Damien

Hearthstone Shaman Decks

46 posts in this topic

This thread is for comments about our Shaman Decks.

Share this post


Link to post
Share on other sites

Literally have not won a single game with this deck. What am I doing wrong? It's supposed to be based around getting lots of minions on the board mid game right? I find myself having NO fucking minions to put up in the mid game. Or if I do they just get removed and I get shit on.

Share this post


Link to post
Share on other sites

Literally have not won a single game with this deck. What am I doing wrong? It's supposed to be based around getting lots of minions on the board mid game right? I find myself having NO fucking minions to put up in the mid game. Or if I do they just get removed and I get shit on.

 

 

I'm on my 7th game with this deck, same results. Can't get anything on the board long enough to do anything. Oh and this deck has no board clearing power either.

Share this post


Link to post
Share on other sites

Literally have not won a single game with this deck. What am I doing wrong? It's supposed to be based around getting lots of minions on the board mid game right? I find myself having NO fucking minions to put up in the mid game. Or if I do they just get removed and I get shit on.

 

There are 20 minions in this deck, not counting the 2 Flametongue Totems. Note also that your hero power summons more minions. So, I'm not exactly sure how you can have issues putting up minions on the board. In fact, 12-14 of the minions are mid-game minions.

 

You are not expected to achieve board superiority by just playing a bunch of minions. You need to do it by carefully and strategically taking out the enemy minions while keeping yours alive. Your healing totem allows your minions that survive to be healed up, and Rockbiter and Flametongue Totems allow your hero power minions to kill actual enemy minions.

 

I'm on my 7th game with this deck, same results. Can't get anything on the board long enough to do anything. Oh and this deck has no board clearing power either.

 

This deck has no board clearing power because there are literally no Basic Shaman cards that allow you to deal damage to more than one target. Likewise, no Basic neutral minions allow you to clear the board either.

 

I'd also like to note that since the patch, competition appears to be much more fierce in constructed mode than before. Prior to the patch, you could do very well at whatever your MMR was with an all-basic deck, but post-patch it seems much more difficult to do so.

 

In any case, we are not recommending this (or any other basic deck) as being "the best" or even "a very good" deck. All we are saying is that if you are building only out of basic cards (because you haven't been playing for long and/or haven't invested any real money into the game), then these basic decks are probably the best you can play with.

Share this post


Link to post
Share on other sites

This deck is crap. Tried this one and the warlock deck as well. They can barely even touch the opponent. They even get stomped in the Normal AI practice mode. Maybe these guys should go back to what they know best, WoW. Because they definitely don't know Hearthstone.

Share this post


Link to post
Share on other sites

This deck is crap. Tried this one and the warlock deck as well. They can barely even touch the opponent. They even get stomped in the Normal AI practice mode. Maybe these guys should go back to what they know best, WoW. Because they definitely don't know Hearthstone.

 

Thank you very much for your post. It has allowed me to pin-point the issues people are having much better. Let me explain.

 

Your complaint is that this deck is so bad that it "gets stomped" by the Normal AI. That, I grant you, sounds pretty bad. So I went and played some matches with it against the AI. Here are my results.

 

Normal AI:

 

Mage - win

Hunter - win

Warrior - win

Druid - win

 

Expert AI:

 

Mage - win

Shaman - win

Priest - win

Rogue - win

 

So, not only did I not get stomped, but the AI was never a threat at all, even in Expert mode (with the exception of the Shaman, who had a strong start that left me at 14 HP before I recovered and won). In fact, I found the AI to be pretty bad indeed, with the Mage habitually using Fireblast on targets that they then Polymorph, for instance.

 

Now, given that you and I are both playing the exact same deck, against the exact same AI, with completely different results, it is obvious the the problem lies elsewhere. You could make an argument that you had the unluckiest possible draws, and I had the luckiest possible draws, but I think the far more reasonable conclusion is that you're just not very good at the game. And in order to get stomped by the Normal AI with this deck, I think you must be truly inexperienced (or making very poor decisions). And there's nothing wrong with that - don't think that I'm being condescending. We're all here to try to learn, teach, and get better together.

 

It is, perhaps, not ideal that we decided to publish basic deck lists before we published the actual guides that teach people how to improve their gameplay, but since writing guides of that sort is far more time consuming than putting the decks together, we felt that it was better to start with the decks to give people at least some guidance even now.

 

So, yet again, I admit that these decks are not especially strong. They lack many tools that a deck without a basic-only constraint would have. In the case of Shamans, I think that their Basic cards are especially poor, lacking practically any spells worth using. But this doesn't change the fact that the deck we provide here is, I firmly believe, among the best (if not the single best) Shaman deck you can construct using only Basic cards. If you feel this deck is weak, then you should raise the issue with Blizzard, and not with us.

 

Finally, I would like to ask you, and anyone else posting negative feedback about the decks to go ahead and suggest what changes would actually make the decks better. Without such suggestions, there really is not much we can do to improve the decks.

 

Thank you.

 

P.S.: Your claim that "we don't know Hearthstone" is false. First of all, while we certainly don't claim to be top players, we (Damien and I) are both pretty good. We've both achieved 9 wins in Arena on a regular basis (pre-patch), as well as reaching 3-star Master rank in constructed (again, pre-patch, not that that really means very much).

 

Second of all, you should know that our Hearthstone content is created with the very involved participation and assistance of a player who we do believe is a top player. According to this post from Blizzard, they were ranked 9th in all of Europe a few days ago.

Share this post


Link to post
Share on other sites

Settle this argument by logging your games with Hearthlog and posting the link here.

 

http://www.hearthlog.com/

 

If you think the deck is crap, play a game with it and post the game log.  Then, if others think you didn't play it right, they can show you exactly where you made the wrong play.

 

 

I'm not affiliated with Hearthlog, I just think it's a great tool for settling these kind of silly discussions.

Share this post


Link to post
Share on other sites

this deck is actually quite nice smile.png

could you tip what expert cards could make it better?

was thinking about master swordsmith, maybe injured blademaster (maybe its cleric only card)

priestess of elune could give a minor heal, and pint sized summoner might also work.

sadly im still a noob so no legenderys in my inventory...

stormforged axe is also an option since i see it everywhere in pro decks, but no real idea what overload rly does

Share this post


Link to post
Share on other sites

stormforged axe is also an option since i see it everywhere in pro decks, but no real idea what overload rly does

 

Overload locks some of your mana out on the next turn. Example: If I have 10 mana crystals and I play a card with Overload (2), the next turn I cannot spend 2 mana crystals; I have only 8 mana to spend.

 

Does that make sense?

Share this post


Link to post
Share on other sites

this deck is actually quite nice smile.png

could you tip what expert cards could make it better?

was thinking about master swordsmith, maybe injured blademaster (maybe its cleric only card)

priestess of elune could give a minor heal, and pint sized summoner might also work.

sadly im still a noob so no legenderys in my inventory...

stormforged axe is also an option since i see it everywhere in pro decks, but no real idea what overload rly does

I think the best cards to start crafting for a Shaman deck are Stormforged Axe, Forked Lightning, and Lightning Bolt. Then, possibly, Unbound Elementals and one Mana Tide Totem, as well as Earth Elementals and Doomhammer (these last two are very good, but they're epic so they'll cost a lot of dust to craft).

 

From the neutral cards, I wouldn't craft any of the ones you said. I'd look into cards like Spellbreaker and Defender of Argus. In the future, we'll be providing a lot more information on this topic.

 

Thank you, and good luck!

Share this post


Link to post
Share on other sites

What have you been smoking man?? No celaring? Fork lightning and electric storm? After mage shaman has the best clearing options in the game.. Lafa overflow and hex.. Cmon..

Share this post


Link to post
Share on other sites

What have you been smoking man?? No celaring? Fork lightning and electric storm? After mage shaman has the best clearing options in the game.. Lafa overflow and hex.. Cmon..

Excuse me for using caps lock in this reply.

 

THIS IS A BASIC-ONLY DECK. FORKED LIGHTNING AND LIGHTNING STORM (may want to get the names of the spells right when you're telling someone they don't know what they're talking about) ARE NOT BASIC CARDS.

 

I don't smoke.

  • Like 1

Share this post


Link to post
Share on other sites

This is an amazing deck. I had trouble at first, but after getting an idea of it's strong points I started winning a lot more. And the way I win with this deck is usually pretty fun - earlier today I took down a hero from 30 to 0 hp in a single turn with a couple of minions, bloodlust, windfury and I forgot if there was flametongue or rockbiter totem. Anyway, pretty much every game is won like this - just survive and maintain board control until you can dish out bloodlust and windfury and smack him in the face.

 

Also ... totems! I noticed that most players just ignore the totems (except for the snake) in Play mode (not so much in Ranked mode) and it usually gets back to them horribly :)

 

So after playing around with this deck for a few days I got some questions. I have unlocked several expert cards and I'm pretty sure that I have to include them in my deck, but I'm not sure what to remove. Everything is really useful in that deck. So I have:

 

- Earth Shock

- Forked Lightning

- Lightning Bolt

- Dust Devil

- Stormforged Axe

 

I tried putting 2x of each of these in my deck, but it was terrible.

 

Also from the Neutral cards, I was thinking about dropping the 2x Swamp Ooze for Abusive Sergeant and Ironbreak Owl.

 

All in all - which are the weak points in this Basic-only deck and how it can be upgraded?

 

* And may the odds be ever in your favour! *

  • Like 1

Share this post


Link to post
Share on other sites

This is an amazing deck. I had trouble at first, but after getting an idea of it's strong points I started winning a lot more. And the way I win with this deck is usually pretty fun - earlier today I took down a hero from 30 to 0 hp in a single turn with a couple of minions, bloodlust, windfury and I forgot if there was flametongue or rockbiter totem. Anyway, pretty much every game is won like this - just survive and maintain board control until you can dish out bloodlust and windfury and smack him in the face.

 

Also ... totems! I noticed that most players just ignore the totems (except for the snake) in Play mode (not so much in Ranked mode) and it usually gets back to them horribly smile.png

 

So after playing around with this deck for a few days I got some questions. I have unlocked several expert cards and I'm pretty sure that I have to include them in my deck, but I'm not sure what to remove. Everything is really useful in that deck. So I have:

 

- Earth Shock

- Forked Lightning

- Lightning Bolt

- Dust Devil

- Stormforged Axe

 

I tried putting 2x of each of these in my deck, but it was terrible.

 

Also from the Neutral cards, I was thinking about dropping the 2x Swamp Ooze for Abusive Sergeant and Ironbreak Owl.

 

All in all - which are the weak points in this Basic-only deck and how it can be upgraded?

 

* And may the odds be ever in your favour! *

 

Regarding the Shaman Expert cards: you should make it a point to fit the Stormforged Axes, Lightning Bolt, and Forked Lightning in (in that order). Earth Shock is pretty nice (makes quick work of minions like the Twilight Drake). Dust Devil is just bad, don't ever take it.

 

Now, as to what to drop from this deck to make room for your cards, I'd say the Wolfriders should be the first to go. They're definitely the weak point of the deck, and they're there mostly as filler since you don't have too many basic options.

 

So, Lighting Bolt (x2) in for Wolfrider (x2) - LB is basically a superior Wolfrider in almost any situation (bypasses taunt, can be buffed by spellpower, is cheaper), if you consider that the Wolfrider hardly ever survives more than one turn.

 

The other weak part of the deck are the Windfuries. Windfury as an effect is of questionable value to begin with, but it's better to apply it through the means of the Windspeakers, since it also leaves behind a minion with a pretty good body (and 4 Windfuries in the deck are total overkill). Stormforged Axes in for Windfuries.

 

You'll notice that with the Stormforged Axes, you've got an excessive amount of 2-drops. So, you can get rid of a Flametongue Totem and the River Crocolisk, and put in the Forked Lightnings. Flametongue Totem is the sort of card that really only helps you when you're already ahead, or as a finisher. As a finisher, one is enough. Forked Lightning, on the other hand, is the type of card that helps you're behind, which is far more valuable.

 

Also, you can safely drop a Bloodlust to make room for one Earth Shock.

 

As for the Sergeant and Owl in for Oozes, I agree generally, though you should probably keep one Ooze.

 

So, you would have a deck that might look like this.

 

Hope that helped, and let me know if you have any other questions!

Share this post


Link to post
Share on other sites

thanks to this deck i hate playing shaman ... won 1 out of 7 games maybe . This deck is bad dont use it.

Share this post


Link to post
Share on other sites

thanks to this deck i hate playing shaman ... won 1 out of 7 games maybe . This deck is bad dont use it.

No offense, but I really don't understand why you bother posting such comments. It's been stated over and over again in this thread, if you have a complaint to make about the deck, please be specific about it and come up with a way in which the deck can be improved within the basic-only limitation. Otherwise, your comments are completely meaningless, especially since it could well be the case that, like the other person who posted about losing to the AI, you are just playing the deck wrong.

Share this post


Link to post
Share on other sites

thanks to this deck i hate playing shaman ... won 1 out of 7 games maybe . This deck is bad dont use it.

 

I've won tons of games with this deck, look for the problem elsewhere.

 

@Vlad - I'm just not sure about dropping one Bloodlust, it's a key card for this deck, don't you think?

Share this post


Link to post
Share on other sites

I've won tons of games with this deck, look for the problem elsewhere.

 

@Vlad - I'm just not sure about dropping one Bloodlust, it's a key card for this deck, don't you think?

 

With the number of Windfury effects I'd definitely recommend having one.  Bloodlust has won me numerous games on my own Shaman deck.  If all you have on the board is a handful of totems and they drop something big, Bloodlust could be your most efficient way to remove the threat.  With 3+ creatures the efficiency of Bloodlust really starts to rise.

Share this post


Link to post
Share on other sites

I've won tons of games with this deck, look for the problem elsewhere.

 

@Vlad - I'm just not sure about dropping one Bloodlust, it's a key card for this deck, don't you think?

One Bloodlust is definitely needed in this deck, but two is probably going to prove unnecessary most of the time.

Share this post


Link to post
Share on other sites

I kinda like this deck however it seems to me that once you've lost a board control (e.g. due to unlucky starting hand and high-mana cards in the first few deals which happends to me a lot for some reason) you have hard time getting back in the game.

 

I suspect that this is mostly becuase so far I had no cards that would allow me to clean-up the entire borad such as Lighting storm or maybe I am playing the deck wrong.

 

Any suggestions?

Share this post


Link to post
Share on other sites

I kinda like this deck however it seems to me that once you've lost a board control (e.g. due to unlucky starting hand and high-mana cards in the first few deals which happends to me a lot for some reason) you have hard time getting back in the game.

 

Well this happens to most decks, I think. An unlucky draw is an unlucky draw, and you can't just remove all big cards, since you'd run out of steam late-game.

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Damien
      This thread is for comments about our Mind Blast Priest deck list guide.
    • By Aleco
      If you're not a fan of playing huge Legendary minions every turn, then you may need to rethink your approach to Hearthstone.
       
      The Hearthstone team is on a roll with Tavern Brawls! After Top 2, one of the most well-received Tavern Brawls in recent memory, this week's Tavern Brawl is titled  "Cloneball!".
       

       
      Each player's deck is filled with four copies of random Legendary minions, including minions from the Wild format. Players will also receive a number of copies of "Offensive Play", a card which reduces the cost of your next Legendary minion by 3 Mana, as well as all other copies of that same Legendary in your hand:
       

       
      Though it's difficult to game plan for a specific strategy as the Legendary minions you receive appear to be random, I thought it was pretty sweet to play Loatheb into Onyxia into Onyxia into Onyxia. Slamming huge Legendary minions onto the battlefield is one of the most fun things to do in all of Hearthstone, and you'll get to do it again and again in this week's brawl!
      As is true with most brawls where the class cards aren't incredibly important, Warlock is strong by virtue of Life Tap. However, Paladin has some of the strongest Legendary minions in the history of the Hearthstone, so you could also try to high-roll a deck full of Tirion Fordrings and Wickerflame Burnbristles.
    • By Zadina
      The targeted cards are Spiteful Summoner, Possessed Lackey, Call to Arms, Dark Pact, Crystal Core and Naga Sea Witch.
      The community's prayers have been answered as nerfs for six problematic cards have been announced.
      UPDATE - The nerfs went live earlier today. You can disenchant the affected cards and get full dust value until June 5, 2018.
      Four of these cards are Spiteful Summoner, Possessed Lackey, Call to Arms and Naga Sea Witch. Even though there were a lot of interesting suggestions as to how these cards could be handled, Team 5 chose the simplest, yet elegant, way to weaken them: increase their mana cost. The first three cards will have their mana cost increased by 1, whereas Naga Sea Witch will jump to an extreme 8 mana!
      Dark Pact will now restore 4 health to your hero, instead of 8. Lastly, Crystal Core will undergo a second nerf in its history: it will now produce 4/4 minions. Do you think it will survive even its second nerf like Unleash the Hounds or Sylvanas Windrunner did?
      Some of the cards that we know the team was considering changing, but will remain unscathed for now are Sunkeeper Tarim, Doomguard, Bloodreaver Gul'dan and Baku Paladin Hero Power.
      These changes will take effect after the end of the HCT playoffs at the end of May.
      Daxxarri
      In an update that will arrive some time after the HCT Playoffs are complete, we will be making balance changes to the following cards:
      Naga Sea Witch – Will cost 8 mana. (Up from 5)
      In update 9.1, we introduced a rule change to increase the consistency of Hearthstone game mechanics. The change affected precisely when Naga Sea Witch’s cost change was applied to cards. This allowed it to be combined with the cost reduction effects on giants, and as a result, it became fairly easy to reduce their mana cost to 0.
       
      We think Hearthstone is better all around when interactions are consistent, and we like the fact that a Naga Sea Witch giants deck archetype exists. That said, we also understand that, with its current functionality, this deck can generate early board states that are unreasonable for most classes to deal with. By increasing the cost of Naga Sea Witch to 8 mana, the deck’s concept remains intact, but the combo is delayed until later in a match when more decks are likely to have the tools to handle the arrival of so many giants.

      Spiteful Summoner – Will cost 7 mana. (Up from 6)
      After set rotation arrived with the Year of the Raven, Spiteful Summoner became more powerful and consistent when used in decks containing 10 mana cost spells. This is because the pool of 10 mana cost minions in Standard is smaller, so players could more reliably count on getting a powerful minion from Spiteful Summoner’s effect. Even considering the deckbuilding sacrifices that an effective Spiteful Summoner deck requires, we think that increasing the card’s mana cost to 7 is more in line with the powerful outcomes that are possible when it’s used alongside cards like Ultimate Infestation.

      Dark Pact – Will restore 4 Health. (Down from 8)
      There are two aspects of Dark Pact that make it powerful. At a cost of 1 mana, it’s easily used alongside cards like Carnivorous Cube, Possessed Lackey, and Spiritsinger Umbra for big combo turns. It also gives Warlocks enough healing potential so that aggressively using Lifetap and playing cards like Kobold Librarian and Hellfire feel less consequential. We left Dark Pact’s cost intact so it can still be used as part of interesting combos, but lessened the healing it provides so Warlocks will need to more carefully consider how much damage they take over the course of a match.

      Possessed Lackey – Will cost 6 mana. (Up from 5)
      Some of the card combos involving Possessed Lackey present situations that are too difficult to deal with in the early-to-mid stages of the game. Increasing its mana cost to 6 delays some of those powerful card combos to turns that are easier for opposing decks to overcome.

      Call to Arms – Will cost 5 mana. (Up from 4)
      Currently, there are three popular Paladin decks: Even Paladin, Murloc Paladin, and Odd Paladin. Among the three decks, Even Paladin and Murloc Paladin have consistently been the most powerful two archetypes over the first few weeks since the release of The Witchwood. Call to Arms moving to 5 mana restricts it from being used in Even decks and reduces its power somewhat when used in Murloc and other Paladin decks.
      We expect that players will experiment with Call to Arms at 5 mana in Odd Paladin decks, but we don’t expect this card to have much of an impact. This is because Odd Paladin can’t access 2 mana minions (meaning Call to Arms could only ever summon three 1 mana minions if played in that deck).

      Note: As a result of this change, we are adjusting the “Greymane’s Alliance” deck recipe. It will now have two copies of Saronite Chain Gang in place of Call to Arms.
      The Caverns Below – The quest reward, Crystal Core, will read: For the rest of the game, your minions are 4/4. (Down from 5/5)
      The Quest Rogue deck uses a strategy that’s strong against slow, control-heavy and fatigue decks, but struggles against most other deck archetypes. There’s a fine line between being powerful against very slow decks and being powerful versus virtually all non-aggressive strategies. By changing the quest reward to make the resulting minions 4/4 instead of 5/5, Quest Rogue should still be a reasonable option versus slow, extreme late-game decks, but offer a less polarized matchup with more moderate control decks.

      (source) Are you happy with these changes? Do you think some cards will still be playable or are all six cards useless now? What's your opinion on the unchanged cards?
    • By Damien
      This thread is for comments about our Even Rogue deck list guide.