I've now been having some success with ETC. I was hesitant to include it because of anti synergy with Prescience but that's not really a factor in this meta. My etc has: <Bonelord, Fatesplitter no2, FTOS no2> So you can tutor with Prescience for FTOS now, hope that helps :)
Does Bonelord Frostwhisper dying with the effect already up reset the timer?
unfortunately no :)... at first I thought it did but it doesn't reset the timer. It would be OP if it did, tbh. It makes for some interesting decisions though... if Bonelord is the 5th minion in yr hand you can manipulate the board so it's not summoned with things like Piranhas/totems. I'm toying with a evolve version inc muckpools for the Bonelord, but you do tend to get an evolve effect. Choosing if Bonelord deathrattle is right is key, and I still have trouble with dooming myself, but it's still plenty fun :D.
Yeah I really like rivendare as your inevitable win con. Berserkers are mandatory, they keep you at full health and leave behind bodies, so I added Behemoths to pull them out in last-ditch situations on turn 9 when you really just need that one more turn to live. During FTOS I really like the internal synergy they have with rivendare - there is no combination of silence/steamcleaner that can actually counter it unless you pull warrider with a 10 card hand, then it gets silenced. After the horsemen start shuffling, behemoth will always keep summoning random ones leaving behind 6/6s and eventually a win.
My thought process was to try and make the deck with a good amount of control, healing and draw so you can actually get to turn 10 - the flash/reflexes package offers you a lot of control (and you can just play flash as draw 1) and you often end up discovering overload cards to help Flowrider draw the deck out more. Wave is just too good in this meta against mech rogue, mech paladin, drum circle druid and warlock in general. With chill vibes, altered chord and applebaum you also have a ton of healing in the deck.
I wanted minions I could play out normally on the leadup to turn 10 on their own but also be good during FTOS - explosive sheep can slow down board development a bit, and applebaum is a surprisingly good card at slowing the game down, I'm probably going to swap 2x sheep for 2x apple. Also works with behemoth.
Containment Unit sounds hilarious though, gonna have to try it!
For my set up I found the behemoths to cause the hand size probs as FTOS returns to the hand. Getting the Bonelord combo off early can kill the game too, so thinning the number of minions was my strategy. Containment Unit is nice as a 1 of but I am also gonna try a Shatterskin Gargoyle version focusing on face damage. Board space becomes a prob when yr FTOS twice a turn so maybe straight up damage might prove better.
There's some fun hand size manipulation too. Against plagues you can keep yr hand at 10 cards easily enough with the combo so you lock out their win condition.
Rivendare didn't feel like it would work.... how did it go for you?
I really like the Totem=draw trigger on MTT. Wish it would happen, but prob not :/
I don't think the elemental mechanics need adjusting... they worked well in the past so imo it's just a card choice issue.
I prefer Tidal Wave just going to 5 damage as shaman need an 8-cost spell to trigger big spell effects (7s do'nt cut it). For all the reasons you mentions vs Flame Strike, I don't think it's too much as vs a full board it's a full heal usually, but 5d makes it a decent 2/3 kill spell also. I think other, early survival options would be better to get to the 8m turn and we need bigger clear vs Rush Warrior etc (I'm actually trying Magtheradon atm :'D)
i know, Shaman need more 5+ spells, so I'm suggesting Dunk Tank should be changed: (5) 5d. Corrupt: 3d to enemy minions, ... then deals 8 to a single target which might be handy too
We need another (5)+ cost spell as Groundskeeper has only Tidal Wave and C'thun cards to work from. I'd like to buff Runic Carvings but that could be a dangerous for token druid. I think Dunk Tank is an option: (5) Current Corrupt = baseline. Corrupt: 4 damage to enemy minions. only this is pretty wordy. Not sure but they really left us short re high-end spells imo. Actually (5) 5d + 3 might work.
And, I just played a rush warrior for the first time in a long while... I have my doubts if ALL of the above would help a mid-control Shaman against that spec! :O :/
Hi, well as it happens I was tired of the same sad state of affairs so I've been having fun playing this abomination. Dropping like a stone to g5 but the control priest/warrior match-ups are a blast!
I was actually looking for help with any sort of refinement when this thread was on front page, so if yr desperate please let me know... :D
Deck of Lunacy - I think the power level of the card is still way off balance with the new 4-cost. It's really on T6/7 (playing midrange/control) that you're punished. It's STILL an opening hand keep + auto-win! Perhaps it's making aggro more effective but it will still be oppressive against many of the slower board centric strategies.
Pen flinger - Good that it hasn't the face damage, but I think the fact that rogue is going to be so strong after this, it doesn't matter! Rogue will find ways to finish you off, so will paladin through value.
The Watchposts + jandice - Far Watchpost was one of the best designed cards of recent times. Great tool against aggro and also miracle rogue/priest and Mage - midrange board centric decks had a chance at just generally SLOWING THE GAME DOWN! Mor'shan WP feels like a fair target, but i do wonder if targeting the Grunts (2/1) would have been a better move... at least subtler :/.
Watchpost Rogue doesn't really care about the effectiveness of the posts themselves, it's Kargal's procs to shadowstep and summon more grunts! Jandice nerf is a speed bump, but rogue is gonna be out of control.
Paladins are gonna surge, as are rogues.
Shadow step is the problem - being able to store 2 mana with excessive synergy for free is so out of balance compared other midrange classes (except librums).
Although I haven't played this yet I really think you did great with the logic behind the deck construction. Making PoM so flexible is genius! And, very funny intro. WD!
yeah i slacked on the details, out of practice! Yeah i'm inclined toward Mechemist too. It Magnetises like arcane missiles to multiple targets randomly (or one). Earthsong Staff would effect the cards in your hand too.
With Earthsong Staff I'm trying to get Splitting Axe and the totem buffs going. Started with 0-Attack as I thought it would be fun for the memes on Desert Obelisk Alarm-o-BotGurubashi Offering and other unused 0-Attack minions, but I think it's bit too limited. This might be dangerous in aggressive builds though?
0
I've now been having some success with ETC. I was hesitant to include it because of anti synergy with Prescience but that's not really a factor in this meta. My etc has: <Bonelord, Fatesplitter no2, FTOS no2> So you can tutor with Prescience for FTOS now, hope that helps :)
0
unfortunately no :)... at first I thought it did but it doesn't reset the timer. It would be OP if it did, tbh. It makes for some interesting decisions though... if Bonelord is the 5th minion in yr hand you can manipulate the board so it's not summoned with things like Piranhas/totems. I'm toying with a evolve version inc muckpools for the Bonelord, but you do tend to get an evolve effect. Choosing if Bonelord deathrattle is right is key, and I still have trouble with dooming myself, but it's still plenty fun :D.
For my set up I found the behemoths to cause the hand size probs as FTOS returns to the hand. Getting the Bonelord combo off early can kill the game too, so thinning the number of minions was my strategy. Containment Unit is nice as a 1 of but I am also gonna try a Shatterskin Gargoyle version focusing on face damage. Board space becomes a prob when yr FTOS twice a turn so maybe straight up damage might prove better.
0
Hi, yeah it's a fun interaction. I've been trying to make it work since release.
Bonelord Frostwhisper is an interesting interaction + and gives you the chance to cast From De Other Side twice for 2 turns.
The alternative is that you just want the perpetual single cast (against warrior for example) of From De Other Side
so you try to discover a transform effect for Bonelord Frostwhisper.
There's some fun hand size manipulation too. Against plagues you can keep yr hand at 10 cards easily enough with the combo so you lock out their win condition.
Rivendare didn't feel like it would work.... how did it go for you?
0
ATM, Do other ppl/decks ever beat paladin?? I seems unstoppable!
11
n'zoth no longer corrupts clowns !!!<claps> the one deck I'm having fun with, you just f*cked it <claps>
0
I really like the Totem=draw trigger on MTT. Wish it would happen, but prob not :/
I don't think the elemental mechanics need adjusting... they worked well in the past so imo it's just a card choice issue.
I prefer Tidal Wave just going to 5 damage as shaman need an 8-cost spell to trigger big spell effects (7s do'nt cut it). For all the reasons you mentions vs Flame Strike, I don't think it's too much as vs a full board it's a full heal usually, but 5d makes it a decent 2/3 kill spell also. I think other, early survival options would be better to get to the 8m turn and we need bigger clear vs Rush Warrior etc (I'm actually trying Magtheradon atm :'D)
0
i know, Shaman need more 5+ spells, so I'm suggesting Dunk Tank should be changed: (5) 5d. Corrupt: 3d to enemy minions, ... then deals 8 to a single target which might be handy too
0
Some selection of these make sense to me.
Shattered Rumbler (Taunt)
Vivid Spores (3 mana)
Tidal Wave (5 damage)
Totem Goliath (Taunt)
Mana Tide Totem (0/5)
Menacing Nimbus (2/3)
We need another (5)+ cost spell as Groundskeeper has only Tidal Wave and C'thun cards to work from. I'd like to buff Runic Carvings but that could be a dangerous for token druid. I think Dunk Tank is an option: (5)
Current Corrupt = baseline. Corrupt: 4 damage to enemy minions. only this is pretty wordy. Not sure but they really left us short re high-end spells imo.Actually (5) 5d + 3 might work.And, I just played a rush warrior for the first time in a long while... I have my doubts if ALL of the above would help a mid-control Shaman against that spec! :O :/
0
Hi, well as it happens I was tired of the same sad state of affairs so I've been having fun playing this abomination. Dropping like a stone to g5 but the control priest/warrior match-ups are a blast!
I was actually looking for help with any sort of refinement when this thread was on front page, so if yr desperate please let me know... :D
Edit: Should be 'Miraculous Yogg Shammy' haha
0
They just don't change the landscape at all imo.
Deck of Lunacy - I think the power level of the card is still way off balance with the new 4-cost. It's really on T6/7 (playing midrange/control) that you're punished. It's STILL an opening hand keep + auto-win! Perhaps it's making aggro more effective but it will still be oppressive against many of the slower board centric strategies.
Pen flinger - Good that it hasn't the face damage, but I think the fact that rogue is going to be so strong after this, it doesn't matter! Rogue will find ways to finish you off, so will paladin through value.
The Watchposts + jandice - Far Watchpost was one of the best designed cards of recent times. Great tool against aggro and also miracle rogue/priest and Mage - midrange board centric decks had a chance at just generally SLOWING THE GAME DOWN! Mor'shan WP feels like a fair target, but i do wonder if targeting the Grunts (2/1) would have been a better move... at least subtler :/.
Watchpost Rogue doesn't really care about the effectiveness of the posts themselves, it's Kargal's procs to shadowstep and summon more grunts! Jandice nerf is a speed bump, but rogue is gonna be out of control.
Paladins are gonna surge, as are rogues.
Shadow step is the problem - being able to store 2 mana with excessive synergy for free is so out of balance compared other midrange classes (except librums).
0
Will try to put a smile on yr face... eeek! :'D
I've been having fun with this. The Buffs to the Overload cards in core set are making things flow really nicely.
2
Although I haven't played this yet I really think you did great with the logic behind the deck construction. Making PoM so flexible is genius! And, very funny intro. WD!
3
Mechemist
The effect can hit multiple targets where possible. GL!
0
Thanks for the review!
yeah i slacked on the details, out of practice! Yeah i'm inclined toward Mechemist too. It Magnetises like arcane missiles to multiple targets randomly (or one). Earthsong Staff would effect the cards in your hand too.
I'll go with Mechemist.
0
Hey all, great topic!
With Earthsong Staff I'm trying to get Splitting Axe and the totem buffs going. Started with 0-Attack as I thought it would be fun for the memes on Desert Obelisk Alarm-o-Bot Gurubashi Offering and other unused 0-Attack minions, but I think it's bit too limited. This might be dangerous in aggressive builds though?