I've opened this thread to exchange ideas and concepts for possible odd Shaman-Decks.
Being a passionate Shaman player, I was really thrilled when Baku was revealed as one of the Witchwood-Legendaries. In the times of TgT I tried out many decks featuring Justicar Trueheart, because I just loved the upgraded Hero-Power, though of course the chance of drawing her early enough was little. Especially for Shaman I think that the upgrade really enhances the experience of playing. Being able to choose the Totems and having the chance to summon several of the same kind just feels like the "way shaman was supposed to be".
Unfortunately, it's quite hard at the moment to create competetive Shaman decks. While the two Legendaries are quite cool in terms of flavor and fun (yeah, I actually like the Wock!), neither is equipped with an appropriate ensemble of other cards to really find enough useful interactions.
I tried to play around a little with odd Shaman variants - but yet have to find something that really works.
So I thought I'd share the ideas (and problems) with the hope, that maybe together we are able to collect enough viable ideas to come up with something cool!
Ideas:
- The most natural appeared to be some kind of Overload-Deck. Being able to summon Spell-Damage-Enhancers at will should grant the chance to receive huge effect out of Shaman's damage spells. Luckily, Lightning Bolt and Lava Burst are odd, so we can include them. Lightning Storm is also nice as a board clear, especially if we are able to always get that extra Spell Damage when needed.
- Master of Ceremonies: (I mainly play wild, so I'll put in anything that's possible...) : If you count the Mana-cost, she doesn't seem too impressive (a 6/4 body for 5 Mana is nothing special). But being able to play her in Round 3 (after summoning a mostly ignored Spell-Damage-Totem in Round 2) can gain us some momentum.
- Finders Keepers: While I deemed this card rather underwhelming upon release, I think it is quite useful in Odd Shaman. Giving us the chance to find extra spells or minions compensates a little for the loss of the even cards.
Problems: some of the most important Shaman Cards are even!
- Going completely without Hex leaves us rather vulnerable to single threats. Especially against Cubelock, Hex is one of the strongest tools. Hoping to get one out of a Witch's Apprentice is no reliable substitute... Earth Shock can at least work to disable buffed minions (or Voidlords), but is of course rather weak in comparison.
- Both overload-unlockers (Lava Shock, Eternal Sentinel) are even. Running an Overload deck without neither is quite risky.
Win-Condition is using the Spellstone to summon three copies of either the Snowfury Giant (which is usually cheap by that time), the Earth Elemental or something fancy you got out of Finders Keepers. But in many cases you'll be able to directly kill your opponent with enhanced spells. (Overload is no problem, if there's no next round...)
Why only one Giant? Because having both on your hand early on means instant death. If you survive long enough to draw him, you're fine with one. You could decide to include another Spellstone though, but I felt better with only one.
So...
In case anybody actually read all this nonsense, I'd really like to read your ideas!
I came up with this deck out of frustration while facing too many Paladins. It was rather meant as a fundeck, but the effect was so cool, I thought I'd share it.
Playing it is quite simple: Clear that board!!! I read once in the forum, that dealing with Dudepaladin is so hard, because you can't include enough boardclears in a deck.
Wrong! This crazy ensemble features 15 cards with boardclear-effects (even 19, if you count in the Doomsayer and Shadow Vision.
That means, you can at least play a boardclear every second turn. I especially enjoy the chain-reactions! (Explosive Sheep, Tentacle of N'Zoth,...)
Of course, this deck is meant to deal with Aggro-Decks and performs rather weak against others. (Though it's still possible to beat Cubelock! Entomb or Mass Dispel the Voidlords, destroy the Skull and Shadow Word the Doomguards. Quite tricky though...)
The banker can copy Amara after completing the quest to grant additional stamina.
Honestly, I don't think this is viable for ranked play. But if you are in a phase on the ladder where there's a high percentage of Paladins - it might actually work!
The overall opinion is, that she works as intended, because battlecries are only activated, if a card is played from your hand. (which Tess does not. She plays them from "HS Nirvana" or whatever...)
Maybe I'm too stupid or I misunderstood something, but where do I find the match statistics for my decks? Many decks on HearhPwn show winning rates as "verified by Innkeeper".
I can see all my decks but don't see any statistics so far...
Probably not, If Malorne gets buffed by Prince Keleseth and gets killed, it comes back as a 9/7 not a 10/8.
I guess that's the same since Malorne is 10/8 in your hand. Ah well.
In this case the wording actually is a bit unclear. While the Tiger shuffles back A COPY (which could not have been in your deck during the Keleseth-effect) Malorne actually says THIS MINION.
One could expect different outcomes - but currently it seems like both work the same way ...
But that's the thing...the card that I played was a 10/10.
Yeah, but HS usually just shuffles back the original basic card. (Except for very specific effects like Dire Frenzy). So like with most Hand-Buffs (see old Pally) the cards lose all buffs upon death. The shuffle back effect kind of triggers after that.
Tess' wording sais "replay" not "resummon" so if i REPLAY the battle cry should trigger.. but it does not.
Looks like a bug to me
It's actually logical. The definition of battlecry is an effect that triggers, when a card is played FROM YOUR HAND.
The cards replayed by Tess are not coming from your hand in this moment - so the battlecries do not trigger.
Surely that's a little disappointing, but I don't think you can call it a bug..
at least i can call it unsatisfying! When comparing this to for example Shudderb1tch then this seems really out of place
I totally agree! It just doesn't feel right (or fair for that matter).
And though the way Tess works seems consistent with Hearthstone's own mechanics and definitions, her effect is rather weak and unsatisfactory (especially compared to the Wock).
Pulled her from a pack. But the way it's working out so far makes me want to disenchant her again...
Unfortunately we are still missing a tool to consistently draw the Wock. (it would have been really OP if he was an Elemental... Will still try it out and see how it works out
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I've opened this thread to exchange ideas and concepts for possible odd Shaman-Decks.
Being a passionate Shaman player, I was really thrilled when Baku was revealed as one of the Witchwood-Legendaries.
In the times of TgT I tried out many decks featuring Justicar Trueheart, because I just loved the upgraded Hero-Power, though of course the chance of drawing her early enough was little.
Especially for Shaman I think that the upgrade really enhances the experience of playing. Being able to choose the Totems and having the chance to summon several of the same kind just feels like the "way shaman was supposed to be".
Unfortunately, it's quite hard at the moment to create competetive Shaman decks. While the two Legendaries are quite cool in terms of flavor and fun (yeah, I actually like the Wock!), neither is equipped with an appropriate ensemble of other cards to really find enough useful interactions.
I tried to play around a little with odd Shaman variants - but yet have to find something that really works.
So I thought I'd share the ideas (and problems) with the hope, that maybe together we are able to collect enough viable ideas to come up with something cool!
Ideas:
- The most natural appeared to be some kind of Overload-Deck. Being able to summon Spell-Damage-Enhancers at will should grant the chance to receive huge effect out of Shaman's damage spells. Luckily, Lightning Bolt and Lava Burst are odd, so we can include them. Lightning Storm is also nice as a board clear, especially if we are able to always get that extra Spell Damage when needed.
- Master of Ceremonies: (I mainly play wild, so I'll put in anything that's possible...) : If you count the Mana-cost, she doesn't seem too impressive (a 6/4 body for 5 Mana is nothing special). But being able to play her in Round 3 (after summoning a mostly ignored Spell-Damage-Totem in Round 2) can gain us some momentum.
- Finders Keepers: While I deemed this card rather underwhelming upon release, I think it is quite useful in Odd Shaman. Giving us the chance to find extra spells or minions compensates a little for the loss of the even cards.
Problems: some of the most important Shaman Cards are even!
- Going completely without Hex leaves us rather vulnerable to single threats. Especially against Cubelock, Hex is one of the strongest tools. Hoping to get one out of a Witch's Apprentice is no reliable substitute...
Earth Shock can at least work to disable buffed minions (or Voidlords), but is of course rather weak in comparison.
- Both overload-unlockers (Lava Shock, Eternal Sentinel) are even. Running an Overload deck without neither is quite risky.
-Totem Golem, Flametongue Totem can't be included
- Maelstrom Portal as an early anti-aggro-tool is also not playable. Devolve is also desperately missed against Paladin.
Totem-Shaman??:
- Tried something to make the Windshear Stormcaller Work (Tuskarr Totemic, Blackwald Pixie, Primal Talismans), but that went even worse. Kobold Hermit is missing, and in wild the Draenei Totemcarver would profit most from the totems. Frostwolf Warlord could be included instead, but is more expensive. The new Totem Cruncher is also even (though I find him rather bad in general. Why should I want to destroy all other minions?? Maybe I'm wrong on this one, but I don't really like him).
So what have we got...?
Not too much, imo. That's why I would love to hear your thoughts!
I've included my most promising deck so far. It works quite well, but is surely no matchup for Dude-Pally or Cubelock.
Win-Condition is using the Spellstone to summon three copies of either the Snowfury Giant (which is usually cheap by that time), the Earth Elemental or something fancy you got out of Finders Keepers.
But in many cases you'll be able to directly kill your opponent with enhanced spells. (Overload is no problem, if there's no next round...)
Why only one Giant? Because having both on your hand early on means instant death. If you survive long enough to draw him, you're fine with one. You could decide to include another Spellstone though, but I felt better with only one.
So...
In case anybody actually read all this nonsense, I'd really like to read your ideas!
0
I came up with this deck out of frustration while facing too many Paladins. It was rather meant as a fundeck, but the effect was so cool, I thought I'd share it.
Playing it is quite simple: Clear that board!!! I read once in the forum, that dealing with Dudepaladin is so hard, because you can't include enough boardclears in a deck.
Wrong! This crazy ensemble features 15 cards with boardclear-effects (even 19, if you count in the Doomsayer and Shadow Vision.
That means, you can at least play a boardclear every second turn. I especially enjoy the chain-reactions! (Explosive Sheep, Tentacle of N'Zoth,...)
Of course, this deck is meant to deal with Aggro-Decks and performs rather weak against others. (Though it's still possible to beat Cubelock! Entomb or Mass Dispel the Voidlords, destroy the Skull and Shadow Word the Doomguards. Quite tricky though...)
The banker can copy Amara after completing the quest to grant additional stamina.
Honestly, I don't think this is viable for ranked play. But if you are in a phase on the ladder where there's a high percentage of Paladins - it might actually work!
Have fun!
(Or better: "Burn them! Burn them all!")
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There's already a thread discussing Tess' mechanic:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/215904-tess-greymane-bug
The overall opinion is, that she works as intended, because battlecries are only activated, if a card is played from your hand. (which Tess does not. She plays them from "HS Nirvana" or whatever...)
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Maybe I'm too stupid or I misunderstood something, but where do I find the match statistics for my decks? Many decks on HearhPwn show winning rates as "verified by Innkeeper".
I can see all my decks but don't see any statistics so far...
Help would be greatly appreciated!
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If you stir the liquid long enough, a burning rope will appear in the middle of the screen.
Oh, wait...
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Had quite some fun with this one:
(Currently Rank 9 wild)
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I found a nice slot in my Astral Tiger Deck:
Witching hour resummons the Grizzled Guardian (who will summon the Astral Tiger couple again and again) or Hadronox
In case a Tiger gets hexed or transfomed, use Umbra or Manipulator to copy them.
(Sick combo: Umbra + Guardian. Both Tigers are summoned and directly copied to your deck!)
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Just one day into the new expansion and already so much hatred for a meme card??
Sure, the duration of the animations is annoying, but I don't think the Wock-Deck will be competitive enough to last.
(what do you do, if you just don't draw him?? There is no way to force that, so it's as always a matter of chance...)
I personally think it's a fun card and HS should have more of that kind!
Don't be to bitter - just enjoy the show! Try to have fun with the new cards! (I do...)
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Also nice for all Razakus or Reno decks in wild. Adds more flexibility and lets you copy crucial minions...
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Cool idea and nice guide
Unfortunately we are still missing a tool to consistently draw the Wock. (it would have been really OP if he was an Elemental... Will still try it out and see how it works out