How am I supposed to win as Kel'thuzad, when not a single one of my legendaries has voice acting attached to it, but Rafaam's legendaries do :( It's so distracting!
Way too much high-end for Divine Favor to work, and honestly when are you ever going to play the second Anyfin Can Happen?
I can only see this deck working if it has a LOT more boardclear, which is why I think a second Consecration would be smart. Also, consider Enter the Coliseum.
Next: a 7-mana Panda, a power creep over War Golem.
Side-text: "Alchemist" is just a fancy way to say tea-brewer.
Next: A dragon or dragon support card, but it must belong to a class that doesn't already have a dragon or dragon support already (so no warriors, mages, etc.), and it cannot be a legendary.
Shaman hero ability is cancer and is the main reason (in addition to tons of crappy overload cards) that Shaman is not playable. It could have been pick a totem baseline and still it would not make the class playable.
OK, a couple things, 1) That's not what 'cancer' means, even in terms of HS, it refers to something that's unhealthy for the game and spreads among the players like wildfire. 2) Picking a totem baseline would be ridiculous. Being able to spam Stoneclaw or Wrath of Air totems right out of the gate would grant so much advantage and amplify all of their tools to such a degree the class would be as overpowered as Warlocks.
On topic, the problem is that Justicar belongs in a Control deck, which Shaman just can't pull off right now. Every viable shaman deck relies on having tempo and maintaining board presence. For justicar to work, it needs to offset the tempo you lose by playing it somehow. It does this in Warrior by making them near unkillable, and it does this in Paladin by letting you flood the board and enabling Quartermaster that much easier.
If Justicar summon 2 totems, that would make it good in shaman since it boosts the potency of Thunder Bluff Valiant, Flametongue, and Bloodlust, but still only summoning 1 does not make up for the tempo lost playing it.
The best way to give adventures replayability IMO is to add quests for them, which are added to the rotation only if you have the adventure unlocked. These are a couple quests I had in mind:
Clear X wing of Y Adventure on any difficulty (40 gold)
Defeat Z Boss in Y Adventure on heroic difficulty (50 gold)
From where I sit, these seem to be the two biggest problems Warrior have in arena: 1) They have the one hero power that contributes nothing to the board, but everyone knows this. 2) They have the most gimmicky set of cards in the game. They have a lot of cards which are borderline OP in constructed, yet are almost impossible to utilize in Arena. While changing their hero power at this point isn't really an option, I've come up with some ideas for less gimicky Warrior cards that, hopefully, could boost their power level in Arena without breaking them too much in constructed. Lemme know what you think, and feel free to post your own ideas.
Recklessness: 3 Mana Spell
Draw 3 cards. Shuffle 3 'Sundered Armor' into your deck that remove all of your armor when drawn.
Devastate: 3 Mana Spell
Deal 6 damage to a Minion. If its health is reduced below 0, deal the remaining damage to your hero.
Not a fan of Haunted Creeper in this deck. You have enough 1/1's as is, and you can't take as much advantage of it as Zoo or Shaman can. Do you think cutting it would hurt the consistency? And what would you say to putting in Quartermaster in its place?
11
Just played against this shaman who played Evolve on a board of two buffed Tunnel Troggs and a Totem. This resulted in a Darnassus Aspirant, a Doomsayer, and Lorewalker Cho. He instantly conceded.
Man, I wish I had recording software XD
0
How am I supposed to win as Kel'thuzad, when not a single one of my legendaries has voice acting attached to it, but Rafaam's legendaries do :( It's so distracting!
1
Deck is trash, just go face!
1
Well, turns out my run went about average, 5 wins. Pyroblast helped me win like 3 of those games, and Millhouse only really backfired once.
1
Millhouse Manastorm and 2x Pyroblast
This can either go exceedingly well or be a colossal failure.
1
Warcraft has always been Humans vs SMOrcs.
1
Alright, what about this?
Next up: a non-Mage card with the Counter mechanic.
0
Way too much high-end for Divine Favor to work, and honestly when are you ever going to play the second Anyfin Can Happen?
I can only see this deck working if it has a LOT more boardclear, which is why I think a second Consecration would be smart. Also, consider Enter the Coliseum.
0
Side-text: "Alchemist" is just a fancy way to say tea-brewer.
Next: A dragon or dragon support card, but it must belong to a class that doesn't already have a dragon or dragon support already (so no warriors, mages, etc.), and it cannot be a legendary.
0
0
The best way to give adventures replayability IMO is to add quests for them, which are added to the rotation only if you have the adventure unlocked. These are a couple quests I had in mind:
Clear X wing of Y Adventure on any difficulty (40 gold)
Defeat Z Boss in Y Adventure on heroic difficulty (50 gold)
0
From where I sit, these seem to be the two biggest problems Warrior have in arena: 1) They have the one hero power that contributes nothing to the board, but everyone knows this. 2) They have the most gimmicky set of cards in the game. They have a lot of cards which are borderline OP in constructed, yet are almost impossible to utilize in Arena. While changing their hero power at this point isn't really an option, I've come up with some ideas for less gimicky Warrior cards that, hopefully, could boost their power level in Arena without breaking them too much in constructed. Lemme know what you think, and feel free to post your own ideas.
Recklessness: 3 Mana Spell
Draw 3 cards. Shuffle 3 'Sundered Armor' into your deck that remove all of your armor when drawn.
Devastate: 3 Mana Spell
Deal 6 damage to a Minion. If its health is reduced below 0, deal the remaining damage to your hero.
Kor'kron Enforcer: 5 Mana Minion, 3/6
Inspire: Add an 'Inner Rage' to your hand.
0
Is this deck really ok with absolutely zero draw power? Seems to me like it could use a Divine Favor or something.
0
Not a fan of Haunted Creeper in this deck. You have enough 1/1's as is, and you can't take as much advantage of it as Zoo or Shaman can. Do you think cutting it would hurt the consistency? And what would you say to putting in Quartermaster in its place?
0
Okay, so this is my idea for a warrior card, any thoughts?