That is most of the point of magnetic. You are trading off a second body for more stats in one minion. They are basically acting as, "choose one: minion or buff spell". You are also weaker to single target removal or silence with that (a trade becomes a 2-for-1)
Yes, before BogChamp became a name, I had what I just called my Control Shaman, which was a very similar variant of the same. You certainly can use windfury+ most any minion to get a similar effect, though using the combo witchdoctor + WF + Rockbiter + PF may be overly complicated. You are probably going to have nearly as good luck with just WF + RB, though please feel free to try out that deck idea. I just don't have time to test it this week.
I will admit that I had not thought of Sea Giants. It could be good. Maybe as replacements for the Totem Carvers. Downsides: you lose out on the possibility of a 10/10 or 9/9 in favor or steady 8/8, benefit: can be brought out more easily vs zoo/hunter, don't have to worry about it being 5/5-7/7.
It wouldn't be a bad inclusion, but I feel that spirit claws would maybe lend itself to a more spell-focused deck. I imagine blood mage thalnos, malygos, Barnes, some other + spell dmg minions and lots of spells. I do like justicar just to stack spell dmg totems, not sure if it will be viable. As for Spirit Claw's inclusion in this deck, I worry that having this as your 1 drop and then rolling totem turn 2 is too inconsistent. Having a 1 attack weapon 3/4 of the time is helpful against: pali, hunter, druid, and that's most of it. It won't help in too many other match ups unless you can guarantee a spell dmg minion turn 2.
Hallazeal may be difficult because by the time you are at a high enough mana to use him + AOE, the game is probably over one way or the other. I would recommend a straight heal if you want that, but then you weaken a deck which really relies on synergies to have any significance. Maybe going vitality totem in Wild is the best heal for this deck.
Evolve could certainly work. With witch doctor + board full of totems you probably get a 4,3, and 4-5 1s and 2s changing into a board consisting of a 5, 4, and 2's/3's. A 7 cost if you manage to get a thing from below down. Would be a turn 4+ coin or turn 5 play. Not as good as decks optimized for evolve, but could be fun.
Yes. With justicar you can pick as many of whichever totem you want. Witch doctor can also give you totems you already have on board. I haven't yet had a match where I felt like I wanted a 2nd hex, though I have occasionally wanted board clears. The cards I am least happy with so far are the totem carvers. Sure, I can get 9/9s out of them, but that is usually a win more move, and it feels bad to have to drop them at a turn 6 5/5 which happens vs opponents with early game board control.
Thanks! Yeah, that Justicar is definitely a flexible spot. Initially it was a 2nd Bloodlust. I've also thought at times of teching it vs divine shields (palis, face shaman) and secrets (hunters), but so far don't have a big enough sample size to see which way to go, as my opponent field is pretty diverse. My worst match up so far has been vs hunter, best vs warrior, priest, mage. Hunter's early board control makes it hard for me to come back.
Doesn't seem right for 3 classes to have a significant counter to C'thun that destroys the use of another card a lot of people are running 2 of, making the effect literally useless because of a loop hole / argument in philosophy.
Every class has access to a polymorph effect in the form of Tinkmaster Overspark.
Having counters to OP cards is important. If you don't want your C'thun Hexed, you might have to bait them out ahead of time by playing your first Doomcaller first. You don't get to cry foul just because someone makes it hard for you to pull off a C'thun miracle and play him up to three times.
I've had that happen when I tried Onyxia + evolve. 6 whelps evolving means 6 chances to get Doomsayer. Wild Pyromancer can also do some damage in those situations.
Isn't part of the point of decks like mill rogue and fatigue warrior that you need your spells and removal to stay alive while you shut down your opponent? You are giving up all utilitiy for the RNG of having sweet legendaries, which I don't see as being viable.
0
That is most of the point of magnetic. You are trading off a second body for more stats in one minion. They are basically acting as, "choose one: minion or buff spell". You are also weaker to single target removal or silence with that (a trade becomes a 2-for-1)
2
There is one for feeding 10, one for feeding 20, and now the last one is unlocked at feeding 60. Not there yet...
0
Or you could just make a murloc deck, go face, and win turn 5
0
Literally everyone predicted STB + patches would be OP . See:
https://youtu.be/iewNunFaimY
1
Beneath the Ground spiders are spells. However, you can entomb or gang up minions to get bigger ones in your deck
0
Yes, before BogChamp became a name, I had what I just called my Control Shaman, which was a very similar variant of the same. You certainly can use windfury+ most any minion to get a similar effect, though using the combo witchdoctor + WF + Rockbiter + PF may be overly complicated. You are probably going to have nearly as good luck with just WF + RB, though please feel free to try out that deck idea. I just don't have time to test it this week.
0
I will admit that I had not thought of Sea Giants. It could be good. Maybe as replacements for the Totem Carvers. Downsides: you lose out on the possibility of a 10/10 or 9/9 in favor or steady 8/8, benefit: can be brought out more easily vs zoo/hunter, don't have to worry about it being 5/5-7/7.
0
Glad you enjoyed the deck type!
0
It wouldn't be a bad inclusion, but I feel that spirit claws would maybe lend itself to a more spell-focused deck. I imagine blood mage thalnos, malygos, Barnes, some other + spell dmg minions and lots of spells. I do like justicar just to stack spell dmg totems, not sure if it will be viable. As for Spirit Claw's inclusion in this deck, I worry that having this as your 1 drop and then rolling totem turn 2 is too inconsistent. Having a 1 attack weapon 3/4 of the time is helpful against: pali, hunter, druid, and that's most of it. It won't help in too many other match ups unless you can guarantee a spell dmg minion turn 2.
0
Hallazeal may be difficult because by the time you are at a high enough mana to use him + AOE, the game is probably over one way or the other. I would recommend a straight heal if you want that, but then you weaken a deck which really relies on synergies to have any significance. Maybe going vitality totem in Wild is the best heal for this deck.
Evolve could certainly work. With witch doctor + board full of totems you probably get a 4,3, and 4-5 1s and 2s changing into a board consisting of a 5, 4, and 2's/3's. A 7 cost if you manage to get a thing from below down. Would be a turn 4+ coin or turn 5 play. Not as good as decks optimized for evolve, but could be fun.
0
Yes. With justicar you can pick as many of whichever totem you want. Witch doctor can also give you totems you already have on board. I haven't yet had a match where I felt like I wanted a 2nd hex, though I have occasionally wanted board clears. The cards I am least happy with so far are the totem carvers. Sure, I can get 9/9s out of them, but that is usually a win more move, and it feels bad to have to drop them at a turn 6 5/5 which happens vs opponents with early game board control.
0
Thanks! Yeah, that Justicar is definitely a flexible spot. Initially it was a 2nd Bloodlust. I've also thought at times of teching it vs divine shields (palis, face shaman) and secrets (hunters), but so far don't have a big enough sample size to see which way to go, as my opponent field is pretty diverse. My worst match up so far has been vs hunter, best vs warrior, priest, mage. Hunter's early board control makes it hard for me to come back.
0
Every class has access to a polymorph effect in the form of Tinkmaster Overspark.
Having counters to OP cards is important. If you don't want your C'thun Hexed, you might have to bait them out ahead of time by playing your first Doomcaller first. You don't get to cry foul just because someone makes it hard for you to pull off a C'thun miracle and play him up to three times.
2
I've had that happen when I tried Onyxia + evolve. 6 whelps evolving means 6 chances to get Doomsayer. Wild Pyromancer can also do some damage in those situations.
6
Isn't part of the point of decks like mill rogue and fatigue warrior that you need your spells and removal to stay alive while you shut down your opponent? You are giving up all utilitiy for the RNG of having sweet legendaries, which I don't see as being viable.