what should i be doing in the middle game? i think that's where i lose games the most. i dont know what to sell, what im looking for, what to buy for doubles, what doubles to hold on to, when to transition my comp, etc.
This deck is hilarious, I did trade out Mad Bomber for Cult Neophyte because the random damage up front found me dying too early and I like the idea of them slowing down on spells.
Maokai probably wins you the game on the spot, instant mill. Opponent has 4 turns left before dying to fatigue
The mill effect has "when I level up" condition, which would suggest that an already leveled Maokai won't have the effect. Otherwise it would indeed be a pretty broken card to get from The Howling Abyss.
In general, I find a card, synergy, "flavor," or strategy that I find particularly enjoyable (and often underplayed or very situational), and then I experiment until I find something that enables me to fully enjoy that element. Sometimes there is a single card that drives me to make a deck, and other times it's simply a mechanic or synergy that I particularly enjoy. Most importantly, I usually focus on the "fun" elements over the competitive elements, and often I end up creating a better deck by viewing it that way because, in order to make a deck fun, it usually has to be successful.
For example, I really enjoy the card art, flavor, and effect of Archwitch Willow, so I spent a lot of time experimenting with decks that allowed me to actually experience her in game. Once I found a list that finally felt good to play, I created a guide for the list, and other people seemed to enjoy it too!
Another example is with this deck I created (which is one of my favorite decks I've created). I really like the idea of deathrattle Rogue, and I really liked the idea of using the relatively new Cursed Vagrant in a "Big Deathrattle Rogue" archetype. Additionally, I have a special affinity towards alchemy-oriented cards (as you can tell by my profile picture), and I REALLY liked Necrium Apothecary when it was first released, but its nerf sent it to the shadow realm; so I decided I wanted to put both of those cards together and revive/create a new playstyle for Rogue. Obviously Rogue doesn't have great tools to allow it to play big/late-game decks in standard, but one tool it does have that I think is really underutilized is Bazaar Burglary--in fact, that quest is one of my favorite quests from Saviors of Uldum, so I am always looking for a way create a tempo/control Rogue using the quest. Putting everything together, I ended up combining two mechanics/ideas that I really enjoy in a list that is deceptively strong in my opinion.
As a final example, if you check out one of my first deck creations for this site, Magic Giant Token Rogue, you can see another "deck concoction" that combines cards I really enjoy with mechanics I find fun all while prioritizing "bad" and rarely played cards (the holy trinity for me LOL). More importantly, because it was one of my first guides, I created a little write up at the end explaining how I ended up with such a deck concoction; so, if you are interested in seeing a very specific take of how I came up with one of my unique lists, that guide has a really in-depth overview of my thought processes.
Hmm yeah that is pretty good. But for that amount of mana you can play They Who Endure + Atrocity much more reliably (sure it's only in one deck, but still). I feel like there are more reliable and faster win conditions. It isn't necessarily unplayable, but it definitely isn't OP. Also, it can be countered by a single vengeance on the Sejuani.
I dunno guys, my verdict is yet to be determined on this. It definitely could be terrible, like everyone is saying.
But I did a quick skim of the leveled up champions that would be good without any support, and it looks like more than half of them fit that description. The ones that are obviously bad include Fizz, Teemo, Elise, Maokai, Fiora, Diana, Braum, and probably Nautilus (though Naut could be quite a hit if you're Deep). Karma, Heimer, and Lux could be bad, depending how many spells are in your deck. Tryndamere is pretty meh as well. Everything else is actually pretty good for its cost.
This card might be quite a bit more menacing than it looks at first. Even Katarina could be pretty amazing when you get her for free into a board that's already developed.
Edit: I counted out (according to my own opinion) four categories of level 2 champions: Bad, Iffy/Situational, Good, Very good. Here's my counts-
Good - 22 (51.2%) - (Everything not specifically listed)
Very good - 9 (21%) - (Sejuani, Asol, Swain, Twisted Fate, Thresh, Kalista, Vi, Lee Sin, Nautilus)
Meaning you have a 72% chance to get a champ that is either good or very good. And of course, we all know that a free flipped Asol into Invoked Living Legends is a thing that WILL happen.
Edit #2 - Topandito makes a great point, which my brain somehow missed. Nautilus is a 13/13 tough fearsome, every time. That puts him solidly in the Very Good bin instead of the bad one.
KANSAS - I think the Shaman card is the more interesting of the two. It functions like Madam Goya but self-contained and slightly cheaper. At 5-mana you have to compare it to Barnes, and that's when the warning lights come on. Pulling the full-size Y'Shaarj, Rage Unbound or whatever could lead to some frustrating games for your opponent. Tad is a powerful card for Big Shaman; I just wonder if it's too powerful.
FieselFitz - I think it's fine…it's just not very exciting. Not much to say about it.
ChickyChick - Deadly Shot is 3-mana, so that + a 5/5 is about 8-mana's worth of value, so I guess it might be balanced. The Stealth could make it bonkers, though. I think it should say "or gain Stealth until your next turn if there are none."…and lose the Classic watermark :P
grayghost39 - I agree with dapperdog in-that it should say "other minions", to avoid the self-damage. I think the ebb-and-flow effect is flavorful, so kudos there. Change the Classic watermark :P
bigcums - The card is interesting, being a control-y kind of effect in a deck that wants to swarm the board and win fast. I feel like most Shamans would just use it without the Murlocs, as a generalized AoE effect, but that's not necessarily your fault. All-in-all, I like it, and I don't generally like Murloc cards.
BloodMefist - I like the change to "not-Illithids" lol. I think you're ready to submit :)
Demonxz95 - As I noted in Discord, I like Submerged Bomb the most.
Pokeniner - I like it costing 4-mana because that's different - we have a lot of 3/3/X weapons in the game already - and it also comes after most Murlocs in terms of cost. That makes it an upper-end "closer" for the deck.
MenacingBagel - I support making it a Demon Hunter card - they have a lot of unusual control elements going on. I think nerfing the cost was the right call, as well: Yeah Recycle is a bad card, but this is a Recycle you can use three times so costing 4 would be quite powerful. All-in-all, I think you're good to go.
Hordaki - I like her. Fits with what the Priest does mechanically, and has good flavor overall. Making it random keeps the effect from being too strong.
Cg8889 - I think I agree with the others in-that this is unnecessarily complex and might be too good as a Neutral card.
DavnanKillder - I like both cards, even though Undersea Ambush would make more sense to me as a Demon Hunter card (given Illidan's association with the Naga, and the token-summoning/sacrificing cards like Command the Illidari). For Deep-Sea Drowner, the Dormant is a major positive, being hard to kill and coming back with Rush again, so I think you should knock the stats down a little more.
TheHoax91 - Of the three presented in your latest post, I like the one on the right the most ("Your spells cost (3).") A major boon to a Mage that wants to drive home some big spells, but not as powerful as the middle version (which can play 4 big spells in a single turn, after you lay down Azshara). "Your spells cost (2) less", by comparison to the other two, is not a big enough payoff for the effort involved and not very interesting.
Neoguli - I find your card interesting and weird. It's technically like having two less cards in your deck, because you'll never truly draw the Anchor until there's nothing left. A godsend to a Combo deck, and I'm not sure I like that. Could do some interesting things with [Hearthstone Card (Lorekeeper Polket) Not Found], as well, since you know the card will be the lowest-Cost of what's left.
Arkasaur - I would leave it as a 4/4 Shark, given it's only a 2-mana spell. I like the class combination (with Beasts on one side, and damaged minion-synergy on the other), and I think the flavor is there.
grumpymonk - I like Naga Fel Witch a lot. Like, a lot a lot. It perfectly matches the other Naga Witches (Naga Sea Witch, Naga Sand Witch), and it's something both classes could appreciate and use. I would definitely go with her.
Valor1204 - I don't think I like it :( There's a lot of effort involved to get the Coins: the Pirates have to die on your turn (so you can cast the spell), you have to spend 3-mana and a card to summon the chests, and the chests then have to die (not easy when they have no Attack). I just don't see people taking the time to jump through those hoops in a Pirate deck.
Wailor - I like Sacred Seahorse, in-part because it's so dramatically different to everything else that people have come up with. It's a Paladin card, for one thing, and the flavor fits the class. A lot of new/recent Paladin cards play with Divine Shield, so I could see this having a home in a deck somewhere.
But having tried it myself, I can tell you that shaman losses board so easily without totems that the fireheart combo is usually just fireheart herself trying to find some removal spell asap or you die. At least that's in standard anyway.
Maybe its just my luck, but fireheart often just offer up expensive spells that I simply dont want to cast the same turn I play her. So double dwarfs doesnt usually make much difference.
Finally got around to feedback! Sorry its late, had some power outage issues.
Show Spoiler
linkblade91: I really dig the idea behind Plunder Drake, very flavorful and a nice alternative use for Coins.
Demonxz95: I like the idea of Submerged Bomb more than Diving Agent or Drown. Diving Agent feels like it would be extremely annoying to play around in the early game since it offers very little counterplay in early stages. The only thing I would change about Submerged Bomb is to explicitly name it like a mine or depth charge.
Valor1204: Seems super slow, but I like the different direction it brings Pirates in, especially with how it differentiates them from Warrior Pirates. Make sure you put the water mark on the token card too.
grumpymonk: Definitely prefer Oacha'noa over the Naga. Cheating out an Enhanced Dreadlord or Ancient Void Hound would be devastating. Oacha'noa has some scary combos like Wolpertinger, but its gated enough by late game that I think its alright. Definitely an interesting build-around.
MenacingBagel: The idea behind Abyssal Anchor is alright, but I still feel like the class flavor is off. I don't think DH should have access to hard removal. I think if you move it over to Shaman the flavor and balance feels better.
KANSAS: I like the Shaman version more since it's a more interesting design, while the Neutral one is just an auto-include in Murloc decks. I still feel like the theme could be a bit more underwater-y, but I like the fishing take on it.
Cg8889: I like this take on a siren card. I'm a bit iffy on the balance since it seems like a much better version of Turalyon the Tenured. It might also be scary giving hard removal to every class. Restricting it to a class and making it conditional removal, like a stat threshold, could help alleviate its universal strength.
Hordaki: It seems a bit strong as a fast removal wit a bulky body, I think lowering the stats would be a good call. I also think giving the affected minion charge, assuming it works like Shadow Madness, is really scary since it could just turn around and kill the opponent in some cases, which feels exceptionally bad to play against.
Pokeniner: I like the idea of a Murloc synergy weapon. I think I prefer the 3-cost one to fit with the low curve of Murlocs.
FieselFitz: It seems a bit boring. The effect isn't especially flavorful and it just isn't very interesting. I think starting with lower base stats but gaining stats per minion killed could add a bit more flavor and zazz to the card.
bigcums: Seems alright, I like AoE that excludes certain minions a lot. Stat lowering isn't exactly Shaman's typical MO, but I think that's fine since it works with their AoE and Murloc identities.
grayghost39: I dig the idea of combining AoE healing and damage into one card. It opens the possibility for opponents to play around it but still mostly benefits you since you can make use of the healing first. I think it's good to go.
ChickyChick: Neutral hard removal is always scary, but being gated behind an expensive cost and weak body makes it alright. I am unsure if the stealth is needed, I get the flavor aspect, but I think it adds a bit too much to the card. You could remove the stealth portion and add 2 health to make up for it.
I'm pretty sure Fireheart would be a good card in most shaman lists in Standard, and adding a couple of 2 mana 2/3s isn't going to do much harm to a deck, especially if you're happy for it to not be competitive.
At the moment I'd guess the most obvious route would be to use Corrupt the Waters, since quest decks often have quite a lot of discover cards (including a couple of the Lackeys), so the Archaeologist can function even without Fireheart.
I played a [Hearthstone Card (Dwarven Archeologist) Not Found] in arena and suddenly realized its synergy with Instructor Fireheart. I made an initial deck that just draws through the deck to play that combo
, but I feel like it might be better in some control shaman deck as a value generator rather than a win condition. If you play one archaeologist and Fireheart you can generate a lot of value, with 2 even more, and it’s easier to put 1 or 2 in the deck than doing a Thaurrisan combo for faceless manipulators.
I only play wild, but maybe someone has ideas for standard as to how to insert this combo into decks. If anyone has any ideas for either standard or wild (doesn’t have to be in competitive decks) about how to insert that combo into any decks I would be happy to hear them.
Ugh. You just jam all the 0 mana minions into paladin, add crystology, first day of school, a couple of secrets, divine favour, corridor creeper, and you're set. Won 7 games in a row until I ran into some actual opposition.
Looking for help - extremely stuck at 6k
what should i be doing in the middle game? i think that's where i lose games the most. i dont know what to sell, what im looking for, what to buy for doubles, what doubles to hold on to, when to transition my comp, etc.
New Freljord Landmark - The Howling Abyss
Maokai mills your deck as he levels up but since he doesn't level when you get him from the HA he is only a 2/5 token generator for 4
YES Shaman!
This deck is hilarious, I did trade out Mad Bomber for Cult Neophyte because the random damage up front found me dying too early and I like the idea of them slowing down on spells.
New Freljord Landmark - The Howling Abyss
The mill effect has "when I level up" condition, which would suggest that an already leveled Maokai won't have the effect. Otherwise it would indeed be a pretty broken card to get from The Howling Abyss.
Scholomance EVEN Warlock
In general, I find a card, synergy, "flavor," or strategy that I find particularly enjoyable (and often underplayed or very situational), and then I experiment until I find something that enables me to fully enjoy that element. Sometimes there is a single card that drives me to make a deck, and other times it's simply a mechanic or synergy that I particularly enjoy. Most importantly, I usually focus on the "fun" elements over the competitive elements, and often I end up creating a better deck by viewing it that way because, in order to make a deck fun, it usually has to be successful.
For example, I really enjoy the card art, flavor, and effect of Archwitch Willow, so I spent a lot of time experimenting with decks that allowed me to actually experience her in game. Once I found a list that finally felt good to play, I created a guide for the list, and other people seemed to enjoy it too!
Another example is with this deck I created (which is one of my favorite decks I've created). I really like the idea of deathrattle Rogue, and I really liked the idea of using the relatively new Cursed Vagrant in a "Big Deathrattle Rogue" archetype. Additionally, I have a special affinity towards alchemy-oriented cards (as you can tell by my profile picture), and I REALLY liked Necrium Apothecary when it was first released, but its nerf sent it to the shadow realm; so I decided I wanted to put both of those cards together and revive/create a new playstyle for Rogue. Obviously Rogue doesn't have great tools to allow it to play big/late-game decks in standard, but one tool it does have that I think is really underutilized is Bazaar Burglary--in fact, that quest is one of my favorite quests from Saviors of Uldum, so I am always looking for a way create a tempo/control Rogue using the quest. Putting everything together, I ended up combining two mechanics/ideas that I really enjoy in a list that is deceptively strong in my opinion.
As a final example, if you check out one of my first deck creations for this site, Magic Giant Token Rogue, you can see another "deck concoction" that combines cards I really enjoy with mechanics I find fun all while prioritizing "bad" and rarely played cards (the holy trinity for me LOL). More importantly, because it was one of my first guides, I created a little write up at the end explaining how I ended up with such a deck concoction; so, if you are interested in seeing a very specific take of how I came up with one of my unique lists, that guide has a really in-depth overview of my thought processes.
New Freljord Landmark - The Howling Abyss
Maokai probably wins you the game on the spot, instant mill. Opponent has 4 turns left before dying to fatigue
New Freljord Landmark - The Howling Abyss
Small note, deep or not Nautilus will be a 13/13 since this specifies they are leveled up automatically by the effect of the landmark.
New Expansion : Monuments of Power
@sto650
Hmm yeah that is pretty good. But for that amount of mana you can play They Who Endure + Atrocity much more reliably (sure it's only in one deck, but still). I feel like there are more reliable and faster win conditions. It isn't necessarily unplayable, but it definitely isn't OP. Also, it can be countered by a single vengeance on the Sejuani.
New Freljord Landmark - The Howling Abyss
I dunno guys, my verdict is yet to be determined on this. It definitely could be terrible, like everyone is saying.
But I did a quick skim of the leveled up champions that would be good without any support, and it looks like more than half of them fit that description. The ones that are obviously bad include Fizz, Teemo, Elise, Maokai, Fiora, Diana, Braum, and probably Nautilus (though Naut could be quite a hit if you're Deep). Karma, Heimer, and Lux could be bad, depending how many spells are in your deck. Tryndamere is pretty meh as well. Everything else is actually pretty good for its cost.
This card might be quite a bit more menacing than it looks at first. Even Katarina could be pretty amazing when you get her for free into a board that's already developed.
Edit: I counted out (according to my own opinion) four categories of level 2 champions: Bad, Iffy/Situational, Good, Very good. Here's my counts-
Bad - 7 (16.2%) - (see above)
Iffy - 5 (11.6%) - (Karma, Heimer, Lux, Tryndamere, Katarina)
Good - 22 (51.2%) - (Everything not specifically listed)
Very good - 9 (21%) - (Sejuani, Asol, Swain, Twisted Fate, Thresh, Kalista, Vi, Lee Sin, Nautilus)
Meaning you have a 72% chance to get a champ that is either good or very good. And of course, we all know that a free flipped Asol into Invoked Living Legends is a thing that WILL happen.
Edit #2 - Topandito makes a great point, which my brain somehow missed. Nautilus is a 13/13 tough fearsome, every time. That puts him solidly in the Very Good bin instead of the bad one.
New Expansion : Monuments of Power
*Randomly gets Level 2 Sejuani* - who's a meme now?
Howling Abyss, a New Freljord Landmark, Has Been Revealed for Runeterra's Monuments of Power Expansion (4 New Cards)
Or you can not vaguely post non-comments if you don't provide context. No one is going to research your crap-posts to find meaning.
Deep Sea Designing - Card Design Competition Discussion Thread
I apologize for not providing feedback sooner.
KANSAS - I think the Shaman card is the more interesting of the two. It functions like Madam Goya but self-contained and slightly cheaper. At 5-mana you have to compare it to Barnes, and that's when the warning lights come on. Pulling the full-size Y'Shaarj, Rage Unbound or whatever could lead to some frustrating games for your opponent. Tad is a powerful card for Big Shaman; I just wonder if it's too powerful.
FieselFitz - I think it's fine…it's just not very exciting. Not much to say about it.
ChickyChick - Deadly Shot is 3-mana, so that + a 5/5 is about 8-mana's worth of value, so I guess it might be balanced. The Stealth could make it bonkers, though. I think it should say "or gain Stealth until your next turn if there are none."…and lose the Classic watermark :P
grayghost39 - I agree with dapperdog in-that it should say "other minions", to avoid the self-damage. I think the ebb-and-flow effect is flavorful, so kudos there. Change the Classic watermark :P
bigcums - The card is interesting, being a control-y kind of effect in a deck that wants to swarm the board and win fast. I feel like most Shamans would just use it without the Murlocs, as a generalized AoE effect, but that's not necessarily your fault. All-in-all, I like it, and I don't generally like Murloc cards.
BloodMefist - I like the change to "not-Illithids" lol. I think you're ready to submit :)
Demonxz95 - As I noted in Discord, I like Submerged Bomb the most.
Pokeniner - I like it costing 4-mana because that's different - we have a lot of 3/3/X weapons in the game already - and it also comes after most Murlocs in terms of cost. That makes it an upper-end "closer" for the deck.
MenacingBagel - I support making it a Demon Hunter card - they have a lot of unusual control elements going on. I think nerfing the cost was the right call, as well: Yeah Recycle is a bad card, but this is a Recycle you can use three times so costing 4 would be quite powerful. All-in-all, I think you're good to go.
Hordaki - I like her. Fits with what the Priest does mechanically, and has good flavor overall. Making it random keeps the effect from being too strong.
Cg8889 - I think I agree with the others in-that this is unnecessarily complex and might be too good as a Neutral card.
DavnanKillder - I like both cards, even though Undersea Ambush would make more sense to me as a Demon Hunter card (given Illidan's association with the Naga, and the token-summoning/sacrificing cards like Command the Illidari). For Deep-Sea Drowner, the Dormant is a major positive, being hard to kill and coming back with Rush again, so I think you should knock the stats down a little more.
TheHoax91 - Of the three presented in your latest post, I like the one on the right the most ("Your spells cost (3).") A major boon to a Mage that wants to drive home some big spells, but not as powerful as the middle version (which can play 4 big spells in a single turn, after you lay down Azshara). "Your spells cost (2) less", by comparison to the other two, is not a big enough payoff for the effort involved and not very interesting.
Neoguli - I find your card interesting and weird. It's technically like having two less cards in your deck, because you'll never truly draw the Anchor until there's nothing left. A godsend to a Combo deck, and I'm not sure I like that. Could do some interesting things with [Hearthstone Card (Lorekeeper Polket) Not Found], as well, since you know the card will be the lowest-Cost of what's left.
Arkasaur - I would leave it as a 4/4 Shark, given it's only a 2-mana spell. I like the class combination (with Beasts on one side, and damaged minion-synergy on the other), and I think the flavor is there.
grumpymonk - I like Naga Fel Witch a lot. Like, a lot a lot. It perfectly matches the other Naga Witches (Naga Sea Witch, Naga Sand Witch), and it's something both classes could appreciate and use. I would definitely go with her.
Valor1204 - I don't think I like it :( There's a lot of effort involved to get the Coins: the Pirates have to die on your turn (so you can cast the spell), you have to spend 3-mana and a card to summon the chests, and the chests then have to die (not easy when they have no Attack). I just don't see people taking the time to jump through those hoops in a Pirate deck.
Wailor - I like Sacred Seahorse, in-part because it's so dramatically different to everything else that people have come up with. It's a Paladin card, for one thing, and the flavor fits the class. A lot of new/recent Paladin cards play with Divine Shield, so I could see this having a home in a deck somewhere.
New Targon Card - Crystal Ibex
A 4/4 for 4 is already vanilla value, so it has not taken a hit to its stats. And it grants permanent overwhelm to anything already on the board.
This is going to be waaay stronger than people are currently giving it credit for here. This thing will be all over the place.
Help with inserting infinite Fireheart Spells combo into decks
@dapperdog I tried in wild and there seemed to be at least one cheap spell each discover so I chained more than 10 spells together.
New Expansion : Monuments of Power
As long as they keep the RNG on meme cards I’m fine. I feel like Howling Abyss is honestly far less of a problem than Celestials or Bilgewater.
[Game] Card Treasure Hunt (The Resurrection Attempt)
The ‘deja vu’ in line 4 alludes to a riddle recently made by someone else.
Help with inserting infinite Fireheart Spells combo into decks
You can already play a version of this in standard with double Dwarven Archaeologist, Marshspawn and Vulpera Scoundrel, with a few lackeys for consistency.
But having tried it myself, I can tell you that shaman losses board so easily without totems that the fireheart combo is usually just fireheart herself trying to find some removal spell asap or you die. At least that's in standard anyway.
Maybe its just my luck, but fireheart often just offer up expensive spells that I simply dont want to cast the same turn I play her. So double dwarfs doesnt usually make much difference.
New Expansion : Monuments of Power
Looks like each region will be getting it's landmark, not sure that I am digging the RNG aspect tough.
Deep Sea Designing - Card Design Competition Discussion Thread
Finally got around to feedback! Sorry its late, had some power outage issues.
linkblade91: I really dig the idea behind Plunder Drake, very flavorful and a nice alternative use for Coins.
Demonxz95: I like the idea of Submerged Bomb more than Diving Agent or Drown. Diving Agent feels like it would be extremely annoying to play around in the early game since it offers very little counterplay in early stages. The only thing I would change about Submerged Bomb is to explicitly name it like a mine or depth charge.
Valor1204: Seems super slow, but I like the different direction it brings Pirates in, especially with how it differentiates them from Warrior Pirates. Make sure you put the water mark on the token card too.
grumpymonk: Definitely prefer Oacha'noa over the Naga. Cheating out an Enhanced Dreadlord or Ancient Void Hound would be devastating. Oacha'noa has some scary combos like Wolpertinger, but its gated enough by late game that I think its alright. Definitely an interesting build-around.
MenacingBagel: The idea behind Abyssal Anchor is alright, but I still feel like the class flavor is off. I don't think DH should have access to hard removal. I think if you move it over to Shaman the flavor and balance feels better.
KANSAS: I like the Shaman version more since it's a more interesting design, while the Neutral one is just an auto-include in Murloc decks. I still feel like the theme could be a bit more underwater-y, but I like the fishing take on it.
Cg8889: I like this take on a siren card. I'm a bit iffy on the balance since it seems like a much better version of Turalyon the Tenured. It might also be scary giving hard removal to every class. Restricting it to a class and making it conditional removal, like a stat threshold, could help alleviate its universal strength.
Hordaki: It seems a bit strong as a fast removal wit a bulky body, I think lowering the stats would be a good call. I also think giving the affected minion charge, assuming it works like Shadow Madness, is really scary since it could just turn around and kill the opponent in some cases, which feels exceptionally bad to play against.
Pokeniner: I like the idea of a Murloc synergy weapon. I think I prefer the 3-cost one to fit with the low curve of Murlocs.
FieselFitz: It seems a bit boring. The effect isn't especially flavorful and it just isn't very interesting. I think starting with lower base stats but gaining stats per minion killed could add a bit more flavor and zazz to the card.
bigcums: Seems alright, I like AoE that excludes certain minions a lot. Stat lowering isn't exactly Shaman's typical MO, but I think that's fine since it works with their AoE and Murloc identities.
grayghost39: I dig the idea of combining AoE healing and damage into one card. It opens the possibility for opponents to play around it but still mostly benefits you since you can make use of the healing first. I think it's good to go.
ChickyChick: Neutral hard removal is always scary, but being gated behind an expensive cost and weak body makes it alright. I am unsure if the stealth is needed, I get the flavor aspect, but I think it adds a bit too much to the card. You could remove the stealth portion and add 2 health to make up for it.
Howling Abyss, a New Freljord Landmark, Has Been Revealed for Runeterra's Monuments of Power Expansion (4 New Cards)
Aram landmark huh? I tend to play a lot of aram so I find this amusing, it's not competitive.. So what?
Wonder which region will get summonerc's rift at some point.
New Targon Card - Sneaky Zeebles
Is this skill burst speed? It doesn’t have the little eye icon but it could be a visual mistake
Help with inserting infinite Fireheart Spells combo into decks
You're right, that could work-- maybe even in wild in some kind of Corrupt the Waters value generating discover deck! Thanks for the idea
Help with inserting infinite Fireheart Spells combo into decks
I'm pretty sure Fireheart would be a good card in most shaman lists in Standard, and adding a couple of 2 mana 2/3s isn't going to do much harm to a deck, especially if you're happy for it to not be competitive.
At the moment I'd guess the most obvious route would be to use Corrupt the Waters, since quest decks often have quite a lot of discover cards (including a couple of the Lackeys), so the Archaeologist can function even without Fireheart.
Help with inserting infinite Fireheart Spells combo into decks
I played a [Hearthstone Card (Dwarven Archeologist) Not Found] in arena and suddenly realized its synergy with Instructor Fireheart. I made an initial deck that just draws through the deck to play that combo
Wild · Unknown Shaman · by Swizard · 6 years ago
I only play wild, but maybe someone has ideas for standard as to how to insert this combo into decks. If anyone has any ideas for either standard or wild (doesn’t have to be in competitive decks) about how to insert that combo into any decks I would be happy to hear them.
Hallow's End Masquerade Ball
Ugh. You just jam all the 0 mana minions into paladin, add crystology, first day of school, a couple of secrets, divine favour, corridor creeper, and you're set. Won 7 games in a row until I ran into some actual opposition.