BTW, I play a basic miracle rogue with skulker and blade flurry techs, and violet teacher (instead of my golden xaril - feels bad man). Two deadly poison, skulker and flurry replacing a conceal and Farseer (no farseer), two FOKs, shiv. Blade flurry has been working for me. No one expects a blade flurry.
So the popular answer seems to be to control the aggro shaman right? Any merit to smorc racing w/ early cold bloods, van cleef, maybe even leeroy conceal? Taking notes on my games and it seems like if I control too much I lose to like double lava burst or something. My general goal is to be able to play minions and removal spells for free (i.e. keep prep in mulligan) but the way it turns out, I usually have lethal exactly one turn too late. This makes me think getting on board is more important than controlling... the main drawback being if it turns out to be Mid-ranged shaman, I'm punished by hex or storm. Thoughts?
I believe there's a certain 6 cost minion ancient harbinger that makes yshaarj a little more playable. 4/6 for 6 - "at the start of your turn, put a 10-cost minion from your deck in your hand. There's got to be something there maybe involving alarm-o-bot. Actually yeah sounds dumb and unplayable. Tryin to convince myself - I promised myself not to disenchant anything!
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Battletag: zenjames#1956
Region: NA
Trade only? Yes you first
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Battletag: zenjames#1956Region: NATrade Only?: Yes let's trade!found someone
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Tag: zenjames#1956Region: NAyou first. will show.
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BTW, I play a basic miracle rogue with skulker and blade flurry techs, and violet teacher (instead of my golden xaril - feels bad man). Two deadly poison, skulker and flurry replacing a conceal and Farseer (no farseer), two FOKs, shiv. Blade flurry has been working for me. No one expects a blade flurry.
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So the popular answer seems to be to control the aggro shaman right? Any merit to smorc racing w/ early cold bloods, van cleef, maybe even leeroy conceal? Taking notes on my games and it seems like if I control too much I lose to like double lava burst or something. My general goal is to be able to play minions and removal spells for free (i.e. keep prep in mulligan) but the way it turns out, I usually have lethal exactly one turn too late. This makes me think getting on board is more important than controlling... the main drawback being if it turns out to be Mid-ranged shaman, I'm punished by hex or storm. Thoughts?
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I believe there's a certain 6 cost minion ancient harbinger that makes yshaarj a little more playable. 4/6 for 6 - "at the start of your turn, put a 10-cost minion from your deck in your hand. There's got to be something there maybe involving alarm-o-bot. Actually yeah sounds dumb and unplayable. Tryin to convince myself - I promised myself not to disenchant anything!