KANSAS
Lv.16Old God Fanatic
Comments
you could put [card]fencing coach[/card] in the deck and play it the turn prior to shudderwock, then every shudderwock thereafter will get double battlecry!
Go [card]Lorewalker Cho[/card]!
This guy is one of the most under-valued cards in the entire game! I play him in several decks and as long as you run >10 spells he can be very useful.
Also in a deck containing only legendaries, any cheap card is useful.
What should the board state look like when I play Zephrys so that he will give me a sorcerers apprentice?
Quote From AliRadicali Quote From MalcolmReynolds Quote From AliRadicali This is exactly the kind of mental gymnastics Putontheglasses was talking about. Yes, we get how it works. We're saying it's wildly inconsistent with how the game interacts with other buffs/stat changes. If you, say, hand-buff a minion and then play …
Quote From AliRadicali
This is exactly the kind of mental gymnastics Putontheglasses was talking about. Yes, we get how it works. We're saying it's wildly inconsistent with how the game interacts with other buffs/stat changes. If you, say, hand-buff a minion and then play it, the buff is remembered while the minion is in …
Quote From Putontheglasses This combo doesn’t specifically need a nerf but there is no good reason why minions shouldn’t have the card cost used to play them. This would fix the mutate or transform combo with other mana discounted minions as well. There is absolutely no good argument against this other than developer laziness to code this.
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I built a weird shaman deck that was kinda a control deck and kinda a zoo deck, besically you survived and played lots of minions until you could play either one or two [card]bloodlust[/card]s and win.
so far I am 4-0
this is and aggro face deck, you don't need a combo that clears the board.
You should be more focused on building a board than destroying it.
Quests should be easy to complete because everyone would rather play what they want to play instead of something they don't want to play.
Let me explain; lets say there was a quest that said 'win 2 games with a deck that has at least 10 elementals' this would inspire you to play a elemental deck. But the issue …
first time my deck was not all too good, but I was able to get him down to 130 HP or so.
my next run I had 2 captured flags, and I had like 6 babbling books in my deck, and thanks to Bob one of them was always in my starting hand.
I steamrolled him pretty hard …
Quote From ColinthePyro
Literally any deck with the perfect curve is unfair. Your theoretical situation where your Quest Shaman opponent who can't play anything on turn 1 goes super wide on turn 2 (and for some reason you don't respond and just go face?) just isn't likely at all. If you're playing Zoo, your'e …
cards that add random cards to your hand won't give you epic or legendary cards, I tried to build a deck that could cheat out bigger guys, and I fought against a burgle rogue. Neither one of us got any epics or legendaries.
*edit* never mind, they already mentioned that in the blue-post.
Isn't it kinda contradictory to play both the [card text="quest"]corrupt the waters[/card] and [card]hagatha the witch[/card]?
And when is the correct time in the game to play [card text="hagatha"]hagatha the witch[/card] and change your hero power?
I haven't played this deck much but I have a lot of experience with the shaman class.
[card]Swampqueen hagatha[/card] is a good card, but not at all essential. she is a decent value generator, and I am sure that with the double battlecry she does a lot. but you could replace her with another good value generator and shudderwock …
Quote From AliRadicali
Cards/comboes that create big minions are not inherently a problem. King Phaoris, Astromancer, etc. are powerful, but fair. It's when you can hit that power spike on turn 3/4 that it becomes a big issue. And yes that goes for Cleef too, it's absurd he hasn't been HoF'ed or nerfed to …
I thought thats how it worked.
thanks for answering, I don't mind if it was a little late.
I just won a match because I was able to get a [card]grommash hellscream[/card] on turn 4.
I don't think the combo is too oppressive because it is inconsistent, but when you pull it off it can be devastating. I do think they should change the way it works because losing to that combo just feels so bad, even …
Quote From ShanghaiKid I'm not going to lie this class is ridiculous OP haha.
this basically
if you made this deck a wild deck you could also include [card]sideshow spelleater[/card] which would be a much more reliable way to copy the opponent's quest. especially because then you wouldn't have to complete the quest yourself, and also the window of opportunity would be waaaaay bigger.