I was a bit surprised that Jade Rogue never took off, particularly with Jade Swarmer and some of the deathrattle synergies we've seen lately. I guess being the third best Jade deck doesn't get you very far.
I play it now, and it’s a fun deck. Can get out of control with valeera, umbra and cubes. Had some early success before Raptor rotated out. That was a brutal loss.
It's fun as long as you don't queue into aggro or midrange. But I feel like it takes so long to ramp up, even a control deck can burst you down if they realize what you're doing. It's hard to fit healing or taunts into it, and nothing you play really affects the board.
I was a bit surprised that Jade Rogue never took off, particularly with Jade Swarmer and some of the deathrattle synergies we've seen lately. I guess being the third best Jade deck doesn't get you very far.
I'd have preferred to keep it, but Rogue's other tools make it awfully irritating to play against. I've never had a problem with Mill Warrior, though, and personally I love to tinker with Coldlight Oracle in Shaman (the Murmuring Elemental interaction is quite lovely).
Dinomancy isn't worth running a single copy of, unfortunately. Vilefin probably warrants two copies simply for the turn 1 consistency. Worst case scenario, you can refresh your power later to create a slightly wider board.
Rin can be somewhat offset by Dead Man's Hand. The real issue in that matchup is that Siphon Life > Tank Up!. (On a related note, I really wish they'd nerf Siphon Life to 2 damage; I guarantee you nobody would drop Ghoul Man from their deck).
Though with Stonehill Defender, I'm picturing crazy matchups where the Warlock ends up destroying your deck twice with the Rin sequence.
One consideration I had for the 3-attack slot is Silver Vanguard. It's not as immediate and you're susceptible to silence effects, but there are a few decent 8-drops you could include to get some value out of it.
I think it has some interesting potential for Shaman given big cards like Voodoo Hexxer,Drakkari Defender, and Al'Akir the Windlord. Tar Creeper is a decent option for the 1-attack slot, but it'd be interesting if Shaman were to gain a powerful base 1-attack minion (along with another 3-attack minion for redundancy in case you draw Al'Akir).
Malchezaar seems like a poor addition. You're diluting your draws and making it harder to find key cards like Frost Lich Jaina. I'd stick with the Pyros/N'Zoth combo if you want value, personally.
A one drop would be nice. Shaman was at its best when it had Tunnel Trogg, and the other powerful tempo decks tend to be those that have their own 1-drops (Mage with Mana Wyrm and Kabal Lackey; Druid with Enchanted Raven; Warlock with Flame Imp and Voidwalker; Paladin with Righteous Protector, Grimscale Chum, and Vilefin Inquisitor. If Shaman wants early game consistency right now it comes entirely through neutral cards (and on a related note, Fire Fly really should have been a Shaman card; seeing it in Tempo Rogue, Aggro Druid, and Hunter seems kind of silly).
We'll also need some cheap AOE with Maelstrom Portal going to wild. My idea for a card would be a 3-cost Totem (let's call it an 0/3 minion) that deals 1 damage to all enemy minions at the end of your turn.
I'd love for freeze to be viable, but I think they may just be better off pretending like it never happened. Totem synergy probably has more of a chance to be viable and I think there are a few ways you could run with it. Here are a few rough ideas I had:
1) A 3 mana 3/3 with "devour a totem, gain +2/+2". Gives you an incentive to have a totem on the board and it allows you to create a big minion rather than going wide to play around things like Duskbreaker and Spreading Plague.
2) Some totem-based minion removal. Could have a card that says, "deal X damage to all enemy minions for each totem you control".
3) A little bit of card draw wouldn't hurt, either. And let's attach it to a respectable body ala Drakonid Operative: say, 5 mana 5/6 with "if you control a totem, draw a card".
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This is a good list.
I was a bit surprised that Jade Rogue never took off, particularly with Jade Swarmer and some of the deathrattle synergies we've seen lately. I guess being the third best Jade deck doesn't get you very far.
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I'd have preferred to keep it, but Rogue's other tools make it awfully irritating to play against. I've never had a problem with Mill Warrior, though, and personally I love to tinker with Coldlight Oracle in Shaman (the Murmuring Elemental interaction is quite lovely).
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Dinomancy isn't worth running a single copy of, unfortunately. Vilefin probably warrants two copies simply for the turn 1 consistency. Worst case scenario, you can refresh your power later to create a slightly wider board.
0
Rin can be somewhat offset by Dead Man's Hand. The real issue in that matchup is that Siphon Life > Tank Up!. (On a related note, I really wish they'd nerf Siphon Life to 2 damage; I guarantee you nobody would drop Ghoul Man from their deck).
Though with Stonehill Defender, I'm picturing crazy matchups where the Warlock ends up destroying your deck twice with the Rin sequence.
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jesus christ man
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That'd be cool. I'd also settle for "discover a spell that costs (3) or more mana...". That gives you 15 options, five of which are targeted.
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Get good, bro. Learn to stack 258 armor and it's no big deal.
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Overload spellstone Shaman. Not particularly fun against aggro decks, but it feels good to play a 32/32 board that resummons itself.
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One consideration I had for the 3-attack slot is Silver Vanguard. It's not as immediate and you're susceptible to silence effects, but there are a few decent 8-drops you could include to get some value out of it.
2
I think it has some interesting potential for Shaman given big cards like Voodoo Hexxer,Drakkari Defender, and Al'Akir the Windlord. Tar Creeper is a decent option for the 1-attack slot, but it'd be interesting if Shaman were to gain a powerful base 1-attack minion (along with another 3-attack minion for redundancy in case you draw Al'Akir).
2
Malchezaar seems like a poor addition. You're diluting your draws and making it harder to find key cards like Frost Lich Jaina. I'd stick with the Pyros/N'Zoth combo if you want value, personally.
0
I'm from Texas! But I'm really bad at Hearthstone, so it's probably not a great fit.
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A one drop would be nice. Shaman was at its best when it had Tunnel Trogg, and the other powerful tempo decks tend to be those that have their own 1-drops (Mage with Mana Wyrm and Kabal Lackey; Druid with Enchanted Raven; Warlock with Flame Imp and Voidwalker; Paladin with Righteous Protector, Grimscale Chum, and Vilefin Inquisitor. If Shaman wants early game consistency right now it comes entirely through neutral cards (and on a related note, Fire Fly really should have been a Shaman card; seeing it in Tempo Rogue, Aggro Druid, and Hunter seems kind of silly).
We'll also need some cheap AOE with Maelstrom Portal going to wild. My idea for a card would be a 3-cost Totem (let's call it an 0/3 minion) that deals 1 damage to all enemy minions at the end of your turn.
I'd love for freeze to be viable, but I think they may just be better off pretending like it never happened. Totem synergy probably has more of a chance to be viable and I think there are a few ways you could run with it. Here are a few rough ideas I had:
1) A 3 mana 3/3 with "devour a totem, gain +2/+2". Gives you an incentive to have a totem on the board and it allows you to create a big minion rather than going wide to play around things like Duskbreaker and Spreading Plague.
2) Some totem-based minion removal. Could have a card that says, "deal X damage to all enemy minions for each totem you control".
3) A little bit of card draw wouldn't hurt, either. And let's attach it to a respectable body ala Drakonid Operative: say, 5 mana 5/6 with "if you control a totem, draw a card".
3