I have really been struggling lately to find a fun (not necessarily tier 1-2) deck to play both in wild and standard. Somehow I seem to miss the key cards in all the netdecks available and my deck-brewing skills are not that great to be honest. I have tried though. Decks I have tried but can't play:
Here are the two spirit of the frog murloc version I have been trying. One is a tighter list, the other has better game against garbage like Control Warrior:
As a newer Hearthstone player (RoS is the first expansion I've played actively) who's played WoW forever, I was naturally drawn toward my two WoW main classes, paladin and druid. So one of the first decks I tried to put together was a token druid deck. Turns out, I'm just not a big fan of the playstyle. Then I ended up getting Malygos and Kalecgos from packs, so started putting together an oddball control mage deck that's one part spells and one part mid tempo/strong taunt minions. I really love it and improving upon it. I never would have guessed I would have enjoyed mage, haha, but as someone who primarily tanks in MMOs (my druid and pally are both tanks, and my monk), I guess it's more the whole "control" nature that speaks to me. Choosing when to strike and where instead of just going ham.
I'm also trying to put together a pally deck I like. I love how the paladin class plays in HS, but I've been struggling to make a deck that performs decently with my very limited card stash. Luckily, mechs are pretty good right now, so I think I'm finally on the verge of something decent (still need to craft Zilliax).
I also have a hunter deck I sometimes play, but it's the hammiest of all hams, so I really have to be in the mood to play it.
If you have all cards, then Cutthroat Buccaneer would be cut for Valeera since your aim is to focus on weapon. I have her in my collection, however 9-mana and do nothing but hide seems too late, and may cost a huge tempo-loss. It's the same reason why I didn't use Tess. At most, I have 7-mana card in this deck, and Tempo-Mana relation matters a lot for this deck.
Yes indeed there are a few ways to approach this! I just started from scratch and didn't net deck anything, so basically I just threw in minions that summon more minions! Storm Chaser is super good with this deck + I chose Mana Tide Totem for addtional draw in this case. Electra Stormsurge is a fabolous card and you can pull the bread and butter Electra + Bloodlust combo, but for some reason I fancy more going Electra + Rain of Toads turn 9 on an empty board :P
Here is my list atm. I have not many games under my belt yet, but when a deck feels solid from the beginning it is usually onto something.
I focused on maximum value from deathrattles, and getting the option for Rocket Backpacks early on opened up a lot of options for that plan to work. I thought I'd need Dagwik Stickytoe more than I ended up actually using him to begin with (between not drawing him most of my matches and getting way better value out of my deathrattles, he was a win-more), but before I realized this I added 3 copies to my deck during a friendly encounter.
In order, I faced Linzi Redgrin, The Great Akazamzarak, Mama Diggs, Cravitz Lorent, P.O.G.O., Vas'No, The Rat King (my favorite boss design, btw), and finally Madame Goya.
The most broken strong card in this build was Recurring Villain. Since none of the bosses ran silence or cards like Entomb, Turn 5 meant that Villain could smash repeatedly into anything that had 3+ attack and come back for the next minion. He completely nullifies any threat on board, especially given the AI know's he's not worth using removal on and your other minions generate value as well, so the AI often chooses the "best" removal, which meant anything that wasn't Villain.
Because you need to hoard your deck with buff cards that are otherwise pretty bad, AND most importantly, you need to play them in Combo.
All this with an upfront Tempo loss that is built-in in both buffs and buffable cards, as per their stats/cost ratio.
The Tempo gain can only happen turns later, and/or with further Tempo loss if you go for tutored draws: however efficient, draw power costs mana and does nothing on the board.
So it's not just about mana. Or better, it's not just about the mana cost of one single card.
I really like it. I am intrigued by running a small murloc package & Thunderhead (basically, just the good ones + maybe Tasty Fin). I also love Spirit of the Frog right now because the spell sequence just seems so good: Zap > Voltaic Burst > Soul of the Murloc > Haunting Visions > Hex > Bloodlust > The Storm Bringer.
I'm not sure how heavy handed I want to go with it though; i.e. Shudderwock, et al.
That's a fair point. Since you mention tutoring, I'll point to Master's Call. I also think about how much value is generated. Even with Zul'Jin recasting Frenzy and Call in the best possible order with the best possible targets, you still only have a limited number of buffed minions. Does anyone think Prelate's infinite value is problematic?
Cards should be balanced inside their effect. There isn't a problem with an increased cost for a big buff.
However, you have to remember that the kind of buff you describe have a cost on card advantage: you must draw the card to play it again; so you need a tutor, a draw engine or time to play it again. And you did need to draw the buff card and to play that buff card, and again this cost some draw/time and some tempo. This is the difference between things like Dire Frenzy and the Bartender's buff: you don't need to draw and cast the second.
I've tried to play a few games with token shaman after the buffs and I really like it! Token shaman got three positives from this patch: Strombringer cost reduction, Thunderhead Buff and the Snip Snap. I definitely have some toying around to do with the decklist but going for the mech-based list gives some synergies + the mechs seem to have best token producing cards atm.
I can post my decklist later but definately recommend trying out some token shaman madness!
I'm curious if anyone else has thought about this possibility. The earliest example I can think of is Kingsbane. Back in the day, having your opponent constantly re-equip a 13/4 lifesteal weapon for 1 mana felt bad, but honestly, I think it would be just as bad with a higher cost (also, the Leeching Poison nerf alleviates this a bit).
As I mention in the title, Dire Frenzy allows things like playing a 5/8 rhino and two 4/6 scalehides, for example, all in one turn for 9 mana, and having more copies of each to do it again.
I'm not sure if Immortal Prelate can be quite as oppressive, but it does allow some really wacky combos.
Consider this: in Dalaran Heist (where insanely OP combos are SUPPOSED to happen), the Bartender can offer you "Give a minion +4/+4, and increase its cost by 2."
that sounds really cool if true, will have to test it in the evening,
being able to put more than 30 cards in your deck is a great idea, as you usually start with putting 2 of each you think might fit and then you start cutting them out
This decks seems dope, but I was thinking about adding the Death Knight (it's a perfect value card + when you have your Cutlass equiped, your Hero Power is kinda useless,). It's also really good with weapon buffs. What card would you cut for Valeera?
Support Hearthstone Masters Esports, Get a New Shaman Hero, Card Back, and Packs
Thanks for the giveaway! c:
Recommend me a fun deck
Hi!
I have really been struggling lately to find a fun (not necessarily tier 1-2) deck to play both in wild and standard.
Somehow I seem to miss the key cards in all the netdecks available and my deck-brewing skills are not that great to be honest. I have tried though.
Decks I have tried but can't play:
Any help? Suggestions?
100%Win Rank7-5 AutoComplete Shaman
I'm 10-4 with this deck at the moment. I love it!
https://imgur.com/88uTosy
Token Shaman post buffs
Here are the two spirit of the frog murloc version I have been trying. One is a tighter list, the other has better game against garbage like Control Warrior:
Wild · Murloc Shaman · by RandomGuy · 7 years, 3 months ago
Wild · Murloc Shaman · by RandomGuy · 7 years, 3 months ago
Any Other Single Class Players?
As a newer Hearthstone player (RoS is the first expansion I've played actively) who's played WoW forever, I was naturally drawn toward my two WoW main classes, paladin and druid. So one of the first decks I tried to put together was a token druid deck. Turns out, I'm just not a big fan of the playstyle. Then I ended up getting Malygos and Kalecgos from packs, so started putting together an oddball control mage deck that's one part spells and one part mid tempo/strong taunt minions. I really love it and improving upon it. I never would have guessed I would have enjoyed mage, haha, but as someone who primarily tanks in MMOs (my druid and pally are both tanks, and my monk), I guess it's more the whole "control" nature that speaks to me. Choosing when to strike and where instead of just going ham.
I'm also trying to put together a pally deck I like. I love how the paladin class plays in HS, but I've been struggling to make a deck that performs decently with my very limited card stash. Luckily, mechs are pretty good right now, so I think I'm finally on the verge of something decent (still need to craft Zilliax).
I also have a hunter deck I sometimes play, but it's the hammiest of all hams, so I really have to be in the mood to play it.
Vargoth Is Stealing Away!
If you have all cards, then Cutthroat Buccaneer would be cut for Valeera since your aim is to focus on weapon. I have her in my collection, however 9-mana and do nothing but hide seems too late, and may cost a huge tempo-loss. It's the same reason why I didn't use Tess. At most, I have 7-mana card in this deck, and Tempo-Mana relation matters a lot for this deck.
Earthen Might
Looks sick in gold.
Token Shaman post buffs
Yes indeed there are a few ways to approach this! I just started from scratch and didn't net deck anything, so basically I just threw in minions that summon more minions! Storm Chaser is super good with this deck + I chose Mana Tide Totem for addtional draw in this case. Electra Stormsurge is a fabolous card and you can pull the bread and butter Electra + Bloodlust combo, but for some reason I fancy more going Electra + Rain of Toads turn 9 on an empty board :P
Here is my list atm. I have not many games under my belt yet, but when a deck feels solid from the beginning it is usually onto something.
Wild · Token Shaman · by retoxidi · 7 years, 3 months ago
Dalaran Heist Tips
Just finished a run with Rogue on Chapter 4 (normal) and my deathrattle build was broken good.
Class/Power/Deck: Rogue, Dagger Mastery, Dead Man's Tale
Treasures: Crystal Gem, Overpowered, Rocket Backpacks, and Dagwik Stickytoe
I focused on maximum value from deathrattles, and getting the option for Rocket Backpacks early on opened up a lot of options for that plan to work. I thought I'd need Dagwik Stickytoe more than I ended up actually using him to begin with (between not drawing him most of my matches and getting way better value out of my deathrattles, he was a win-more), but before I realized this I added 3 copies to my deck during a friendly encounter.
In order, I faced Linzi Redgrin, The Great Akazamzarak, Mama Diggs, Cravitz Lorent, P.O.G.O., Vas'No, The Rat King (my favorite boss design, btw), and finally Madame Goya.
The most broken strong card in this build was Recurring Villain. Since none of the bosses ran silence or cards like Entomb, Turn 5 meant that Villain could smash repeatedly into anything that had 3+ attack and come back for the next minion. He completely nullifies any threat on board, especially given the AI know's he's not worth using removal on and your other minions generate value as well, so the AI often chooses the "best" removal, which meant anything that wasn't Villain.
EZ run.
Should permanent buffs (Dire Frenzy, Immortal Prelate) include a cost increase?
No, it's balanced by the trade-off of needing to draw them again.
Should permanent buffs (Dire Frenzy, Immortal Prelate) include a cost increase?
No.
/thread
Necromechanic Hunter with SN1P-SN4P
Thought of the same deck and found it here, cool one!
Should permanent buffs (Dire Frenzy, Immortal Prelate) include a cost increase?
No. That's the payoff.
Should permanent buffs (Dire Frenzy, Immortal Prelate) include a cost increase?
Nope.
Because you need to hoard your deck with buff cards that are otherwise pretty bad, AND most importantly, you need to play them in Combo.
All this with an upfront Tempo loss that is built-in in both buffs and buffable cards, as per their stats/cost ratio.
The Tempo gain can only happen turns later, and/or with further Tempo loss if you go for tutored draws: however efficient, draw power costs mana and does nothing on the board.
So it's not just about mana. Or better, it's not just about the mana cost of one single card.
Token Shaman post buffs
I really like it.
I am intrigued by running a small murloc package & Thunderhead (basically, just the good ones + maybe Tasty Fin).
I also love Spirit of the Frog right now because the spell sequence just seems so good: Zap > Voltaic Burst > Soul of the Murloc > Haunting Visions > Hex > Bloodlust > The Storm Bringer.
I'm not sure how heavy handed I want to go with it though; i.e. Shudderwock, et al.
Renounce fun
I highly suggest you to put in barnes, morrigan and ysharji for even more fun
Should permanent buffs (Dire Frenzy, Immortal Prelate) include a cost increase?
That's a fair point. Since you mention tutoring, I'll point to Master's Call. I also think about how much value is generated. Even with Zul'Jin recasting Frenzy and Call in the best possible order with the best possible targets, you still only have a limited number of buffed minions. Does anyone think Prelate's infinite value is problematic?
Should permanent buffs (Dire Frenzy, Immortal Prelate) include a cost increase?
Cards should be balanced inside their effect. There isn't a problem with an increased cost for a big buff.
However, you have to remember that the kind of buff you describe have a cost on card advantage: you must draw the card to play it again; so you need a tutor, a draw engine or time to play it again. And you did need to draw the buff card and to play that buff card, and again this cost some draw/time and some tempo.
This is the difference between things like Dire Frenzy and the Bartender's buff: you don't need to draw and cast the second.
Token Shaman post buffs
I've tried to play a few games with token shaman after the buffs and I really like it! Token shaman got three positives from this patch: Strombringer cost reduction, Thunderhead Buff and the Snip Snap. I definitely have some toying around to do with the decklist but going for the mech-based list gives some synergies + the mechs seem to have best token producing cards atm.
I can post my decklist later but definately recommend trying out some token shaman madness!
Should permanent buffs (Dire Frenzy, Immortal Prelate) include a cost increase?
I'm curious if anyone else has thought about this possibility. The earliest example I can think of is Kingsbane. Back in the day, having your opponent constantly re-equip a 13/4 lifesteal weapon for 1 mana felt bad, but honestly, I think it would be just as bad with a higher cost (also, the Leeching Poison nerf alleviates this a bit).
As I mention in the title, Dire Frenzy allows things like playing a 5/8 rhino and two 4/6 scalehides, for example, all in one turn for 9 mana, and having more copies of each to do it again.
I'm not sure if Immortal Prelate can be quite as oppressive, but it does allow some really wacky combos.
Consider this: in Dalaran Heist (where insanely OP combos are SUPPOSED to happen), the Bartender can offer you "Give a minion +4/+4, and increase its cost by 2."
Hidden Changes
that sounds really cool if true, will have to test it in the evening,
being able to put more than 30 cards in your deck is a great idea, as you usually start with putting 2 of each you think might fit and then you start cutting them out
Hidden Changes
I also think Offline Mode is a new thing on my iphone?!
Vargoth Is Stealing Away!
This decks seems dope, but I was thinking about adding the Death Knight (it's a perfect value card + when you have your Cutlass equiped, your Hero Power is kinda useless,). It's also really good with weapon buffs. What card would you cut for Valeera?
DreadKill's Defenders of Dalaran
I think to survive all the aggro decks currently swarming the meta you also need some healing.
Support Hearthstone Masters Esports, Get a New Shaman Hero, Card Back, and Packs
Ah, so many bundles recently, I can't buy them all...
I'd gladly win it though !