I don't spend a ton of time in constructed, but my Shaman deck is my favorite to play. I run one bloodlust because it can help you out of a bad start, or help you drive a surprise finisher that would have taken 4+ more turns to draw out the victory. I don't agree that it is a "win more" card, since Shaman totems in a lot of situations become dead on the board without some sort of buffs. Right when Naxx released, I did add in spiders, but have been experimenting with the resurrection / rebirth theatrics the past few nights. Will probably put spiders and eggs back in.
I like Sea Giant as removal bait if you can get him out at a discount. He'll often come into play and eat the polly/ assassinate / hex that you really don't want to happen to your other big minions.
You don't really need 2x Faceless. There's very few situations where you'll be able to play two on good targets. Windfury Harpy with such low HP will never live to attack twice, so I'd swap that card. Do you need Big Game Hunter if you have two aldor peacekeepers? I haven't found darkscale healer to be that good, besides you have Guardian for a hero heal. I would consider adding in some more useful two drops so that your argent protectors have something to shield in the early game, effectively giving you a 2:1 on minions.
Just a few starter thoughts on what you could lose for better minions.
I have most of the neutral epics and am rather enjoying playing a control-style warrior lately. I'm nowhere fancy in rank, but I have the dust to craft an epic and am leaning toward a warrior-specific card. Between Slam, Brawl, and Gorehowl, which would you prioritize? For consideration, I have Captain Greenskin, so I can effectively turn an arcanite reaper into a gorehowl with 2x durability. What would you prioritize?
I believe mage could be brought in line with one or two simple changes to hero ability:
1. Make fireblast subject to taunt - just like all other hero attacks in the game.
2. Do not allow fireblast to attack friendly minions.
Option two feels extreme to me and would take some fun out of the class, but option 1 is an easy fix and would keep a bunch of minions on the board that have been AOE'd down by other mage abilities (such as yeti post flamestrike).
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I love this. Thanks for the entertainment!
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I don't spend a ton of time in constructed, but my Shaman deck is my favorite to play. I run one bloodlust because it can help you out of a bad start, or help you drive a surprise finisher that would have taken 4+ more turns to draw out the victory. I don't agree that it is a "win more" card, since Shaman totems in a lot of situations become dead on the board without some sort of buffs. Right when Naxx released, I did add in spiders, but have been experimenting with the resurrection / rebirth theatrics the past few nights. Will probably put spiders and eggs back in.
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I like Sea Giant as removal bait if you can get him out at a discount. He'll often come into play and eat the polly/ assassinate / hex that you really don't want to happen to your other big minions.
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For arena my favorite class (and best performing) is rogue.
For constructed Warrior or Shamms are my go to.
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Quick question on Shield Slam, is it mandatory to run Armorsmith to enable that removal, or simply Shield Block?
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Thank you. Great feedback.
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You don't really need 2x Faceless. There's very few situations where you'll be able to play two on good targets. Windfury Harpy with such low HP will never live to attack twice, so I'd swap that card. Do you need Big Game Hunter if you have two aldor peacekeepers? I haven't found darkscale healer to be that good, besides you have Guardian for a hero heal. I would consider adding in some more useful two drops so that your argent protectors have something to shield in the early game, effectively giving you a 2:1 on minions.
Just a few starter thoughts on what you could lose for better minions.
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Thank you. I picked up Gorehowl off of an arena run last night, so Slam is definitely the go to.
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Heh greetings Warriors,
I have most of the neutral epics and am rather enjoying playing a control-style warrior lately. I'm nowhere fancy in rank, but I have the dust to craft an epic and am leaning toward a warrior-specific card. Between Slam, Brawl, and Gorehowl, which would you prioritize? For consideration, I have Captain Greenskin, so I can effectively turn an arcanite reaper into a gorehowl with 2x durability. What would you prioritize?
Thanks in advance.
- dibling
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I believe mage could be brought in line with one or two simple changes to hero ability:
1. Make fireblast subject to taunt - just like all other hero attacks in the game.
2. Do not allow fireblast to attack friendly minions.
Option two feels extreme to me and would take some fun out of the class, but option 1 is an easy fix and would keep a bunch of minions on the board that have been AOE'd down by other mage abilities (such as yeti post flamestrike).