Vlad

Midrange Elemental Shaman Standard

31 posts in this topic

Share this post


Link to post
Share on other sites

Uhmm.... 

There are no elementals in the deck, most of the cards mentioned in the guide is not in the deck.

 

 

 

Share this post


Link to post
Share on other sites
7 hours ago, FanOfValeera said:

Uhmm.... 

There are no elementals in the deck, most of the cards mentioned in the guide is not in the deck.

The decklist for Shaman Quest Deck was accidentally used instead, and Pesty has uploaded a fix already, so the correct decklist should be available very soon. Thanks for pointing it out!

Share this post


Link to post
Share on other sites

So the guide says mulligan for Fire Plume Harbinger, which is normally acceptable as a 2-drop, but doesn't it need a relatively big hand to give some value? At the beginning, how many elementals are needed in hand? 

 

Share this post


Link to post
Share on other sites
2 hours ago, FanOfValeera said:

So the guide says mulligan for Fire Plume Harbinger, which is normally acceptable as a 2-drop, but doesn't it need a relatively big hand to give some value? At the beginning, how many elementals are needed in hand? 

 

Due to the nature of tempo, using it on a full hand will enable more swingy turns turns later into the game due you being able to fit much more in.  However, by using it on turn 2 it functions more like a Wild Growth, letting you play your big minion in hand sooner.  

Much like Dragon decks, Elementals are strongest when played out on curve, accessing the curve sooner represents an exponential increase in tempo for a deck that is already strong on curve.  Additionally, this natural curve of the deck can also make it hard to find an opportunity to play Harbinger.
 

Share this post


Link to post
Share on other sites

The deck draws much of its power from awesome elemental battlecries. How about incorporating some of the Brewmasters for repeated battlecry pwnage? The deck provides enough control mechanisms for the games to drag out and so it seems this mechanic could provide very useful in the later stages of the game.

Plus, the Brewmasters come with pretty good stats on their own.

Share this post


Link to post
Share on other sites
45 minutes ago, Guest Zralparek said:

The deck draws much of its power from awesome elemental battlecries. How about incorporating some of the Brewmasters for repeated battlecry pwnage? The deck provides enough control mechanisms for the games to drag out and so it seems this mechanic could provide very useful in the later stages of the game.

Plus, the Brewmasters come with pretty good stats on their own.

Youthful Brewmasters and Ancient Brewmasters often cause a loss of tempo, as you remove a minion from the board. This as a midrange decks requires a strong board, and removing minions from it, even though they have a strong battlecry, is counterproductive. The only card I would consider bouncing is Stone Sentinel, but since the deck runs only one, it does not justify adding bounce cards (Brewmasters).

Share this post


Link to post
Share on other sites

Perhaps stormcrack in place of one of the lightning bolts? Also card draw seems to be slow/inconsistent, any thoughts on maybe auctioneer or something to help?

Share this post


Link to post
Share on other sites
4 hours ago, Guest Aeryn said:

Would you consider running Earth Elemental? Also, perhaps Bloodlust as a finisher?

The drawback of earth Elemental is generally considered far too high and can put you far behind if your opponent is able to have a cheap answer such as Execute, or Sap.

Bloodlust is reasonable in any Midrange Shaman deck thanks to the Hero Power,  however it doesn't stand out in this particular deck is as typically focused on playing one strong threat per turn, rather than a few smaller ones.

Share this post


Link to post
Share on other sites
21 minutes ago, Guest ProfessorElemental said:

Perhaps stormcrack in place of one of the lightning bolts? Also card draw seems to be slow/inconsistent, any thoughts on maybe auctioneer or something to help?

Stormcrack over Lightning Bolt is completely reasonable if you feel like you are regularly running into 4 Health minions, the downside to this is that you will struggle slightly more against aggro.

If you want card draw I would consider a second Mana Tide Totem first, the deck doesnt run enough cheap spells to justify playing auctioneer.

Share this post


Link to post
Share on other sites

will it work if i replace 1 firefly with elise or hallazeal or is it gonna be too slow ?

Share this post


Link to post
Share on other sites
6 hours ago, Guest spaggeti said:

will it work if i replace 1 firefly with elise or hallazeal or is it gonna be too slow ?

You will be losing two elementals, which is quite significant, but if you feel like you can afford to have that disadvantage, you can include one of the cards you mentioned. However, I would recommend Elise the Trailblazer over Hallazeal the Ascended, since you might not have enough damaging spells in your hand in order to gain significant amount of health, enough to make him worth the spot in the deck.

Share this post


Link to post
Share on other sites

What about replacing one of the Tol'vir Stoneshapers with Tar Creeper? It's pretty similar but it costs one less and is an elemental. I feel like there's a lot of good elementals that didn't make it into this deck. Also, what about Flamewreathed Faceless? I feel like it's such a solid Shaman card. 

Share this post


Link to post
Share on other sites
4 hours ago, Guest SashaShulgin said:

What about replacing one of the Tol'vir Stoneshapers with Tar Creeper? It's pretty similar but it costs one less and is an elemental. I feel like there's a lot of good elementals that didn't make it into this deck. Also, what about Flamewreathed Faceless? I feel like it's such a solid Shaman card. 

Tol'vir Stoneshaper has better stats than Tar Creeper thanks to the divine shield and the fact you get to keep the attack on your turn, which is quite important in a midrange deck. 
Flamewreathed Faceless is too prone to soft removal and blocks your following turn. It can be swapped in if you often face control decks that can't really deal with it. It can be swapped in in place of Lightning Storm.

Share this post


Link to post
Share on other sites

I feel like I'm using my hero power a lot in these games. What are your thoughts on adding thing from below in place of maybe a Stoneshaper?

Share this post


Link to post
Share on other sites
7 hours ago, Guest Jade said:

I feel like I'm using my hero power a lot in these games. What are your thoughts on adding thing from below in place of maybe a Stoneshaper?

That would be a fair swap in my opinion. 

Another option in place of Tol'vir Stoneshaper would be Fire Plume Phoenix.  Personally that is what I'm currently running. 

Share this post


Link to post
Share on other sites

I wanted to test something and replaced the 2 Lightning Bolt with 2 Earth Shock and ofc I have situatuions where I could have used a Lighning Bolt instead but with all the buffs, deathrattles etc. I had far more situations where the Silence effect was more helpful than two more damage. Additionally I had several games where the use of Earth Shock was good enough and it saved me a Hex.

Thoughts?

Share this post


Link to post
Share on other sites
14 hours ago, Caldyrvan said:

I wanted to test something and replaced the 2 Lightning Bolt with 2 Earth Shock and ofc I have situatuions where I could have used a Lighning Bolt instead but with all the buffs, deathrattles etc. I had far more situations where the Silence effect was more helpful than two more damage. Additionally I had several games where the use of Earth Shock was good enough and it saved me a Hex.

Thoughts?

Was the extra removal better than a strong minion would have been?

Share this post


Link to post
Share on other sites

Hmmm maybe I was not clear or I don't understand your question but I mean for example in the early game a minion that became a threat because of buffs or on going effects on it but so sad to use a hex for it but silencing it is more than enough so I can keep my Hex for bigger things out there. Or in the late game and I already used 2 Hex and I could kill my opponent sadly he has a big Taunt minion and I would need my resources to kill it instead of my opponent. Earth Shock won me a lot of games in such a situation.

Share this post


Link to post
Share on other sites

@CaldyrvanI rephrased it to make it clearer. Basically, do you think that extra removal is better than strong minions in this deck? I last played this deck shortly after launch, so I don't really remember.

Share this post


Link to post
Share on other sites

You confuse me more and more :D I did not remove any minions, I just replaced a removal spell with a more utility like spell because I feel like it is more useful.

Share this post


Link to post
Share on other sites
11 hours ago, Caldyrvan said:

You confuse me more and more :D I did not remove any minions, I just replaced a removal spell with a more utility like spell because I feel like it is more useful.

Sorry, that was not my intent (duh) - when you dropped Lightning Bolts, have you thought about adding minions instead of Earth Shocks, and if so, why did you decide against it? Asking because 2 strong removals (Hex in this case) seem to be enough most of the time.

Share this post


Link to post
Share on other sites

Your content will need to be approved by a moderator

Guest
You are commenting as a guest. If you have an account, please sign in.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoticons maximum are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Vlad
      This thread is for comments about our Cube Warlock Deck List.
    • By Zadina

      Winter Veil begins next week on Hearthstone and a special Tavern Brawl will award three Knights of the Frozen Throne card packs.
      Next week's Tavern Brawl will be really similar to the Gift Exchange one back from 2015 and February 2017. There will be some differences though, as the Brawl will have a Kobold flavour and it will have a new name: Wacky Waxy Winter Veil's Brawl.
      As Winter Veil is a frosty season, the reward will obviously be three packs from Knights of the Frozen Throne expansion. It's not sure if the Winter Veil Wreath card back, which was associated with the Gift Exchange brawl during the previous years' Winter Veils, will be available this time to those who don't already have it.
      Blizzard Entertainment
      ‘Tis the season! In celebration of Winter’s Veil—and to give all you adventurers something to do that doesn’t involve taking candles—Greatfather Kobold has prepared a special distraction, er, Winter’s Veil tavern brawl packed with wacky, waxy gifts!
      These treats aren’t just on the game board! The reward for winning your first game of this Tavern Brawl is THREE festively frosty Knights of the Frozen Throne card packs! 
      Greatfather Kobold’s helpers have been busy decorating the Orgrimmar game board for the tavern brawl, but you can also experience the holiday in Stormwind while enjoying other play modes. And no matter how you play, don’t forget to show your opponent some holiday spirit with the return of the Happy Winter’s Veil greeting emote!
      The Rules
      Greatfather Kobold will drop off some tastefully wrapped, candle-bearing gifts on turn one—four on each side of the board, for a total of eight. If you unwrap a gift, you’ll receive a Legendary minion that costs three fewer mana to play! Greatfather Kobold will keep the celebration going by periodically parachuting in more presents. Don’t be greedy, though! You’ll only get a discounted Legendary minion from the gifts Greatfather Kobold left on your opponent’s side of the field.
      How will you build your deck to make the most of these potent presents?
      The Wacky Waxy Winter’s Veil brawl begins December 20 and lasts through December 24, so be sure to drop in and celebrate!
      A very Happy Winter’s Veil to you and yours! (source)
      For now, you can enjoy this week's Tavern Brawl, which is Valeera's Bag of Burgled Spells.
    • By Zadina

      Following the tradition started with Knights of the Frozen Throne, Kobolds & Catacombs gets its first digital comic.
      "Up Comes Down" is a lighthearted story about two Kobolds, who decide to go off on their own despite the orders of King Togwaggle. In their short adventure in the Catacombs, they encounter many obstacles, but by cooperating they manage to emerge victorious.

      You can read and/or download the comic here.
    • By Aleco

      Can you find the best move in a deck full of cards from the new set?
      The first episode of WTM since the release of Kobolds & Catacombs, Aleco plays a "Big Spells Dragon Priest" deck full of brand of new cards.
      Kobolds and Catacombs has hit the competitive ladder with a bang, bringing it with it an unprecedented number of impactful new cards. Some cards have come as huge surprises (Spiteful Summoner, Corridor Creeper), others have been performing about as well as expected (Duskbreaker, Twilight Acolyte), and all four of these powerful new KnC cards are featured in the deck I've had the most success with over the past four days - Sattelite's Big Spells Dragon Priest. The deck has a ton of play to it and never fails to produce difficult decisions and interesting situations, such as the one I found myself in here:
      "What's the Move?" is now seeking viewer submissions for the future episodes. If you ever find yourself in a sticky situation on the ladder, please feel free to submit your plays, questions, and feedback to Aleco on twitter.