
- Flexible :You have a few other minions you can buff, just in case you can't get a windfury to survive out there and still deal damage and create presence. The hero power can give you early minions if you're unlucky.
-Weaknesses -
- No Charge: (No way to give your minions charge as I can see as well -_-)Due to this you have to have a windfury minion survive one round of being on the board before you can bless it.
- Enemy Early Board Clearing: Weak against players that have excellent board clearing capabilities, especially early on such as a rogue, druid, or mage.
- No Taunt : Lack of taunt makes it somewhat harder to defend your vital creatures on the board and you. Consider a healing spell or two for survivability.
- No Stompies : No big stompy creatures, making endgame terrible if the wrong cards are drawn.
- Gimicky/Curb Stomp : Waiting for the opportunity to strike with your creature may never come because you'll have to end up trading them to survive or worse the opponent will know what you're doing and go to great lengths to exterminate all your windfury cards.
- Survivablity : If you draw the wrong cards, you might not be able to withstand a enemy's early or late game onslaught.
Alternative Builds
- Thoughts : Healing spells might help with survival, but don't add much to board presence.... Crazed alchemist/knife juggler is another thought since it's pretty versatile... Molten giant can really help against early aggro decks piling on the damage onto you.
Just a thought, a shaman can buff a minion with windfury... and then combo that with creatures that give attack damage, or even rockbiter... Hmm... Druid can buff a windfury minion as well and might even be better at it -_-`
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One of the things I added to my deck, was a auctioneer, since I play alot of low mana control spell cards to deal with aggro ( along with Wild Pyromancer), if I have any of those left, I can get those refunded and stand a chance against control.
0
I find myself constantly overloaded on turn 4 anyways... So it's a weird situation... More decent 2s and 3s?
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1. If you have Unbound Elementals in your deck, then yes.
2. Probably, but, at 2-4, buffing it even once makes it comparable to a harvest golem 2/3+1/2 vs 3/5, or a Sen'jin Shieldmasta without taunt.
3. Tough call, with all the druids rampaging around, it might be worth it to hold onto the Black Knight. Although you DO have a decent amount of taunt, you don't have enough targets for hard removal to bait away removal for your Rag...(only your Earth Elemental and Sun Walker are viable targets for hard removal...)
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Add in a cult master, maybe that will get you to 1-4, did that for my summon shaman deck.
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I decided to roll a control based deck that caused this outcome. (TOO MANY CARDS :O)
I've been having much better success then my summoning deck since I usually have anti early game rush and this deck doesn't cost much dust, so I can, enjoy the leftover dust.
However I still can't usually kill Nat Pagle since he has 4 health.
But, aside from that, I've been able to deal with frost giant decks, Aggro hunter decks, and late game druid decks.
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Trying to make a summoning based Shaman deck to utilize bloodlust/flesh/frostwarlord/etc.... With low crafting cost.
] Top decked a rockbiter but it was too late.
Then this happens. Could of cleared the rag but I guess it wouldn't of mattered.
Struggled as hard as I can, but in the end, I couldn't win...
So.. 6 losses.. the other losses weren't as devistating, but... sigh.
0
We need more Taurens!
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They really are op, people that say "oh, just use removal to get rid of them" But who has removal for a 10/10 creature early/mid game? Hex, Polymorph, Sap, equality/Execute with some sort of damage, and Big Game Hunter, the only neutral card that's also a purple card that kills a minion over 7 attack.
That's only 6 cards, whereas 5 are class specific that can counter it early/mid game.
There's not enough early/mid game counter for sudden board control and a 10/10 in your face that's also reliable. You don't need much to combo for all those buffs.
0
There is now, add in a doomsayer now too lol.
0
At the very least, at least it's an archive all of the decks Force has showcased.
Force isn't barely decent, he's pretty good actually.
0
(This deck is a work in progress, I'm attempting to make one shot decks viable for competitive play, somehow -_-`)
The potential to Win in turn 4.
- Turn 2: (2)Mad bomber RNGs for 3. 27 health left
- Turn 3: (2)Windfury + (1)Rock Biter/(1) Lightning Bolt [Or a lightning bolt to take care of a threat perhaps] = 12. 15 health left
- Turn 4: (1) Rock Biter(x2) + (1) Lightning bolt = 15 damage 0 Health left.
Yea, I know, Completely unrealistic, but there are some decks that can pull out a bad hand and have nothing but a turn 3 drop that you zap.
-About-
This deck can win in a single round because of the amazing synergy with Windfury and buffing attack damage. The key to this deck is to buff a creature with enough attack damage to make use of windfury. A couple of snowballing cards such as the questing adventurer combined with windfury can really put a opponent down unexpectedly.
With the Windfury buffs the Shaman has available, the combinations are quite damaging coupled with all the defensive taunts a shaman has, that really keep that minion alive. (Direct removal will be more of an issue though)
-Change Log-
9/16/2013: Created
-Strengths-
- One Shot : Can bring an opponent from 30hp to 0 if certain card combinations are played. (Example Leroy jenkins + windfury + rockbitters x 2 = 28 damage on your turn)
- Early Game : Has some early game board removal through spells and weapons. (Freaken lightning storm! )
- Pressure : Massive amount of pressure due to the presence of an earth elemental out on turn 5, especially if you have ancestral spirit/Windfury buffed on him the next turn. (Even if that's silenced, that's still a powerful creature out. Actually, does silencing it remove the overload?)
- Flexible :You have a few other minions you can buff, just in case you can't get a windfury on the snowballing minions. (Turn 6 Leroy with windfury is still 14 damage, and the opponent has to respond. Turn 5 Earth Elemental as well.)
- Taunt : Some taunt makes it somewhat easier to defend your vital creatures on the board for you.
-Weaknesses -
- No Charge: (No way to give your minions charge as I can see as well -_-)Due to this you have to have a windfury minion survive one round of being on the board before you can bless it. Exception to this is Leroy. But that's just one card.
- Weak Early Game : Weak against players that have excellent early game, especially early on such as a rogue, druid, or mage with their early board clearing powers/cards)
- No Stompies : No really big stompy creatures (aside from earth elemental) (no over +7 cards), making endgame terrible if the wrong cards are drawn or you can't get the snowballing going.
- Gimicky/Curb Stomp : Waiting for the opportunity to strike with your creature may never come because you'll have to end up trading them to survive or worse the opponent will know what you're doing and go to great lengths to exterminate all your minions.
- Survivablity : If you draw the wrong cards, you might not be able to withstand a enemy's early or late game onslaught.
- Low Draw : Aside from Mana totem/far sight, there's no card draw.
Alternative Builds
Coming eventually
Removal
Lightning Storm/ Forked / Rockbitter / Lightning bolt / Stormforged axe
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So many spells -_-`, might want an abomination in there as well.
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Yea, it's a pretty interesting and gimicky idea that can probably be of greater use with other classes, but the thought that somehow you've gotten your opponent down to 14 health with no taunt out while they ignore that little dragonhawk...
I'd still like to test this, but alas I don't have access to the game.
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The potential to Win in turn 3.
- Young Dragon Hawk round 1
- x2 blessings of might. attack for 7 + 7 = 14 damage
- 2 elven archers 2 damage, Hawk attacks again + 14 = 30
(Obviously have to be extremely lucky -_- Replace Elven archers with Coldlight Oracles/Protectors for more realistic results.)
-About-
This deck can win in a single round because of the amazing synergy with Windfury and buffing attack damage. A cost 1 Dragonhawk on turn 2 can deal 14 damage if you have 2 blessings of might and it's left alive for example. (Round 6, windfury harpy, keep it alive, then bless it once or twice with might, and then once with champion and boom 28-40 damage in Round 7.)
With all the attack damage buffs the paladin has available, the combinations are quite damaging coupled with all the defensive abilities a paladin has, can really keep that minion alive. (Especially since redemption is really the only way I can see a minion staying alive after a powerful nuke from a mage or shaman)
-Change Log-
9/14/2013: Created
-Strengths-
- One Shot : Can bring an opponent from 30hp to 0 if certain card combinations are played.
- Early Game : Has some early game due to the mana curve being low ended.
- Moderately aggressive : Again, low cost creatures
- Board Clearing Capability : Has board clearing with various paladin card combinations. (Such as the good old Equality to Consecration, Truesilver champion, buffing any creature out there already.)
- Card Draw : Has some card draw to make sure you get the cards you need for the combinations. (Again, Replace elven archer for Coldlight Oracle for more realistic results)
- Pressure : Massive amount of pressure due to the presence of even one windfury creature out. If you opponent doesn't know the lethal combination, could easily ignore your creature and spell their doom next turn.
- Secrets : Easy to keep a minion you need alive because of the defensive secrets available to you.
- Flexible :You have a few other minions you can buff, just in case you can't get a windfury to survive out there and still deal damage and create presence. The hero power can give you early minions if you're unlucky.
-Weaknesses -
- No Charge: (No way to give your minions charge as I can see as well -_-)Due to this you have to have a windfury minion survive one round of being on the board before you can bless it.
- Enemy Early Board Clearing : Weak against players that have excellent board clearing capabilities, especially early on such as a rogue, druid, or mage.
- No Taunt : Lack of taunt makes it somewhat harder to defend your vital creatures on the board and you. Consider a healing spell or two for survivability.
- No Stompies : No big stompy creatures, making endgame terrible if the wrong cards are drawn.
- Gimicky/Curb Stomp : Waiting for the opportunity to strike with your creature may never come because you'll have to end up trading them to survive or worse the opponent will know what you're doing and go to great lengths to exterminate all your windfury cards.
- Survivablity : If you draw the wrong cards, you might not be able to withstand a enemy's early or late game onslaught.
Alternative Builds
- Thoughts : Healing spells might help with survival, but don't add much to board presence.... Crazed alchemist/knife juggler is another thought since it's pretty versatile... Molten giant can really help against early aggro decks piling on the damage onto you.
Coming Soon,
Just a thought, a shaman can buff a minion with windfury... and then combo that with creatures that give attack damage, or even rockbiter... Hmm... Druid can buff a windfury minion as well and might even be better at it -_-`