Bomb warrior is a little slower than the main meta decks at the moment so, you should mulligan for Totemic Reflection and Splitting Axe. try the classic Totem shaman opening. Turn one Tour Guide, or Surging Tempest, turn two a 2 mana totem or coin + Mana Tide Totem + a Totemic Might to keep them alive, turn 3 Totemic Reflection Turn 4 Splitting Axe. If this is unavailable then you wanna try and make the most of you Totem Goliath, get him out as soon as possible. He does have a lot of board clears so it can be annoying.
The game is usually done by turn 10 so the bombs don't really matter. Try take his Armorsmith out early aswell as Risky Skipper.
To be honest I haven't encountered many Warriors so the deck is really designed to counter them.
I think its more so the time in between buffs and nerfs. I think a monthly buff and nerf to a couple cards would be really cool for the game. just small tweaks here and there on more of a regular basis. At the start of every month for example.
I don't know how you have no totems to buff, There's 6 totems in the deck + two 0 cost Totems and your hero power. To be honest I've never had this problem the whole time I've played this deck. There's definitely something your doing wrong.
I recommend learning to use you Totem Goliath. Use your cheaper totems and buff them with 0 cost cards to keep the board going. Save your Totemic Reflection for Totem Goliath or Mana Tide Totem if you have splitting axe turn 4 and your confident they wont clear your board. This is what I do if its not a prefect draw. It's not an easy deck to play. There's a lot of synergy. You will have to take losses to understand how it works.
Sacrifice your EVIL totems and Trick totems early game, these are expandable. Storm's wrath is important, use it turn 2 or 3 on 2 minions if you have to in order to gain more board strength.
I hope you keep trying because I'm having a good time with the deck. Thanks for the feed back, ill try help more as much as I can.
Hopefully we can get more people optimizing the deck. Its quite hard as 1 person.
I find they can be a good draw engine if you draw right, but 2 is probably too much. They've always been a staple in there for me. I will cut one, two and see how it operates.
Ok thanks, wasn't aware of some of that and miss read alot of it. Your right actually, I keep thinking that they will cast quests but its always secrets now I think of it. Update incoming.
Trick Totem is a new Shaman/Mage card introduced with Scholomances Academy. What are the chances of getting a 'good' or 'bad' spell, that cost between 0-3 mana? Cards that have a chance of killing your minions or others will be labelled as Risky. One of the most important thing is how many minions are on board, some cards benefit from having just your minion up, example. Trick Totem + Totemic Reflection is very very good, but runs the risk of applying to one of the enemy minions if there is more than just the Trick Totem. Because of this, and that I'm too lazy to find out the exact details, I will just say +5% and -5% to each side of the statistics I find with this simple comparison will be enough.
So as you can see, by my poor visual observations and judgement. We have:
110 'Good spells' that would impact you in a positive way.
78 'Risky spells' that could impact you in both a negative or positive way
and 20 'Bad spells' which would do absolutely nothing or hurt you indefinitely in some way.
What I will do is move all the 'Risky spells' into the 'Bad' category.
So now we have 98 'Bad spells'
110 Good spells, 98 bad spells. 208 spells.
52.9%= 110/110+98*100%
47.1%= 98/98+110*100%
So from now on, whenever you play a Trick totem, you can be confident that you will roughly have a 52.9% chance of rolling something good and a 47.1% of rolling something bad. This is assuming that all 'Risky spells' impact you in a negative way.
Edit: If I've made a bad decision let me know in the comments and ill change it. Thanks.
0
Ray of Frost
Backstab
Dwarven Sharpshooter
Same old same old.
2
Nice push mate! Can’t complain about diamond 4 with Shaman. Good work and cheers!
0
I reached diamond 10 so far. Will push more next week.
0
Wow that Totem buff is really good. The 2 overload was so crippling ,
0
Bomb warrior is a little slower than the main meta decks at the moment so, you should mulligan for Totemic Reflection and Splitting Axe. try the classic Totem shaman opening. Turn one Tour Guide, or Surging Tempest, turn two a 2 mana totem or coin + Mana Tide Totem + a Totemic Might to keep them alive, turn 3 Totemic Reflection Turn 4 Splitting Axe. If this is unavailable then you wanna try and make the most of you Totem Goliath, get him out as soon as possible. He does have a lot of board clears so it can be annoying.
The game is usually done by turn 10 so the bombs don't really matter. Try take his Armorsmith out early aswell as Risky Skipper.
To be honest I haven't encountered many Warriors so the deck is really designed to counter them.
1
I think its more so the time in between buffs and nerfs. I think a monthly buff and nerf to a couple cards would be really cool for the game. just small tweaks here and there on more of a regular basis. At the start of every month for example.
3
I don't know how you have no totems to buff, There's 6 totems in the deck + two 0 cost Totems and your hero power. To be honest I've never had this problem the whole time I've played this deck. There's definitely something your doing wrong.
I recommend learning to use you Totem Goliath. Use your cheaper totems and buff them with 0 cost cards to keep the board going. Save your Totemic Reflection for Totem Goliath or Mana Tide Totem if you have splitting axe turn 4 and your confident they wont clear your board. This is what I do if its not a prefect draw. It's not an easy deck to play. There's a lot of synergy. You will have to take losses to understand how it works.
Sacrifice your EVIL totems and Trick totems early game, these are expandable. Storm's wrath is important, use it turn 2 or 3 on 2 minions if you have to in order to gain more board strength.
I hope you keep trying because I'm having a good time with the deck. Thanks for the feed back, ill try help more as much as I can.
Hopefully we can get more people optimizing the deck. Its quite hard as 1 person.
0
Sorry it didn't work out for you mate.
0
Maybe he thinks i stole his name. Exotic mount seller is the reason.
2
I find they can be a good draw engine if you draw right, but 2 is probably too much. They've always been a staple in there for me. I will cut one, two and see how it operates.
0
Ok thanks, wasn't aware of some of that and miss read alot of it. Your right actually, I keep thinking that they will cast quests but its always secrets now I think of it. Update incoming.
1
Ill add blur to bad cards, and ill add feast of souls to good cards. Thanks for noticing, my eyes are everywhere after doing this lol
0
Trick Totem is a new Shaman/Mage card introduced with Scholomances Academy. What are the chances of getting a 'good' or 'bad' spell, that cost between 0-3 mana? Cards that have a chance of killing your minions or others will be labelled as Risky. One of the most important thing is how many minions are on board, some cards benefit from having just your minion up, example. Trick Totem + Totemic Reflection is very very good, but runs the risk of applying to one of the enemy minions if there is more than just the Trick Totem. Because of this, and that I'm too lazy to find out the exact details, I will just say +5% and -5% to each side of the statistics I find with this simple comparison will be enough.
So as you can see, by my poor visual observations and judgement. We have:
110 'Good spells' that would impact you in a positive way.
78 'Risky spells' that could impact you in both a negative or positive way
and 20 'Bad spells' which would do absolutely nothing or hurt you indefinitely in some way.
What I will do is move all the 'Risky spells' into the 'Bad' category.
So now we have 98 'Bad spells'
110 Good spells, 98 bad spells. 208 spells.
52.9%= 110/110+98*100%
47.1%= 98/98+110*100%
So from now on, whenever you play a Trick totem, you can be confident that you will roughly have a 52.9% chance of rolling something good and a 47.1% of rolling something bad. This is assuming that all 'Risky spells' impact you in a negative way.
Edit: If I've made a bad decision let me know in the comments and ill change it. Thanks.
Good spells
Demon hunter: Consume Magic Demon Companion[card]Mana Burn Twin Slice Chaos Strike Spectral Sight Coordinated StrikeSoul Cleave Feast of Souls
Druid: Embiggen Adorable Infestation Claw Nature Studies Partner Assignment Treenforcements Worthy Expedition Breath of Dreams Dreamway Guardians Power of the Wild Rising Winds blessing of the ancient's Wild Growth secure the desk Crystalsong Portal
Hunter: Carrion Studies Demon Companion Explosive Trap Flare Freezing TrapPack Tactics Pressure Plate Scavenger's Ingenuity Snake Trap Snipe Animal Companion Deadly Shot Hunter's Pack Unleash the Hounds Misdirection Nine Lives
Mage: Devolving missle's Elemental Allies Font of Power Magic Trick Primordial Studies tomb of intellect Ancient Mysteries Apexis Smuggler Cram Session Incanter's Flow counter spell Flame WardIce Barrier Mirror Entity Netherwind Portal Spellbender Vaporize
Paladin: First Day of School Desperate Measures Eye for an Eye never surrender Noble Sacrifice Redemption Repentance Wave of Apathy Air Raid Lightforged Blessing Sanctuary Call to Adventure
priest: Lazul's Scheme Raise Dead Whispers of EVIL Draconic Studies Holy Ripple Thoughtsteal
Rogue: Bazaar Burglary dragon's horde Pilfer Togwaggle's Scheme Ambush Bamboozle Clever Disguise Dirty Tricks Plagiarize Waxmancy Headcrack
Shaman: Mutate Totemic Surge Totemic Might Forked Lightning Storm's Wrath Soul of the Murloc Far Sight Feral Spirit Lightning Storm
Warlock: Call of the Void Demonic Studies Shadow Council Sinister Deal Impferno Rafaam's Scheme Sense Demons
Warrior: Athletic Studies Boom Squad into the frey Upgrade! Battle Rage Corsair Cache In Formation! [card]commanding shout
Risky spells
Demon Hunter : Soul Sheer Immolation Aura Eye Beam
Druid: Moonfire Crystal Power Ironbark Mark of the Wild Wrath Bogbeam Mark of Nature Savagery BEEEES!!! [card]
Hunter: Arcane Shot Overwhelm Rapid Fire Corrosive Breath hunters mark Kill CommandFresh Scent
Mage: Arcane Breath Brain Freeze Ray of Frost Icicle Combustion
Paladin: Blessing of Wisdom Sand Breath shield of honour hand of adal Libram of Wisdom Subdue Gift of Luminance
Priest: Circle of Healing Forbidden Words Silence Embalming Ritual Inner Fire Renew Penance Power Word: Feast Apotheosis Breath of the Infinite Dark Prophecy
Rogue: Brain Freeze praise galakrond Betrayal Cold Blood Eviscerate Coerce Seal Fate Plague of Madness
Shaman: Earth Shock Lightning BoltAncestral Spirit Explosive Evolution Invocation of Frost Witch's Brew Lava Burst Lightning Breath Molten Blast Plague of Murlocs Serpentshrine Portal Totemic Reflection
Warlock: Demonfire Nether Breath Plot Twist Soul Shear Twisted Knowledge School Spirits
Warrior: Inner Rage improve moral Shield Slam Sword and Board Rampage Slam Sweeping Strikes Awaken! Bladestorm Ramming Speed
Bad Spells
Demon Hunter: Double Jump Blade Dance Felosophy Blur
Druid: Lightning Bloom Fungal Fortunes Savage Roar Innervate
Hunter: Tracking Bestial Wrath
Mage Evocation
Paladin: -
Priest: Shadow Madness
Rogue: Preparation Shadowstep Daring Escape Secret Passage
Shaman:
Warlock: Plague of Flames Rain of Fire Unstable Felbolt Dark Skies
Warrior:
0
I just had 8 Rogues in a row, Bit boring I’d you ask me. Hopefully the classes will even out.
1
I must be the only one who hasn’t encounter a single druid today. Thank god lol