Vlad

Shaman Hybrid Standard

9 posts in this topic

This thread is for comments about our Shaman Hybrid Standard deck.

Share this post


Link to post
Share on other sites

Teching in a Lightning Storm was the best invention since sliced bread. Last week I drew that 1-of approximately 15 games in a row, to my opponents' many outrages. It makes your only real bad matchup - Zoo - really better, and its overall utility across the board is truly outrageous - beats Call of the Wild, beats Violet Teacher + Power of the Wild, beats mirror, beats other random stuff. It even buffs Tunnel Trogg, for beatdown's sake! 

I didn't touch Maelstrom Portal yet, so no feedback on that one, but I've heard Ravaging Ghoul is a good card. Played Flame Juggler instead and he's proven to be mediocre to good, which is really enough, but in the end a second Lightning Storm took its place. Oh boy I love me some Lightning Storms.

This is the sole best proactive deck in the format. Your draws are gas, your interaction is great, and with new tech and some good draws you can play a longer game or come back from behind slightly better than before. I'd ladder with it over anything else, which I currently do. It's even more great against people experimenting with Karazhan nonsense and playing Hunter 24/7.

Share this post


Link to post
Share on other sites

Really looking for a fun Shaman deck to play, but I don't have LoE :(

Anything I can replace those two cards with? Should I even bother if I don't have Trogg?

Share this post


Link to post
Share on other sites
3 hours ago, Guest shmeeps said:

Really looking for a fun Shaman deck to play, but I don't have LoE :(

Anything I can replace those two cards with? Should I even bother if I don't have Trogg?

Tunnel Trogg is one of the strongest cards in the game. If you don't have LoE, you can try Wall Shaman, or much cheaper Evolve Shaman , in which you can use Doomhammer or Bloodmage Thalnos in place of Brann Bronzebeard.  They are the only shaman decks I had fun playing, so I'd say they still fulfill the fun criterion.

Share this post


Link to post
Share on other sites
3 minutes ago, positiv2 said:

Tunnel Trogg is one of the strongest cards in the game. If you don't have LoE, you can try Wall Shaman, or much cheaper Evolve Shaman , in which you can use Doomhammer or Bloodmage Thalnos in place of Brann Bronzebeard.  They are the only shaman decks I had fun playing, so I'd say they still fulfill the fun criterion.

Great, thanks for the substiutions! I'll give the other decks a shot.

  • Like 1

Share this post


Link to post
Share on other sites

This might be a stupid question but does abusive sergeant have value when played by itself?

 

like if I don't get the good starting cards in my hand but I get abusive sergeant, do I play him on turn one? Or should I always hold it for a later buff?

Share this post


Link to post
Share on other sites

It's tricky thing. You need to plan a couple of turns ahead and see if Sarge body will be of any use, and if you have action other than him. 

Generally, a 1 mana 2/1 is a good body if you expect your opponents class to be aggressive, so if it can possibly beat something in combat, like Hunter's early game minions, then it's a safe play. It's also handy to be paired with a pump to counterplay Shaman, for instance. 

Slamming it just for "Tempo" is generally ill-advised, unless, as I said, you have a follow-up. It's marginally easy to kill a Murloc Raider.

Share this post


Link to post
Share on other sites
On 9/28/2016 at 2:11 PM, Abelcain said:

This might be a stupid question but does abusive sergeant have value when played by itself?

 

like if I don't get the good starting cards in my hand but I get abusive sergeant, do I play him on turn one? Or should I always hold it for a later buff?

As Paracel says, you're essentially needing to plan as your opponent would. It's pointless to play it if a Mage can just ping it and kill it, or they have a 1/3 on board already. 

It can have value by trading into a 3/2, for example. It's all about making sure you get something from it.

Share this post


Link to post
Share on other sites
On 28. 9. 2016 at 3:11 PM, Abelcain said:

This might be a stupid question but does abusive sergeant have value when played by itself?

 

like if I don't get the good starting cards in my hand but I get abusive sergeant, do I play him on turn one? Or should I always hold it for a later buff?

Since the nerf is nigh, I want to say that you should not play it as a 1/1 on turn 1. Do so only if you do not have a better turn 1/2 play AND you have another Abusive Sergeant in your hand. Until the nerf drops, just go by what Paracel said.

  • Like 1

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Aleco

      In episode two of "What's the Move?" Aleco discusses an open-ended situation which doesn't have a clear answer.
      In episode two of "What's the Move?" Aleco discusses an open-ended situation which doesn't have a clear answer.
      We kicked off this new series by analyzing a tricky situation which had only one optimal line of play. In episode two we'll take a look at a very different kind of situation, one where there might not be a perfect move at all.
      Please let us know in the comments what you would have done in this situation! One of the primary goals of this series is to foster improvement at Hearthstone by generating discussions. We would also love to hear your feedback on the video itself, as the series is still very new and has plenty room to improve on its format.
      - Aleco
    • By Stan

      In the latest Hearthstone update, Blizzard made adjustments to several cards. The patch is now live now on desktop and it should become available on mobile devices in the coming hours.
      Philosophy and reasons behind these changes can be found here.
      Blizzard (Source)
      Card Changes
      Innervate now reads: Gain 1 Mana Crystal this turn only. (Down from 2)
      Fiery War Axe now costs 3 mana.  (Up from 2)
      Hex now costs 4 mana. (Up from 3)
      Murloc Warleader now reads: Your other Murlocs have +2 Attack. (Down from +2 Attack, +1 Health)
      Spreading Plague now costs 6 mana. (Up from 5) 
    • By Vlad
      This thread is for comments about our Halls of Valor Mythic+ dungeon guide.
    • By Zadina

      A new Brawl has landed in the Tavern.
      Just like with the previous expansions, it's time to try out the deck recipes of Knights of the Frozen Throne in this week's Tavern Brawl. The archetypes for each deck recipe are the following:
      Druid: I guess the best name for this deck is Midrange Druid. It has Ultimate Infestation and Spreading Plague, so... PROFIT?! Deathrattle Hunter Elemental Mage Divine Shield Paladin Control Priest (you've probably seen variations of it in ladder) Jade Deathrattle Rogue Freeze Shaman Zoolock Control Warrior with Enrage minions This is a good opportunity to try out cards that you don't own. Good luck and have fun!
    • By Zadina

      The balance patch is arriving in the beginning of the next week.
      The wait is over! The anticipated card balance changes will arrive on September 18th and hopefully freshen up the meta a little bit. As the case always is with balance patches, for the next two weeks if you disenchant Spreading Plague and/or Murloc Warleader, you will get their full value in Arcane Dust.
      Daxxarri
      In the recent Upcoming Balance Changes – Update 9.1 blog, we discussed the details and philosophy behind balance updates that are coming to several Hearthstone cards:
       
      Innervate - Now reads: Gain 1 Mana Crystal this turn only. (Down from 2) Fiery War Axe - Now costs 3 mana. (Up from 2) Hex - Now costs 4 mana. (Up from 3) Murloc Warleader - Now reads: Your other Murlocs have +2 Attack. (Down from +2 Attack, +1 Health) Spreading Plague - Now costs 6 mana. (Up from 5)
      This patch is currently targeted for September 18th PDT. Please note that updates for mobile devices may take a few additional hours to propagate.

      Once these card changes are live, players will be able to disenchant cards that are not Basic (Murloc Warleader and Spreading Plague) for their full Arcane Dust value for two weeks. Basic cards cannot be disenchanted and will not be available for an Arcane Dust refund. (source)