Here's my general thought process for building a deck. I don't think this is how most are constructed even, but it seems to work decently well for me. I'll work through an example that leads to my Crusher Shaman list.
- Find a combo or two (usually two card combos) that you could build a deck around. (e.g. Earth Elemental + Ancestral Spirit and Injured Blademaster + Ancestral Healing)
- Add some redundancy to the combo, by adding cards that go well with the combo(s) (e.g. The Black Knight works with Ancestral Healing and Wild Pyromancer with the Ancestral cards and Kel'Thuzad, Troggzor the Earthinator with the big taunts and Faceless Manipulator with the Earth Spirit combo)
- Usually about now you can identify if the deck is aggro, midrange, or control which will help guide you. (control for this example)
- Add some AoE, usually 2, but one or two more for control and maybe one or two fewer for aggro. (e.g. Lightning Storm and the Wild Pyro)
- Add some hard removal (e.g. Hex)
- Add card draw. Finding the right amount is always tricky, and I don't have any good rules of thumb (e.g. Mana Tide Totem, Neptulon, Azure Drake)
- If you're making a control or midrange, you'll want some spot removal, i.e. low damage spells. This is also a good time to think about adding a couple silences. (e.g. Lightning Bolt and Earth Shock)
- Think about healing here. Aggro and often midrange don't have to worry about it, but control will likely want some (e.g. Vitality Totem and Antique Healbot)
- Now comes the filler part. Start by just adding really strong class cards. (e.g. Fire Elemental)
- Fill in mana slots that have no minions. My rule of thumb used to be 1-4 mana for aggro, 2-6 mana for midrange, and 3-8 mana for control, but the game is shifting a little earlier these days. (e.g. Sen'jin Shieldmasta for a 4-drop)
- Finally, fill any remaining slots with meta cards like Harrison Jones (whoops no room left. Should be fine.)
And we end up with this.
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My decks can usually somewhat be fit into this framework, and it's generally where I start.
3
Not really. I have had it spawned all sorts of craziness like Nat Pagle and Lorewalker Cho, and a couple of Doomsayer, both from mine or from my opponent's. The fact is that every 2 drop has an equal chance to be spawned, unlike opening packs, and the more *EPIC* or ridiculous ones just are more memorable.
1
Completely agree with what modded said.
The 1 overload cost on Stormforged Axe is actually justified. While Fiery War Axe can deal the same amount of dmg, the maximum CA is only 1 for 2. While Stormforged Axe, with the same amount of dmg, can have a CA of 1 for 3.
One of the reason, imho, that Stormforged Axe seems so bad, aside from having not enough relevant creature (2-toughness) to remove, is the wielder. Warriors have built-in dmg mitigation, so killing creatures with weapons for warriors is way less punishing. Shamans are really bad at recovering health, so even if Stormforged Axe is the exact same copy as Fiery War Axe, it will still not be as good.
1
The little spider gives me King Mukla and The Beast. How can I not love it?
(-2 points for failing to take screenshots....)
1
I switched server.... I grabbed Naxx.... I opened 30 packs each for expert and GvG.... I thought that's the end.... it never ends....