This is a complete rework of existing cards without taking away from the idea of what shaman is suppose to be. Focusing on just improving existing arch types in line with other class arch types. It isnt a 100% solution to all shaman problems but it puts shaman in a spot where it could be in line with other classes with just a few minor card releases mostly in the form of a value engine and some more card draw options.
This just brings it closer in line with existing classes in both wild and standard. This does not fix shamans lack of card draw or a value generator in standard but helps fix all the curve issues shaman has. This is not designed to make every single card better but rather bring archtypes closer in place with existing classes. Some of the cards are buffed and nerfed at same time its a complete rebalance of curve so you can play cards on curve effectively with different archtypes. Overloads are adjusted to feel balanced with what the spell does. A couple of overload pay offs were added. Some discover effects replacing random effects that were really not checked well in the format.
shaman does need a value generator card still in standard and card draw mechanic to boost its playability. But this brings the curve way more in line with the curve of other classes and brings down the pain of overload. Reducing tidle surge by 1 mana and overload on lightning storm gives it some strong board clears. The elementals curving better helps it not feel as bogged down by overload and so they have more play options. So that it should be somewhat OK in a midrange spot. That would be assuming they provided a source of card draw and a value generator in the upcoming mini set shaman would be in a good spot. Sitting upper tier. It would also bring shaman closer in line with other classes in wild. There are dozens and dozens of card buffs in there I know for me it would make me try playing shaman all over again.
Noteable Interesting Overload has some interesting break points on odd and even. You get some better options for totem builds. Freeze was re-worked to be more playable. Elementals were given some more value and curve help. Card draw was made less feel bad. Im sure people could come up with a few dozen different deck ideas if we got those changes to at least try. I dont think most of those changes are super unbalanced wither if anyone has comments on anything they think would be overtuned. I personally wouldnt mind feedback. I based changes off existing cards in other classes and how the shaman versions feel under tuned.
Astral Healing - No Change Beakered Lighting = -1 Overload Lightning Bloom = No Change Mutate = No Change Totemic Might = +1 Health Totemic Surge = No Change Zap = No change Air Elemental = No Change Blazing Invocation = No Change Corrupt the waters = No Change Devolving Missles = No Change Dust Devil = -1 Overload (It dies to hero powers like come on). Earthshock = No Change Evolve = No Change Finders Keepers = Allow Self Discovery on this card as an exception to the rule. Forked Lighting = - 1 Overload Frost Shock = Reduce mana cost by 1 Guidence = No Change Lightning Bolt = No Change Novice Zapper = No Change Primal Infusion = +2/+2 Primordial Studies = No Change Revolve = No Change Sludge Slurper = No Change Spawnpool Forager = No Change Spirit Claws = +2 when you have a totem in play. Storms Wrath = No Change Surging Tempest = Has +1 attack for each mana crystal you have overloaded. Totemic Smash = No Change Tunnel Trog = No Change Unite the Murlocks = No Change Unstable Evolution = No Change Voltaic Burst = No Change Warbringer = If you played a spell instead of 2 spells. Witches Apprentice = No Change. Ancstral Knowledge = Overload 1 Ancestral Spirit = No Change Big Bad Voodoo = Transform costs 2 more. Brrlock = No Change Cage Match Castodian = No Change Chain Lightning = No Change Crackle = No Change Crushing Hand = Overload 2 Cryostasis = No Change Deathmatch Pavillion = Give the duelist Rush. Devolve = No Change Dilligent Note Taker = No Change. Earthen Might = Discover an elemental Elementary Reaction = No change Eternal Sentinal = Unlock your overloaded mana crystals and heal 1 health to your hero for each mana crystal unlocked. Evil Totem = No Change. Fire Plume Harbringer = Reduce cost by 1. Firemancer Flurgel = No change Flametongue Totem = No Change Ghost Light Angler = No Change Ice Fishing = No Change Imprison Pheonix = No Change Jade Claws = No Change Kobold Hermit = Reduce cost to 1 mana. Land Slide = No Change Lava Shock = Deal 1 extra damage for each unlocked mana crystal. (Can only target minions) Likkem = +1 durability Maelstorm Portal = No Change Menacing Nimbus = Discover an elemental Murkspark Eel = No Change Murmuring Elemental = No change Omega Mind = Give it +1 Nature Damage. Primal Fin Totem = No Change Reincarnate = No change Rockbiter Weapon = No Change Rune Dagger = No change Sandstorm Elemental = No Change. Soul of the Murlocks = No Change. South Coast Chieftan = No change. Storm Crack = No Change Storm Forged Axe = +1 Durability Tinyfins Caravan = All of the caravans could have +1 attack and be ok. Totem Golem = No change. Trick Totem = No Change. Underbelly Angler = This could go up to 3 mana. Vitality totem = Reduce the cost to 1 mana. Whirling Zapomatic = No change Windfury = No change Witches Brew = No Change Arid Stormer = No Change Bog Slosher = No Change Bogstork Clacker = Random Minions that cost 2 more. Darkari Defende = Reduce Overload to 2. Electra Storm Surge = No Change Elemental Distruction = Reduce overload to 3 make it flat 5 damage Increase its cost by 1. Far Sight = No Change Feral Spirits = Increase Minion health by 1 it puts it in line with Saronite Chain Gang Grandtotem Eyesore = Make it buff itself. Haunting Vision = Reduce cost of this spell by 1. Healing Rain = No change Healing Wave = No change Hot Spring Guardian = No Change Ice Breaker = Incease the attack on this by 1. Instructor Fireheart = No Change Lady Vashj = No change Lava Burst = Increase cost by 1 reduce overload by 1. Lightning Breath = Increase Damage by 1. Lighting Storm = Reduce Overload by 1. Magic Fin = No Change Manatide Totem = Reduce cost by 1 and health by 1. Marsh Spawn = No change Moulten Blast = Increase damage by 1 make it so it can only target minions. No One Can Stop us = No change Pit Master = Give it and duelists rush. Plague of murlocks = Increase the cost by 1. Power Mace = No Change. Primal Talismans = Reduce cost by 1. Serpent Shrine Portal = No change. Speaker Guidra = No Change Spirit Echo = Reduce cost by 1. Spirit of the Frog = No change. Storm strike = reduce cost by 1 damage by 1 and attack by 1. Tidal Surge = No Change. Totemic Reflection = No Change. Tuskarr totemic = Just un-nerf it so it can summon any totem at random. Unbound Elemental = No Change. Weaponised Wasp = No Change. Whack a Gnoll Hammer = No Change. Ancestors Call = No Change Avalanche = Reduce cost by 2 and just make it freeze 3 minions. Brukhan = No Change. Call in the finishers = No change. Charged Hammer = Reduce cost by 1 and durability by 1. Dreanai Totem Carver = No Change. Dunemaul Shaman = No change. Dunk Tank = No change. Earth Revanent = Make this a 2/4 taunt for 3 with same upside. Fireguard Destroyer = 3 mana 5/5 overload 3. Flame Wreathed Faceless = No change its fine. Grounds Keeper = No change. Hex = Reduce mana cost by 1. Jade Lightning = No change. Jade Spirit = No Change. Jinyu Waterspeaker = give it taunt. Lotus Illusionist = Make it transform into a 7 cost minion. Master of Evolution = No change. Rumbiling Elemental = When you play an elemental as the change. Scargil = No change. Stirlfin Spirit Walker = No change. Splitting Axe = No change. Squalhunter = Reduce overload by 1. Reduce Spell Damage to +1. Storm Chaser = No Change. Fist of Ra-den = Increase Durability by 1. Thunderhead = No Change. Torrent = No Change. Totem Cruncher = Reduce cost to 2 mana. Vessina = No Change. Vivid Spores = No Change. Wicked Witch Doctor = No Change. Windspeaker = Increase attack and health to 4/4 Bandersmosh = No Change. Blood Lust = No Change. Bog Spine Knuckles = No Change. Cumulo Maximus = Reduce cost by 1. Doom Hammer = No change. Dragons Pack = No Change Earth Elemental = Make it an 8/8 Hagathas Scheme = No change Hallazeal the Ascended = No Change. Hammer of Twilight = Summon 4/4 Elemental with Taunt. Inara Storm Crash = No Change. Lilypad lurker = Make if a 4 mana 4/5. Lotus Agent = Reduce cost by 1. Mistrunner = Give it the Elemental Tag. Muckmorpher = No change. Raz Frostwhisper = No Change. Shattered Rumbler = To all enemy Minions. Thrall Deathseer = change the effect to minions that cost 3 more and hero power to discover discover any random totem. Thunderbluff Vigilante = No Change. Totem Goliath = No Change. Volcano = No change. Voodoo Hexer = Reduce cost by 1. White Eyes = No change. Winshear Storm Caller = If you control all 4 basic totems Give all totems death rattle summon Alakir. Aya Blackpaw = No Change. Eureka = No Change. Fire Elemental = Change to 5 mana 5/4 deal 3 damage. Grumble = No Change. Kragwa the Frog = No Change. Moorabi = Reduce cost by 1. Nithogg = No change. Rain of Toads = Reduce overload and cost by 1. Runic Carvings = No Change. Lurker Below = Increase minion Damage and cost by 1. Mistcaller = Reduce cost by 1. The Storm Bringer = No Change. Thing from Below = No Change. Bog Shaper = Reduce cost by 1. Earthquake = No Change. Everyfin is awesome = Increase cost by 1. Galakrond = No Change. Jade Cheiftan = Reduce cost by 2. Lesser Sapphire Spell Stone = Reduce Cost by 2. Neptulon = Reduce overload by 1. Stone Sentinal = Reduce cost by 1. Swamp Queen Hagatha = No Change. Al'akir the windlord = Reduce cost to 7 mana. Hagatha the Witch = No change. Kalimos the Primal Lord = No Change. Rune Spear = Reduce cost by 3. Tidal Wave = Reduce cost by 1. Walking Fountain = Reduce attack by 1. Mogu Flesh Shaper = Reduce cost by 2. Shudderwok = No Change. Eye of the Storm = Fill your board with 4/4 Elementals with taunt and overload 3. Snowfury Giant = Reduce cost by 1.(Costs 2 less for each overloaded mana crystal you have had this game.
Classic is played fairly heavily but the meta is much more fast paced for most part than standard you basically have.
OTK Decks that go off by turn 6-7 with limited resources.
Aggro which is super aggressive burns out fairly quickly for most part and generally wins by turn 4-6 or it loses in most cases.
Long game control OTK which is mostly not as efficient as the faster OTK decks and will usually lose that mirror but is very consistant and isnt going to run out of I kill you effects on 1 attempt to do so.
Midrange aggro - Galakrond Rush warrior and a few other decks fall in here. They are a little slower than the hyper aggro decks but can still win the control match if they dont go off right away and out right kill the deck before turn 6. Secret Mage also falls in here. They generally beat the snot out of the aggro decks.
Control - This is pretty much highlander, Warlock, and various versions of shudderwok/Kingsbane/Poison Rogue. Struggles more against aggro to get a foot hold depending on the aggro match up.
Like 30% of the wild meta is some sort of mage deck however more common than any other match up your going to get highlander mage, flamewalker mage and secret mage secret mage less so at lower tiers. Flamewalker mage is by far the most common match in the format. Higher tiers you'll see more pirate warrior, taxes paladin, secret mage start to show up the only deck consistant really for youll play 4-5 matches at least every 5 ranks is pretty much Flamewalker mage its by far the most common deck in wild accross all ranks.
To clarify that would be if you hit a 1 health minion both neighbors would take 3 correct. Cause that could be pretty strong early game aoe removal and its not bad as a single target removal card on its own comparable to jade lightning at 4 mana.
could be a possible inclusion in cannon paladin in wild draw Shirvallah or giants and give them a 20-25 cost they cant play or in hand lock with giants or giants mage. The intent being to give them a card they cannot play.
Cinderstorm misses the dragon and all goes face .... 5 6/6 nether dragons lol and a 4/12. Or hunter hero power for 12 ok ill make a 6/6 you can do 2 for every 6/6 dragon you want to beat the snot out of you next turn. It looks fun.
I kinda liked the idea of using Bolvar Fordragons stacking in hand effect but going a different route where your stacking health and gaining the attack from a battlecry effect.
Corridors dust, patches dust charge was the only thing made him viable means hes not even playable in wild, and well raza is on the outs as well. Bone mare wont get dusted. The other 3 nerfs make them unplayable even in wild.
Honestly i think the nerfs on patchs and raza are stupid they are litterly rotating out of standard in what 1-2 months tops. With patches gone Corridor creeper becomes less of an issue. Bone mare nerf is fine the other basically makes 3 cards unplayable with 2 of them rotating out and 1 getting a soft nerf from the rotation anyways.
well in 3 clears with every class 1 class took almost just over 200 bosses to get the third clear which most others were like 60 or less accounting learning curve ect and you might be suprised ive seen a few people in different threads who were accurate. But id rather see the communities opinion im actually running them all currently to 10 clears just cause i like doing random crazy shit with each of the classes.
Looking to pole the community as i feel personally that 1 class needs a buff for options on runs or more consistancy having cleared 3 times with each class the number of attempts it took was by far significantly higher with 1 class in particular that will remain unnamed till the thread gets 200 votes however id like the thoughts from the community. Most of the time the set class on random rng would loose on boss 3-5 before even getting the first treasure and ocassionally even on the second boss due to bad rng. So Id like a pole from the community on what class needs generally better pull options doing the runs. As i wish to keep the thread unbiased.
Climbing ladder and having fun doesn't work very vell. ;)
The Aggro Paladin deck is the most boring thing I've played since pre-nerf Quest Rogue. Loses easily to any control deck, very draw dependent, no fun playing it at all.
I'd go for a the Warlock deck of your choice. Warlock got some pretty cool new cards to play with. Control got lots of possibilites but good old (Demon) Zoo also works pretty well in the meta.
2nd vote for Big Spell Dragon Priest. Duskbreaker kills aggro and you can have massive swings with Spiteful Summoner. And stealing cards from your opponent's deck with the OP 5-drop-dragon is always fun
I personally always find anything aggro feels that way myself I dont mind aggro paladin but I have to go outside the staple routes im having alot more fun tweaking a version of valnyr handbuff at the moment.
0
This is a complete rework of existing cards without taking away from the idea of what shaman is suppose to be. Focusing on just improving existing arch types in line with other class arch types. It isnt a 100% solution to all shaman problems but it puts shaman in a spot where it could be in line with other classes with just a few minor card releases mostly in the form of a value engine and some more card draw options.
0
This just brings it closer in line with existing classes in both wild and standard. This does not fix shamans lack of card draw or a value generator in standard but helps fix all the curve issues shaman has. This is not designed to make every single card better but rather bring archtypes closer in place with existing classes. Some of the cards are buffed and nerfed at same time its a complete rebalance of curve so you can play cards on curve effectively with different archtypes. Overloads are adjusted to feel balanced with what the spell does. A couple of overload pay offs were added. Some discover effects replacing random effects that were really not checked well in the format.
shaman does need a value generator card still in standard and card draw mechanic to boost its playability. But this brings the curve way more in line with the curve of other classes and brings down the pain of overload. Reducing tidle surge by 1 mana and overload on lightning storm gives it some strong board clears. The elementals curving better helps it not feel as bogged down by overload and so they have more play options. So that it should be somewhat OK in a midrange spot. That would be assuming they provided a source of card draw and a value generator in the upcoming mini set shaman would be in a good spot. Sitting upper tier. It would also bring shaman closer in line with other classes in wild. There are dozens and dozens of card buffs in there I know for me it would make me try playing shaman all over again.
Noteable Interesting Overload has some interesting break points on odd and even. You get some better options for totem builds. Freeze was re-worked to be more playable. Elementals were given some more value and curve help. Card draw was made less feel bad. Im sure people could come up with a few dozen different deck ideas if we got those changes to at least try. I dont think most of those changes are super unbalanced wither if anyone has comments on anything they think would be overtuned. I personally wouldnt mind feedback. I based changes off existing cards in other classes and how the shaman versions feel under tuned.
Astral Healing - No Change
Beakered Lighting = -1 Overload
Lightning Bloom = No Change
Mutate = No Change
Totemic Might = +1 Health
Totemic Surge = No Change
Zap = No change
Air Elemental = No Change
Blazing Invocation = No Change
Corrupt the waters = No Change
Devolving Missles = No Change
Dust Devil = -1 Overload (It dies to hero powers like come on).
Earthshock = No Change
Evolve = No Change
Finders Keepers = Allow Self Discovery on this card as an exception to the rule.
Forked Lighting = - 1 Overload
Frost Shock = Reduce mana cost by 1
Guidence = No Change
Lightning Bolt = No Change
Novice Zapper = No Change
Primal Infusion = +2/+2
Primordial Studies = No Change
Revolve = No Change
Sludge Slurper = No Change
Spawnpool Forager = No Change
Spirit Claws = +2 when you have a totem in play.
Storms Wrath = No Change
Surging Tempest = Has +1 attack for each mana crystal you have overloaded.
Totemic Smash = No Change
Tunnel Trog = No Change
Unite the Murlocks = No Change
Unstable Evolution = No Change
Voltaic Burst = No Change
Warbringer = If you played a spell instead of 2 spells.
Witches Apprentice = No Change.
Ancstral Knowledge = Overload 1
Ancestral Spirit = No Change
Big Bad Voodoo = Transform costs 2 more.
Brrlock = No Change
Cage Match Castodian = No Change
Chain Lightning = No Change
Crackle = No Change
Crushing Hand = Overload 2
Cryostasis = No Change
Deathmatch Pavillion = Give the duelist Rush.
Devolve = No Change
Dilligent Note Taker = No Change.
Earthen Might = Discover an elemental
Elementary Reaction = No change
Eternal Sentinal = Unlock your overloaded mana crystals and heal 1 health to your hero for each mana crystal unlocked.
Evil Totem = No Change.
Fire Plume Harbringer = Reduce cost by 1.
Firemancer Flurgel = No change
Flametongue Totem = No Change
Ghost Light Angler = No Change
Ice Fishing = No Change
Imprison Pheonix = No Change
Jade Claws = No Change
Kobold Hermit = Reduce cost to 1 mana.
Land Slide = No Change
Lava Shock = Deal 1 extra damage for each unlocked mana crystal. (Can only target minions)
Likkem = +1 durability
Maelstorm Portal = No Change
Menacing Nimbus = Discover an elemental
Murkspark Eel = No Change
Murmuring Elemental = No change
Omega Mind = Give it +1 Nature Damage.
Primal Fin Totem = No Change
Reincarnate = No change
Rockbiter Weapon = No Change
Rune Dagger = No change
Sandstorm Elemental = No Change.
Soul of the Murlocks = No Change.
South Coast Chieftan = No change.
Storm Crack = No Change
Storm Forged Axe = +1 Durability
Tinyfins Caravan = All of the caravans could have +1 attack and be ok.
Totem Golem = No change.
Trick Totem = No Change.
Underbelly Angler = This could go up to 3 mana.
Vitality totem = Reduce the cost to 1 mana.
Whirling Zapomatic = No change
Windfury = No change
Witches Brew = No Change
Arid Stormer = No Change
Bog Slosher = No Change
Bogstork Clacker = Random Minions that cost 2 more.
Darkari Defende = Reduce Overload to 2.
Electra Storm Surge = No Change
Elemental Distruction = Reduce overload to 3 make it flat 5 damage Increase its cost by 1.
Far Sight = No Change
Feral Spirits = Increase Minion health by 1 it puts it in line with Saronite Chain Gang
Grandtotem Eyesore = Make it buff itself.
Haunting Vision = Reduce cost of this spell by 1.
Healing Rain = No change
Healing Wave = No change
Hot Spring Guardian = No Change
Ice Breaker = Incease the attack on this by 1.
Instructor Fireheart = No Change
Lady Vashj = No change
Lava Burst = Increase cost by 1 reduce overload by 1.
Lightning Breath = Increase Damage by 1.
Lighting Storm = Reduce Overload by 1.
Magic Fin = No Change
Manatide Totem = Reduce cost by 1 and health by 1.
Marsh Spawn = No change
Moulten Blast = Increase damage by 1 make it so it can only target minions.
No One Can Stop us = No change
Pit Master = Give it and duelists rush.
Plague of murlocks = Increase the cost by 1.
Power Mace = No Change.
Primal Talismans = Reduce cost by 1.
Serpent Shrine Portal = No change.
Speaker Guidra = No Change
Spirit Echo = Reduce cost by 1.
Spirit of the Frog = No change.
Storm strike = reduce cost by 1 damage by 1 and attack by 1.
Tidal Surge = No Change.
Totemic Reflection = No Change.
Tuskarr totemic = Just un-nerf it so it can summon any totem at random.
Unbound Elemental = No Change.
Weaponised Wasp = No Change.
Whack a Gnoll Hammer = No Change.
Ancestors Call = No Change
Avalanche = Reduce cost by 2 and just make it freeze 3 minions.
Brukhan = No Change.
Call in the finishers = No change.
Charged Hammer = Reduce cost by 1 and durability by 1.
Dreanai Totem Carver = No Change.
Dunemaul Shaman = No change.
Dunk Tank = No change.
Earth Revanent = Make this a 2/4 taunt for 3 with same upside.
Fireguard Destroyer = 3 mana 5/5 overload 3.
Flame Wreathed Faceless = No change its fine.
Grounds Keeper = No change.
Hex = Reduce mana cost by 1.
Jade Lightning = No change.
Jade Spirit = No Change.
Jinyu Waterspeaker = give it taunt.
Lotus Illusionist = Make it transform into a 7 cost minion.
Master of Evolution = No change.
Rumbiling Elemental = When you play an elemental as the change.
Scargil = No change.
Stirlfin Spirit Walker = No change.
Splitting Axe = No change.
Squalhunter = Reduce overload by 1. Reduce Spell Damage to +1.
Storm Chaser = No Change.
Fist of Ra-den = Increase Durability by 1.
Thunderhead = No Change.
Torrent = No Change.
Totem Cruncher = Reduce cost to 2 mana.
Vessina = No Change.
Vivid Spores = No Change.
Wicked Witch Doctor = No Change.
Windspeaker = Increase attack and health to 4/4
Bandersmosh = No Change.
Blood Lust = No Change.
Bog Spine Knuckles = No Change.
Cumulo Maximus = Reduce cost by 1.
Doom Hammer = No change.
Dragons Pack = No Change
Earth Elemental = Make it an 8/8
Hagathas Scheme = No change
Hallazeal the Ascended = No Change.
Hammer of Twilight = Summon 4/4 Elemental with Taunt.
Inara Storm Crash = No Change.
Lilypad lurker = Make if a 4 mana 4/5.
Lotus Agent = Reduce cost by 1.
Mistrunner = Give it the Elemental Tag.
Muckmorpher = No change.
Raz Frostwhisper = No Change.
Shattered Rumbler = To all enemy Minions.
Thrall Deathseer = change the effect to minions that cost 3 more and hero power to discover discover any random totem.
Thunderbluff Vigilante = No Change.
Totem Goliath = No Change.
Volcano = No change.
Voodoo Hexer = Reduce cost by 1.
White Eyes = No change.
Winshear Storm Caller = If you control all 4 basic totems Give all totems death rattle summon Alakir.
Aya Blackpaw = No Change.
Eureka = No Change.
Fire Elemental = Change to 5 mana 5/4 deal 3 damage.
Grumble = No Change.
Kragwa the Frog = No Change.
Moorabi = Reduce cost by 1.
Nithogg = No change.
Rain of Toads = Reduce overload and cost by 1.
Runic Carvings = No Change.
Lurker Below = Increase minion Damage and cost by 1.
Mistcaller = Reduce cost by 1.
The Storm Bringer = No Change.
Thing from Below = No Change.
Bog Shaper = Reduce cost by 1.
Earthquake = No Change.
Everyfin is awesome = Increase cost by 1.
Galakrond = No Change.
Jade Cheiftan = Reduce cost by 2.
Lesser Sapphire Spell Stone = Reduce Cost by 2.
Neptulon = Reduce overload by 1.
Stone Sentinal = Reduce cost by 1.
Swamp Queen Hagatha = No Change.
Al'akir the windlord = Reduce cost to 7 mana.
Hagatha the Witch = No change.
Kalimos the Primal Lord = No Change.
Rune Spear = Reduce cost by 3.
Tidal Wave = Reduce cost by 1.
Walking Fountain = Reduce attack by 1.
Mogu Flesh Shaper = Reduce cost by 2.
Shudderwok = No Change.
Eye of the Storm = Fill your board with 4/4 Elementals with taunt and overload 3.
Snowfury Giant = Reduce cost by 1.(Costs 2 less for each overloaded mana crystal you have had this game.
0
Classic is played fairly heavily but the meta is much more fast paced for most part than standard you basically have.
OTK Decks that go off by turn 6-7 with limited resources.
Aggro which is super aggressive burns out fairly quickly for most part and generally wins by turn 4-6 or it loses in most cases.
Long game control OTK which is mostly not as efficient as the faster OTK decks and will usually lose that mirror but is very consistant and isnt going to run out of I kill you effects on 1 attempt to do so.
Midrange aggro - Galakrond Rush warrior and a few other decks fall in here. They are a little slower than the hyper aggro decks but can still win the control match if they dont go off right away and out right kill the deck before turn 6. Secret Mage also falls in here. They generally beat the snot out of the aggro decks.
Control - This is pretty much highlander, Warlock, and various versions of shudderwok/Kingsbane/Poison Rogue. Struggles more against aggro to get a foot hold depending on the aggro match up.
Like 30% of the wild meta is some sort of mage deck however more common than any other match up your going to get highlander mage, flamewalker mage and secret mage secret mage less so at lower tiers. Flamewalker mage is by far the most common match in the format. Higher tiers you'll see more pirate warrior, taxes paladin, secret mage start to show up the only deck consistant really for youll play 4-5 matches at least every 5 ranks is pretty much Flamewalker mage its by far the most common deck in wild accross all ranks.
0
Twisting nether...does he resummon himself?
3
To clarify that would be if you hit a 1 health minion both neighbors would take 3 correct. Cause that could be pretty strong early game aoe removal and its not bad as a single target removal card on its own comparable to jade lightning at 4 mana.
1 Health = Potential 7 damage.
2 Health = Potential 6 damage.
3 Health = Potential 5 damage.
0
could be a possible inclusion in cannon paladin in wild draw Shirvallah or giants and give them a 20-25 cost they cant play or in hand lock with giants or giants mage. The intent being to give them a card they cannot play.
1
Cinderstorm misses the dragon and all goes face .... 5 6/6 nether dragons lol and a 4/12. Or hunter hero power for 12 ok ill make a 6/6 you can do 2 for every 6/6 dragon you want to beat the snot out of you next turn. It looks fun.
2
Hopefully this one will work and post the image
0
0
I kinda liked the idea of using Bolvar Fordragons stacking in hand effect but going a different route where your stacking health and gaining the attack from a battlecry effect.
0
Corridors dust, patches dust charge was the only thing made him viable means hes not even playable in wild, and well raza is on the outs as well. Bone mare wont get dusted. The other 3 nerfs make them unplayable even in wild.
-6
Honestly i think the nerfs on patchs and raza are stupid they are litterly rotating out of standard in what 1-2 months tops. With patches gone Corridor creeper becomes less of an issue. Bone mare nerf is fine the other basically makes 3 cards unplayable with 2 of them rotating out and 1 getting a soft nerf from the rotation anyways.
0
well in 3 clears with every class 1 class took almost just over 200 bosses to get the third clear which most others were like 60 or less accounting learning curve ect and you might be suprised ive seen a few people in different threads who were accurate. But id rather see the communities opinion im actually running them all currently to 10 clears just cause i like doing random crazy shit with each of the classes.
0
Looking to pole the community as i feel personally that 1 class needs a buff for options on runs or more consistancy having cleared 3 times with each class the number of attempts it took was by far significantly higher with 1 class in particular that will remain unnamed till the thread gets 200 votes however id like the thoughts from the community. Most of the time the set class on random rng would loose on boss 3-5 before even getting the first treasure and ocassionally even on the second boss due to bad rng. So Id like a pole from the community on what class needs generally better pull options doing the runs. As i wish to keep the thread unbiased.
0