Unstable Ghoul was an anti hunter/pally choice. Plus if you go t2 - ghoul, t3 - regent, you're still in good position against any aggro/midrange opponent because you could trade the ghoul before hero powering and that's assuming regent doesn't die. Also if you wait to go regent and hero power on same turn the ghoul should have done it's job in the first 5 turns to not be around. Or you just generally don't get them both together at all. It's one of those scenarios were magical christmas land ISN'T what you want.
What your win condition against control? I can't see this beating slow decks, or really fast decks...
I find this to be a big problem with Reno decks (or at least reno shaman). Granted, I think OP could rely on starseeker to be a good answer to control (maybe with a rag and some burn) due to the powerful changes it can make to the deck. To streamline the deck adding more draw and less clutter would help get to reno and starseeker in every game to make that happen.
I think you can get away with 4 2ofs in Reno shaman. The deck I posted is also a Reno deck. 2ofs for card draw and 2ofs for early game cards are perfectly acceptable, imo, because they are cards you want to find at the beginning and play anyways. Heck, I would even consider double scarab as the card it gives you can easily be played and should mess up your chances of using Reno later. I have tried double totemic and it's lackluster.
Are you trolling or what? have you read what Reno Jackson does? "No more than one of any card in your deck"
Yes, that's why you play the second copy before reno. Like I said, you can get away with up to 4 cards as 2ofs and still get reno to proc consistently. It's like joust. Just because you want to win the joust doesn't mean you can't play zombie chow. Your goal is to get the cards you don't want holding you back out early. In my deck I want Ancestral Knowledge early to get to my tools quickly, I want crackle early to stop their early value drops (or early aggresion), I want Lightning storm early to stop their minion swarm. You just have to know when you have drawn them and when you haven't, I can do that easily WITHOUT a deck tracker. Deck building is all about how to get the most out of your deck before draw backs kill you. Especially control decks where it's all about greedy choices and how many of them you can make.
You don't have to go full 1-ofs. I would have 2 Lighnit Storms at the very least. Also, when you go 1-of heavy you hvae 2 options. You build a toolbox or you find cards that fit similar roles. The nature of Reno lends itself to a control deck which means you need answer. This leads to a toolbox mindset. Unfortunately, if you have 1 tool for every situation hidden in 30 cards, it's hard to find them. So you need card draw. I mean you really need it. I would go 2x Ancestral Knowledge and at least 1 Azure Drake. I run a Loot Hoarder as well in my reno shaman deck. I see you have a Mana Tide Totem, keep that instead of Loot Hoarder unless you find it to be too "do nothing but draw 1". This may be the case if you don't have enough threats to eat up the opponents removal
Next we have to look at what cards don't fit your strategy. Elisa Starseeker isn't a tempo or midrange strategy. It's control. She let's you overcommit on answers with the promise of turning them into threats if you survive. I would remove: Fireguard Destroyer - This isn't the deck for it, it won't help you defend yourself. Earthen Ring Farseer - it's the weakest of your healing cards Flametongue Totem - You don't have the run-of-the-mill midrange sticky minions that make this card really good
Cards to look at removing, but I leave these up to you: Brann Bronzebeard and Youthful Brewmaster - These cards might be more gimmicky in this deck than you end up wanting Ironbeak Owl - You have earthshock and hex The Mistcaller - It's probably not going to get as much value as you want. Especially if you replace all the buffed cards with legendaries anyways
There are some other tweaks I would make, but that should help refine what you have going for you. Posting my deck for reference. It has a different end game than you, but you can check out the numbers to help guide you.
He wants to play reno shaman... 2ofs don't work so well with reno...
I think you can get away with 4 2ofs in Reno shaman. The deck I posted is also a Reno deck. 2ofs for card draw and 2ofs for early game cards are perfectly acceptable, imo, because they are cards you want to find at the beginning and play anyways. Heck, I would even consider double scarab as the card it gives you can easily be played and should mess up your chances of using Reno later. I have tried double totemic and it's lackluster.
I'm just going to throw this out there to let you think about. Do you know what is great when you don't have to worry about totems? Baron Geddon, especially as an extra tool against paladins. Perhaps swapping between him and Neptulon depending on frequency of fast or slow decks you face.
You don't have to go full 1-ofs. I would have 2 Lighnit Storms at the very least. Also, when you go 1-of heavy you hvae 2 options. You build a toolbox or you find cards that fit similar roles. The nature of Reno lends itself to a control deck which means you need answer. This leads to a toolbox mindset. Unfortunately, if you have 1 tool for every situation hidden in 30 cards, it's hard to find them. So you need card draw. I mean you really need it. I would go 2x Ancestral Knowledge and at least 1 Azure Drake. I run a Loot Hoarder as well in my reno shaman deck. I see you have a Mana Tide Totem, keep that instead of Loot Hoarder unless you find it to be too "do nothing but draw 1". This may be the case if you don't have enough threats to eat up the opponents removal
Next we have to look at what cards don't fit your strategy. Elisa Starseeker isn't a tempo or midrange strategy. It's control. She let's you overcommit on answers with the promise of turning them into threats if you survive. I would remove: Fireguard Destroyer - This isn't the deck for it, it won't help you defend yourself. Earthen Ring Farseer - it's the weakest of your healing cards Flametongue Totem - You don't have the run-of-the-mill midrange sticky minions that make this card really good
Cards to look at removing, but I leave these up to you: Brann Bronzebeard and Youthful Brewmaster - These cards might be more gimmicky in this deck than you end up wanting Ironbeak Owl - You have earthshock and hex The Mistcaller - It's probably not going to get as much value as you want. Especially if you replace all the buffed cards with legendaries anyways
There are some other tweaks I would make, but that should help refine what you have going for you. Posting my deck for reference. It has a different end game than you, but you can check out the numbers to help guide you.
The only point of using Wrath here is to get to a card in your deck sooner. It doesn't really generate card advantage (or at least not that much) and it seems like a waste of your bread and butter removal. I would hero power. It's unlikely that he's going to rush you down fast enough that you don't already see a good portion of your deck and if he is, wrath is better as a 3 dmg removal spell for something scarrier.
EDIT: Also you have the option to cycle it in the future if you really want it to cycle.
Dragon shaman is a thing. Probably the third most popular shaman archetype after totem shaman and malygos ancerstors call combo as far as what deck builders on hearthpwn were crafting after tgt. I think pretty tgt it was a sweet sleeper deck.
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Imagine, people, a card like shadowform for mage...that changes the fire hero power to a 1 dmg frost power that freezes. THAT would be amazing
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Unstable Ghoul was an anti hunter/pally choice. Plus if you go t2 - ghoul, t3 - regent, you're still in good position against any aggro/midrange opponent because you could trade the ghoul before hero powering and that's assuming regent doesn't die. Also if you wait to go regent and hero power on same turn the ghoul should have done it's job in the first 5 turns to not be around. Or you just generally don't get them both together at all. It's one of those scenarios were magical christmas land ISN'T what you want.
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If you haven't seen this, here's Trump making a f2p priest deck after TGT came out.
Whole playlist: https://www.youtube.com/watch?v=mhJEWcC6cvU&list=PLvEIxIeBRKSi3AogDBQKpWLG5L4yKRuc5
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Why are people judging other people on how they play a game?
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I'm just going to throw this out there to let you think about. Do you know what is great when you don't have to worry about totems? Baron Geddon, especially as an extra tool against paladins. Perhaps swapping between him and Neptulon depending on frequency of fast or slow decks you face.
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Most of my ladder experience lately is Hunter, Priest (usually dragon), and control warrior.
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How does this fare against Control Warrior. Lately I'm finding control shaman vs control warrior is next to impossible if they get justicar out.
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You don't have to go full 1-ofs. I would have 2 Lighnit Storms at the very least. Also, when you go 1-of heavy you hvae 2 options. You build a toolbox or you find cards that fit similar roles. The nature of Reno lends itself to a control deck which means you need answer. This leads to a toolbox mindset. Unfortunately, if you have 1 tool for every situation hidden in 30 cards, it's hard to find them. So you need card draw. I mean you really need it. I would go 2x Ancestral Knowledge and at least 1 Azure Drake. I run a Loot Hoarder as well in my reno shaman deck. I see you have a Mana Tide Totem, keep that instead of Loot Hoarder unless you find it to be too "do nothing but draw 1". This may be the case if you don't have enough threats to eat up the opponents removal
Next we have to look at what cards don't fit your strategy. Elisa Starseeker isn't a tempo or midrange strategy. It's control. She let's you overcommit on answers with the promise of turning them into threats if you survive. I would remove:
Fireguard Destroyer - This isn't the deck for it, it won't help you defend yourself.
Earthen Ring Farseer - it's the weakest of your healing cards
Flametongue Totem - You don't have the run-of-the-mill midrange sticky minions that make this card really good
Cards to look at removing, but I leave these up to you:
Brann Bronzebeard and Youthful Brewmaster - These cards might be more gimmicky in this deck than you end up wanting
Ironbeak Owl - You have earthshock and hex
The Mistcaller - It's probably not going to get as much value as you want. Especially if you replace all the buffed cards with legendaries anyways
There are some other tweaks I would make, but that should help refine what you have going for you. Posting my deck for reference. It has a different end game than you, but you can check out the numbers to help guide you.
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The only point of using Wrath here is to get to a card in your deck sooner. It doesn't really generate card advantage (or at least not that much) and it seems like a waste of your bread and butter removal. I would hero power. It's unlikely that he's going to rush you down fast enough that you don't already see a good portion of your deck and if he is, wrath is better as a 3 dmg removal spell for something scarrier.
EDIT: Also you have the option to cycle it in the future if you really want it to cycle.
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Well, that is the purpose of Midrange, it can play the control game and it can play the pressure game.
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It's there. How would it not be there?
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Dragon shaman is a thing. Probably the third most popular shaman archetype after totem shaman and malygos ancerstors call combo as far as what deck builders on hearthpwn were crafting after tgt. I think pretty tgt it was a sweet sleeper deck.