THE SORCERER-KING: LORD RHEMUS I
Fan Lore:
Lord Rhemus I is one of the most powerful sorcerer-kings to walk Azeroth. Shepherding lost peoples and appearing in visions to the hopeless, he has cradled his small, hidden kingdom on the outskirts of the Wetlands. It is said that, over the span of but a few decades, this mystical ruler of fabled origin was able to bring a powerless, rotting village to splendid grandeur by gathering prisoners, exiles, war victims, pilgrims, and other vagrant peoples in one place, imbuing their spirits with his magical powers and oratory brilliance. The village-turned-kingdom is often shrouded to undesired outsiders, keeping the citizens safe, allowing them to strengthen and prosper. Any invaders or bandits that stumble across the city walls are either indoctrinated or immediately destroyed by Rhemus' private army. It is rumored that one day, Lord Rhemus I will assimilate the rest of the Wetlands, followed by all of the Eastern Kingdoms, in due time, for he is believed to be immortal and the extent of his power limitless.
Hero Power
Class Mechanics and Example Cards:
The core mechanics of the Sorcerer-King class are the manipulation of Spell Damage, board control, and card combos. These are displayed by the cards below:
Prosper: Lord Rhemus has a kingdom to run, and he may cheekily employ magic to augment the treasury when needed. The idea for this card is to create a cheap draw engine to promote combo-based removals or buffs using your stored Warp Charges. There is a pretty big tradeoff here though, as you're obviously giving your opponent an opportunity to draw cards to respond to your combos.
Ethereal Elite: An example of Spell Damage-based minion synergy. Lord Rhemus often utilizes his grand throne-seated power to empower his chosen troops on the battlefield. During the later stages of the game, when theoretically you'd have several Warp Charges in hand, you could essentially play the minion as a 6-mana 5/6 with Taunt. Or, if you have other Spell Damage sources, the minion could get even bigger.
The People's Champion: An example of mid-game versatile hard removal. The People's Champion fiercely fights for the common man, so you can rest assured that she will courageously destroy that which most threatens the peace of the kingdom.
-1
This crap ain't gonna work until they buff it by a **** lot. Think about it. Coin shurkiken T 1, do some rogue things turn 2, turn 3 card + shuriken, spirit T 4, spirit T 5, legendary T 6. Turn 1 get a 1/1, useless, turn 2 do almost nothing, crap, turn 3 get a 2/2, SI is better, turn 4 get a 3/3, sounds like a slightly buffed mire keeper however it doesn't give you mana, T 5 get a 4/4 and a 2/3, just not good enough, turn 6, this is the point it might get good but you need the dream to make it work.
1
I hit legend with my own deck, or semi own deck because I did use some similar lists to other people that is because there are also some standard cards for those last 5-10 cards
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6
Midrange shaman has been terrorizing the ladder for 3 months now and there hunderds of versions all with their own tech desicions. Here you can see my overview of different midrange shamans so you can truly pick the best one to ladder with!
Card Discussion:
As you can see the different decks still have a lot of cards in common but there are also some cards that are not in all lists, here I will discus those cards and give my opinion on them:
Acidic Swamp Ooze - This card is very uncommon in midrange shaman. Altough it provides weapon removal and an early body it is still bad, at least in my opinion. The reason that it is bad is because of Harrison Jones. Harrison has the upside of drawing cards and it can be played on turn 5-10 without messing up your curve.
Flamewreathed Faceless - This card is very good, but not in midrange shaman. In my opinion the overload is too much. There are plenty of ways to deal with the 7/7 and that leaves you with 2 overloaded rystals for the following turn so you are not able to play on curve.
Argent Horserider - This card is one that I do agree with. This is a great card in the mirror which you will be facing over 50%, because it has charge and divine shield, it can freely trade with your opponents totems and it can be buffed by flametongue. However if it doesn't get buffed it is a 2/1 and it treades with way less in the mirror than before, luckily there are also other matchups where it preforms well like tempo mage.
Kobold Geomancer - This is a card that helps you win the mirror match by quite a bit, there are many times when you need that spellpower totem to clear that tunnel trog with you claws. The Geomancer is more reliable than rolling a 25% totem. The Geomancer also helps in clearing with lighning storm and killing 4 health minions with lightning bolt.
Earth Shock - This is a card that I would not play at all. Even if there are enough minions to silence it is not worth it to play this card. Of course it works great on minions like thalnos or argent squire, but in the early game you would much rather develop you own board. If you think you really need a silence I would recommend cards like Spellbreaker, because they also help you develop your own board.
Bloodlust - This is a really good finisher, but the problem is is that if you are not already winning than this card won't help. I think this card could work because it just helps you push that last damage to win.
Mana Tide Totem - This is a crad that I personnaly like because sometimes you just need some extra cards to win, but you can also play it in the early game. The problem for your opponent is that they need to remove it or you odds of winning increase every turn. However if you play it on turn 3 it will just be a 0/3 and if your opponents have a way to deal with it you might just have lost the game.
Fire Elemental - just in general a good late game card, it can kill minions on its own but also help you trade into bigger minions. It also makes some heavy tempo swing possible which helps in matches like hunter and mage.
If you found this useful please leave an upvote, If I get 5 votes I will make more analysis with different decks. Also let me now which deck you would like to see next.
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@KaPyPy and @Lansa,
I have used your ideas and have made a new list, I have also adjusted it because there was a new meta snapshot form tempostorm.
Red cards - not used in all decks
Oranje cards - used in all decks but not always 2 times
Green cards - used in all decks always twice.
UPDATE: I will use a darker green next time to make it better visible.
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Second drake would be the best way to replace it.
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In the most simple explanation of it active means it is a minion and passive means a spell or weapon, this is not always the case for example animal companion.
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A 60 % winrate is more than enough to get past rank five most certainly seen the winstreaks you can still gat. But if you really want to get further playing the deck more is a really good thing to do. That is the only way in which you can get more positive winrates out of bad matchups.
2
The mulligan works fairly easy:
with coin: keep hard mulligan for one drops, if you already have one you might consider dropping the second, imp gang boss is good to coun out on turn two, peddler is also a fine keep, knife juggler and dire wolf are okay if you have to but try to avoid it because they get more value in the later game. Also avoid any discard mechanics in the early game, exept for soulfire, in some occasions for example you alreay have a one drop and youre up against a shaman. Malchezaars imp is a fine keep two but only play it if you don't have other one drops left.
without coin: hard mulligan for one drops once again, don't keep imp gang, try to get peddler, knife juggler and dire wolf are now a little better keeps because you can't coin out a three drop, once again aboud discard mechanics, exept for soulfire in rare occasions.
Hope this helped you.
3
You are a little on the negative side of things. This deck can hit legend if played correctly, and the picture also shows that this deck can atleast win in legend even vs shaman. If you can't hit legend with a deck that doesn't mean other people can't. Also if this was adeck for little kids it would't be that skill intensive as it is.