• 6

    posted a message on Drunksteed 2.0 |DING DONG THE WITCH IS DEAD|

    +1 for even more drunk

    Posted in: Drunksteed 2.0 |DING DONG THE WITCH IS DEAD|
  • 2

    posted a message on Dire Shaman

    Control matchups are the easiests.  Any time it goes to the late game I can usually go toe to toe, aggro is much more dependent on draw.

    The giants pull double duty of being able to proc the Healing Wave every time but there are more beneficial options for sure.  I'm running -Frost Giant -Nefarian +Master Jouster +Neptulon right now.  Too many 9 mana minions cripples you some near the end and Neptulon can take advantage of Lava Shock, which has won a couple games on its own.

    Posted in: Dire Shaman
  • 0

    posted a message on Dire Shaman

    Deathrattle combos are fun when they click, but I like the standalone minions that have an impact on their own because you don't have to rely on a combo that might not be available when you need it.  I tried Al'Akir the Windlord but pulled him for that same reason; if I already used my Rockbiter Weapon for removal then he didn't provide enough value on his own.  This current setup has worked real well for CW so I think it translates well here.  If I can get to turn 6 with decent draws and maintain board control then it's usually a lock at that point.  I'm not sold on Nefarian yet, he doesn't impact the late game as much as the other minions.  I'm thinking of adding a Molten Giant or two that you can play early before recuperating with Healing Wave.

    Posted in: Dire Shaman
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