Tempo is very similar to Patron, the consensus is just that without Death's Bite you're better off dropping Patron for other cards. In Wild where Death's Bite is still around it's probably stronger.
People, people, this is like the 4th Mechazod Brawl. How have we still not learned that you don't Cho on turn 2 and that you don't buff Cho because he just dies after 2 turns? GAAAH.
If you can't Cho+BoK+2 more spells (one preferably being a divine shield spell) he shouldn't Cho-up at all.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
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People, people, this is like the 4th Mechazod Brawl. How have we still not learned that you don't Cho on turn 2 and that you don't buff Cho because he just dies after 2 turns? GAAAH.
I had totally not learned that.
Sorry if my complaining made you feel bad. I can totally understand why someone wouldn't have figured that out yet. But I went through just a run of bad Brawl partners, and it's both frustrating but also unbelievable, because I feel like people were playing a LOT better in the last brawl, which was kinda arguably harder to play? Maybe it's different people playing, but don't Cho until you can throw a bunch of spells over to your opponent has been an important strategic point in every one of these Brawls so far.
And also don't Manastorm on T2 either, because your opponent is unlikely to have many spells to take advantage.
Also, don't trade in your little dudes for damage early; they're much better serving as damage absorption, and you can trade them in later if they don't eat damage that was otherwise was going to your face.
Especially if you have 7 minions on the board, because Mechazod will wipe your board when it comes back to your side.
And Mechazod does damage in discrete chunks, so if you're buffing/healing a minion to a health level that's still lower than its attack, you're wasting mana/cards/time.
People, people, this is like the 4th Mechazod Brawl. How have we still not learned that you don't Cho on turn 2 and that you don't buff Cho because he just dies after 2 turns? GAAAH.
I had totally not learned that.
Sorry if my complaining made you feel bad. I can totally understand why someone wouldn't have figured that out yet. But I went through just a run of bad Brawl partners, and it's both frustrating but also unbelievable, because I feel like people were playing a LOT better in the last brawl, which was kinda arguably harder to play? Maybe it's different people playing, but don't Cho until you can throw a bunch of spells over to your opponent has been an important strategic point in every one of these Brawls so far.
And also don't Manastorm on T2 either, because your opponent is unlikely to have many spells to take advantage.
Also, don't trade in your little dudes for damage early; they're much better serving as damage absorption, and you can trade them in later if they don't eat damage that was otherwise was going to your face.
Especially if you have 7 minions on the board, because Mechazod will wipe your board when it comes back to your side.
And Mechazod does damage in discrete chunks, so if you're buffing/healing a minion to a health level that's still lower than its attack, you're wasting mana/cards/time.
I didn't take it personally. It's funny because I only did the brawl once right before I saw your post and did exactly that. We won anyway. I was good about my minions.
...Also the ladder is no harder at 13 than 18 for me this month. Honestly it feels easier and like people are playing worse. I don't get it.
stig's opponent had two sylvani on the board, but thanks to the priest casting excavated evil his sylvs were low enough on health that brann + c'thun (I assume emp was involved as well) was guaranteed lethal
both sylvs died in the process, stealing brann and c'thun as the priest himself died
Opponent casts Excavated Evil, damaging Sylvs and Something Else? and killing Stig's taunt.
Oh. I get it now.
On Stig's turn, he drops Bran and then C'Thun. C'Thun tosses out 36 points of damage. In no particular order: 2 points go to the first Sylv, which "dies" but is still on the board. 2 more points go to the second Sylv, which also "dies" but is still on the board. 2+ points go to Something Else?, killing it. The remaining ~30 points of damage go directly to the Priest's face because every other valid target is dead. This is exactly lethal damage to DrB. With C'Thun's battlecry fully resolved, the Sylv deathrattles resolve, grabbing C'Thun and Bran. Game ends because DrB has 0 health.
Yep.
Sidenote, he didn't need anything else of the board--C'thun doesn't overkill people past 0, so Stig may have had more than enough to kill both sylvs and the priest (like 2-3 more that could have been soaked by the sylvs being at higher health), but we wouldn't see that since C'thun just stops firing once there's not anymore valid targets.
His board was nzoth, 2 sylvanas and a druid of the claw he got from thoughtsteal actually.
My play was bran innervate C'thun. Both had a 1mana reduction from an emperor previously played. I had nothing else on the board
Wow. I had my first win ever against a mill rogue. Playing my goofy C'thun and Yogg Rogue deck in casual just to get my play spells and big minions quests done. Actually got a beneath the grounds to go off for the first time too. Was just too much pressure on the poor rogue and a C'Thun to finish him off. I even had my Yogg in hand for the first time too. Feels weird not losing to that deck.
Also during my Brawl match, I found a way to communicate to my partner by pulling the arrow into Mechazod with a minion, canceling, and doing it again. He finally emoted "That was a mistake" so I didn't attack. Cho into double buffs on that minion for major damage. Next time I did it, he "wow"ed the decision so I went through with it. Might try it in your games.
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People, people, this is like the 4th Mechazod Brawl. How have we still not learned that you don't Cho on turn 2 and that you don't buff Cho because he just dies after 2 turns? GAAAH.
I had totally not learned that.
Sorry if my complaining made you feel bad. I can totally understand why someone wouldn't have figured that out yet. But I went through just a run of bad Brawl partners, and it's both frustrating but also unbelievable, because I feel like people were playing a LOT better in the last brawl, which was kinda arguably harder to play? Maybe it's different people playing, but don't Cho until you can throw a bunch of spells over to your opponent has been an important strategic point in every one of these Brawls so far.
And also don't Manastorm on T2 either, because your opponent is unlikely to have many spells to take advantage.
Also, don't trade in your little dudes for damage early; they're much better serving as damage absorption, and you can trade them in later if they don't eat damage that was otherwise was going to your face.
Especially if you have 7 minions on the board, because Mechazod will wipe your board when it comes back to your side.
And Mechazod does damage in discrete chunks, so if you're buffing/healing a minion to a health level that's still lower than its attack, you're wasting mana/cards/time.
When I was doing the brawl I saw multiple players with the default card back. So the players being different from the people who played it before is quite likely. We did have a new expansion drop recently and that kind of thing often ignites interest in new players and reignites it in those who've been gone from the game.
So, "Midrange" Bloodlust Shaman is even more bonkers than Aggro Shaman.
+1
Liquid GhostDO YOU HEAR THE VOICES, TOO?!Registered Userregular
edited May 2016
i had a ton of warlock related quests so i figured i would whip a really stupid deck together based on renounce darkness because in the city of angels it's all about survival
the curve doesn't even make sense to me but to hell with it i don't care
the peaks and valleys remind me of my home in doomspire mountains back when i was a young goblin forging swords and shields for the dark army
anyway, i crammed a bunch of my best warlock cards(look i'm broke okay) alongside a bunch of neutral picks i've managed to find success with on their own
you can never be certain that renounce darkness is going to give you decent shit so hedge your bets by filling about half your deck with reasonably solid stuff you can rely on
i typically mulligan out anything i can't play early and just try to establish a presence on the board right from my first turn
save your removal for nasty shit, bait out cheap board clears with your tentacles, and just try to maintain an advantage in the field as much as you can
utilize renounce darkness whenever you're either behind and want to gamble a solid hail mary all mutant league football-style with the exploding bits and possible disastrous results aplenty or when you've found yourself even and feel like trying to swap out your remaining warlock cards/hero power for something potentially more advantageous
despite how stupidly RNG renounce darkness is, i like that it allows you to gauge your remaining options and potentially replace them with something better when your deck would otherwise remain entirely static and therefore possibly hopeless in a situation where you know that what you've got left isn't going to be sufficient to win the game for you
also i put a darkshire councilman in there because i'm an asshole and i want to use that thing as much as i can before it winds up getting nerfed
i should mention, purely out of baseless arrogance, that the very first time i used renounce it was completely by accident after i coined on the first turn and it somehow wound up being the sickest spell i've ever casted because it replaced my stuff with top tier shaman cards that must have consisted of at least four or five amazing legendaries
this is when i realized that renounce darkness can add multiple copies of the same legendary to your hand and holy shit the mistcaller never felt so good to play
that post turned into an obnoxious list of rambling thoughts so i decided to stick it behind a spoiler tag in order to be considerate
you may very well lose brain cells by reading all of that
So, "Midrange" Bloodlust Shaman is even more bonkers than Aggro Shaman.
bloodlust doesn't get enough credit, honestly
it is 10% of their health per minion. it sounds like a win more card, and in magic overrun totally was usually, but it will just flat out steal a lot of games. i like it more than doomhammer right now
So, "Midrange" Bloodlust Shaman is even more bonkers than Aggro Shaman.
bloodlust doesn't get enough credit, honestly
it is 10% of their health per minion. it sounds like a win more card, and in magic overrun totally was usually, but it will just flat out steal a lot of games. i like it more than doomhammer right now
I just won a game because I had DoomHammer equipped and my opponent didn't clear my healing totem. He had a full board with no taunts and 6 health. Bloodlust + Doomhammer.
0
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
edited May 2016
Bloodlust was only bad because there were so many sticky minions/efficient early game cards which made it hard for Shaman to build and keep a board. Now that Shaman's back to being extremely good at maintaining board presence, Bloodlust is yet again extremely powerful.
People, people, this is like the 4th Mechazod Brawl. How have we still not learned that you don't Cho on turn 2 and that you don't buff Cho because he just dies after 2 turns? GAAAH.
I had totally not learned that.
Sorry if my complaining made you feel bad. I can totally understand why someone wouldn't have figured that out yet. But I went through just a run of bad Brawl partners, and it's both frustrating but also unbelievable, because I feel like people were playing a LOT better in the last brawl, which was kinda arguably harder to play? Maybe it's different people playing, but don't Cho until you can throw a bunch of spells over to your opponent has been an important strategic point in every one of these Brawls so far.
And also don't Manastorm on T2 either, because your opponent is unlikely to have many spells to take advantage.
Also, don't trade in your little dudes for damage early; they're much better serving as damage absorption, and you can trade them in later if they don't eat damage that was otherwise was going to your face.
Especially if you have 7 minions on the board, because Mechazod will wipe your board when it comes back to your side.
And Mechazod does damage in discrete chunks, so if you're buffing/healing a minion to a health level that's still lower than its attack, you're wasting mana/cards/time.
When I was doing the brawl I saw multiple players with the default card back. So the players being different from the people who played it before is quite likely. We did have a new expansion drop recently and that kind of thing often ignites interest in new players and reignites it in those who've been gone from the game.
So, "Midrange" Bloodlust Shaman is even more bonkers than Aggro Shaman.
bloodlust doesn't get enough credit, honestly
it is 10% of their health per minion. it sounds like a win more card, and in magic overrun totally was usually, but it will just flat out steal a lot of games. i like it more than doomhammer right now
It fills a similar role to Roar in that control decks can't ignore your board and hope to race you.
+1
OnTheLastCastlelet's keep it haimish for the peripateticRegistered Userregular
Yeah, a board full of 0/2 totems has to potentially matter. The +2 attack guy was good for a similar reason but more narrow.
I did blow a game a few nights ago where I had spellpower totem and lava burst w/ opponent at 6. As soon as I played feral spirit instead I said god damnit he's going to clear my spellpower totem isn't he.
He did.
0
Kevin CristI make the devil hit his kneesand say the 'our father'Registered Userregular
edited May 2016
I have fallen in love with Dragon Death Cult
list
Maybe drop an entomb for another AoE, but I like it so far.
i had a ton of warlock related quests so i figured i would whip a really stupid deck together based on renounce darkness because in the city of angels it's all about survival
the curve doesn't even make sense to me but to hell with it i don't care
the peaks and valleys remind me of my home in doomspire mountains back when i was a young goblin forging swords and shields for the dark army
anyway, i crammed a bunch of my best warlock cards(look i'm broke okay) alongside a bunch of neutral picks i've managed to find success with on their own
you can never be certain that renounce darkness is going to give you decent shit so hedge your bets by filling about half your deck with reasonably solid stuff you can rely on
i typically mulligan out anything i can't play early and just try to establish a presence on the board right from my first turn
save your removal for nasty shit, bait out cheap board clears with your tentacles, and just try to maintain an advantage in the field as much as you can
utilize renounce darkness whenever you're either behind and want to gamble a solid hail mary all mutant league football-style with the exploding bits and possible disastrous results aplenty or when you've found yourself even and feel like trying to swap out your remaining warlock cards/hero power for something potentially more advantageous
despite how stupidly RNG renounce darkness is, i like that it allows you to gauge your remaining options and potentially replace them with something better when your deck would otherwise remain entirely static and therefore possibly hopeless in a situation where you know that what you've got left isn't going to be sufficient to win the game for you
also i put a darkshire councilman in there because i'm an asshole and i want to use that thing as much as i can before it winds up getting nerfed
i should mention, purely out of baseless arrogance, that the very first time i used renounce it was completely by accident after i coined on the first turn and it somehow wound up being the sickest spell i've ever casted because it replaced my stuff with top tier shaman cards that must have consisted of at least four or five amazing legendaries
this is when i realized that renounce darkness can add multiple copies of the same legendary to your hand and holy shit the mistcaller never felt so good to play
that post turned into an obnoxious list of rambling thoughts so i decided to stick it behind a spoiler tag in order to be considerate
you may very well lose brain cells by reading all of that
just a heads up
i played against a guy who used renounce darkness, then next turn dropped 3 flametongues (1 mana each) and 2 totem golems (1 mana each). yeah, i lost that game pretty badly.
0
OnTheLastCastlelet's keep it haimish for the peripateticRegistered Userregular
I'm still a little sad Thunder Bluff turned out to not actually be a good card.
I think it's alright if there's some sort of midrange totem deck. It's not bad, it's just not great. You'd always rather play Master of Evolution or that 7/7 right now.
But right now there's just a bunch of good other cards. You do get a circus of value from Tuskar though.
0
OnTheLastCastlelet's keep it haimish for the peripateticRegistered Userregular
In fact, anytime Tuskar gives me mana tide, I think I win. I'll start paying attention. Pretty sure I've never lost when that's happened.
Wow. I know that I haven't really put any resources towards TGT, but I just went through and made an inventory spreadsheet of everything I have and seeing it like that is pretty funny. I have a total of 21 cards from TGT (2 of which are rare and 2 or which are epic). Hahaha, guess I know where I should start putting my gold!
So I've opened 2 TGT packs since this. Here's the one I just opened.
That's my first golden. So now I have the dust for 3 Legendaries. :biggrin:
I'm thinking N'Zoth & Sylvanas. Not sure about the third.
You are 1000% on point with with those two legendaries.
I'm torn between Justicar or Twin Emp (I'm close to a decent Zoo deck, so Gormok is up there too). No Tirion either.
If you play a lot of paladin, Tirion without question.
Then maybe Gormok since he fits into zoo and other aggressive decks pretty well.
I'm not sure about Veklor. I know he's an awesome card but I'm not convinced that Cthun decks are all that good. I don't think there are any in T1 right now.
Right now I'm only really playing Patron Warrior and Mid-Range Shaman mostly because they're the two decks I have the cards to play. The issue I'm having is basically choice paralysis because this is the most dust I've ever had at one time and I have a crap ton of holes in my collection.
Here is the entirety of my Epic & (craftable) Legendaries.
If I'm aggressive with my dusting, I'll have about 6500 to play with. So that's 4 Legendaries or maybe 3 Legendaries and some vital cards I'm still missing from classic (since I won't be buying any classic packs for quite a while). I think Sylvanas is the most obvious choice. She's very versatile and can go into a bunch of different decks, so she's a definite. But there's just so many choices for the rest of my dust. I'm kinda tempted to just go through and make a bunch of the classic cards I'm still missing (a 2nd Cold Blood/Eviscerate/Highmane/Aldor/Auchenai/Feral Spirit, a couple Dire Wolves, a MCT, at least one Ice Block/Prep/Twisting Nether/Doomsayer/Faceless Manipulator/Sea Giant).
I think someone posted this a few pages back, but there's a good crafting guide on Mana Crystals based on overall usage in decks, and then a summary of epics/legendaries for the popular decks. I found it very helpful.
Huh. I was told that Thalanos wasn't core for Miracle Rogue. Should I craft that? The only legendaries I'm using are VanCleef and Xaril.
it's not core but it's helpful to get some early game breathing room. or if you're concealin' and dealin' with your gadgetzan out the +1 is far cheaper than you can get from azure drake so you can AlwaysBeCastin
In fact, anytime Tuskar gives me mana tide, I think I win. I'll start paying attention. Pretty sure I've never lost when that's happened.
I went back to my Patron Warrior deck for a quest. Ran into a MidRange Shaman that pulled the spell power totem from his hero power to guarantee his Lightning Storm cleared my board. Then next turn he dropped both Tuskarrs and got spell power totem from both of them for lethal Lava Burst the following turn.
I'm still a little sad Thunder Bluff turned out to not actually be a good card.
Thunder bluff valiant is still part of the midrange shaman deck and it still wins games if it sits unchecked. I don't think you ever play it before turn 7 so you can hero power immediately but it's a strong late game threat. I like it because it's a strong drop after they clear your board and gives you an option for grinding out games against control decks.
Doomsayers are... actually legit good in this list. Fact: Every time I've had Doomsayer for Turn 2 vs an Aggro deck, I've won. It's incredible. Mage drops Mana Wyrm+Coin+Mirror Image. I drop Doomsayer and negate all his tempo.
Also I'm running King Krush because fuck you that's why. Haha, I dunno. I like him. He's maybe not necessary, but helps shore up Control matches a bit, so there's that.
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0
ObiFettUse the ForceAs You WishRegistered Userregular
Doomsayers are... actually legit good in this list. Fact: Every time I've had Doomsayer for Turn 2 vs an Aggro deck, I've won. It's incredible. Mage drops Mana Wyrm+Coin+Mirror Image. I drop Doomsayer and negate all his tempo.
Also I'm running King Krush because fuck you that's why. Haha, I dunno. I like him. He's maybe not necessary, but helps shore up Control matches a bit, so there's that.
I want to like Doomsayer, but everytime I try him the opponent has the perfect answer.
like in your example above I could almost guarantee that my opponent would have a frostbolt
I'm still a little sad Thunder Bluff turned out to not actually be a good card.
I disagree with this. Thunder Bluff Valiant is an incredible card in Bloodlust Shaman. Good enough to run doubles. If you have any semblance of a board with Totems up, you can snowball some serious tempo in your favor. Go full SMOrc or get better trades.
Also it's a 3/6 for 5, which while not stellar, is pretty hard to remove. There's few classes that can remove it cleanly. If you play it down, it will probably live for a while.
The Xixo and Loyan lists from 2 weeks ago ran 1 Bloodlust, 2 TBV, and 2 Doomhammer. Idk if the Spring Prelim lists are as well, but I'm going to do up an aggregate list of those this afternoon.
Doomsayers are... actually legit good in this list. Fact: Every time I've had Doomsayer for Turn 2 vs an Aggro deck, I've won. It's incredible. Mage drops Mana Wyrm+Coin+Mirror Image. I drop Doomsayer and negate all his tempo.
Also I'm running King Krush because fuck you that's why. Haha, I dunno. I like him. He's maybe not necessary, but helps shore up Control matches a bit, so there's that.
I want to like Doomsayer, but everytime I try him the opponent has the perfect answer.
like in your example above I could almost guarantee that my opponent would have a frostbolt
Even then it is 2 mana to gain 7 armor against an aggro deck which isn't terrible.
I switched from Miracle to Midrange Shaman for ladder now in Standard. I feel like the totem synergy is disgusting. It actually gives you huge reason to hero power and makes the totems not trivial.
I wish I had the dust to play Tempo Warrior but I am missing Malkorok, Rag and Varian.
Kolosus on
0
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
Doomsayer in control decks does several very useful things right now:
Early board game clear + tempo break
Or
Absorb 7 (or more, if they have to overkill) damage that would have gone to your face
Or
Drop him after a board clear to make it very hard to develop, giving you board initiative
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I had totally not learned that.
-Antje Jackelén, Archbishop of the Church of Sweden
Sorry if my complaining made you feel bad. I can totally understand why someone wouldn't have figured that out yet. But I went through just a run of bad Brawl partners, and it's both frustrating but also unbelievable, because I feel like people were playing a LOT better in the last brawl, which was kinda arguably harder to play? Maybe it's different people playing, but don't Cho until you can throw a bunch of spells over to your opponent has been an important strategic point in every one of these Brawls so far.
And also don't Manastorm on T2 either, because your opponent is unlikely to have many spells to take advantage.
Also, don't trade in your little dudes for damage early; they're much better serving as damage absorption, and you can trade them in later if they don't eat damage that was otherwise was going to your face.
Especially if you have 7 minions on the board, because Mechazod will wipe your board when it comes back to your side.
And Mechazod does damage in discrete chunks, so if you're buffing/healing a minion to a health level that's still lower than its attack, you're wasting mana/cards/time.
I didn't take it personally. It's funny because I only did the brawl once right before I saw your post and did exactly that. We won anyway. I was good about my minions.
...Also the ladder is no harder at 13 than 18 for me this month. Honestly it feels easier and like people are playing worse. I don't get it.
His board was nzoth, 2 sylvanas and a druid of the claw he got from thoughtsteal actually.
My play was bran innervate C'thun. Both had a 1mana reduction from an emperor previously played. I had nothing else on the board
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Also during my Brawl match, I found a way to communicate to my partner by pulling the arrow into Mechazod with a minion, canceling, and doing it again. He finally emoted "That was a mistake" so I didn't attack. Cho into double buffs on that minion for major damage. Next time I did it, he "wow"ed the decision so I went through with it. Might try it in your games.
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Yeah I've had that happen to me a few times on Android. Usually clears if I close the app, kill it, then restart it (hopefully before my turn ends).
Steam: betsuni7
When I was doing the brawl I saw multiple players with the default card back. So the players being different from the people who played it before is quite likely. We did have a new expansion drop recently and that kind of thing often ignites interest in new players and reignites it in those who've been gone from the game.
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the curve doesn't even make sense to me but to hell with it i don't care
the peaks and valleys remind me of my home in doomspire mountains back when i was a young goblin forging swords and shields for the dark army
you can never be certain that renounce darkness is going to give you decent shit so hedge your bets by filling about half your deck with reasonably solid stuff you can rely on
i typically mulligan out anything i can't play early and just try to establish a presence on the board right from my first turn
save your removal for nasty shit, bait out cheap board clears with your tentacles, and just try to maintain an advantage in the field as much as you can
utilize renounce darkness whenever you're either behind and want to gamble a solid hail mary all mutant league football-style with the exploding bits and possible disastrous results aplenty or when you've found yourself even and feel like trying to swap out your remaining warlock cards/hero power for something potentially more advantageous
despite how stupidly RNG renounce darkness is, i like that it allows you to gauge your remaining options and potentially replace them with something better when your deck would otherwise remain entirely static and therefore possibly hopeless in a situation where you know that what you've got left isn't going to be sufficient to win the game for you
also i put a darkshire councilman in there because i'm an asshole and i want to use that thing as much as i can before it winds up getting nerfed
i should mention, purely out of baseless arrogance, that the very first time i used renounce it was completely by accident after i coined on the first turn and it somehow wound up being the sickest spell i've ever casted because it replaced my stuff with top tier shaman cards that must have consisted of at least four or five amazing legendaries
this is when i realized that renounce darkness can add multiple copies of the same legendary to your hand and holy shit the mistcaller never felt so good to play
that post turned into an obnoxious list of rambling thoughts so i decided to stick it behind a spoiler tag in order to be considerate
you may very well lose brain cells by reading all of that
just a heads up
bloodlust doesn't get enough credit, honestly
it is 10% of their health per minion. it sounds like a win more card, and in magic overrun totally was usually, but it will just flat out steal a lot of games. i like it more than doomhammer right now
I just won a game because I had DoomHammer equipped and my opponent didn't clear my healing totem. He had a full board with no taunts and 6 health. Bloodlust + Doomhammer.
... I still use the default card back.
:bigfrown:
It fills a similar role to Roar in that control decks can't ignore your board and hope to race you.
I did blow a game a few nights ago where I had spellpower totem and lava burst w/ opponent at 6. As soon as I played feral spirit instead I said god damnit he's going to clear my spellpower totem isn't he.
He did.
list
Maybe drop an entomb for another AoE, but I like it so far.
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i played against a guy who used renounce darkness, then next turn dropped 3 flametongues (1 mana each) and 2 totem golems (1 mana each). yeah, i lost that game pretty badly.
I think it's alright if there's some sort of midrange totem deck. It's not bad, it's just not great. You'd always rather play Master of Evolution or that 7/7 right now.
But right now there's just a bunch of good other cards. You do get a circus of value from Tuskar though.
it's not core but it's helpful to get some early game breathing room. or if you're concealin' and dealin' with your gadgetzan out the +1 is far cheaper than you can get from azure drake so you can AlwaysBeCastin
I went back to my Patron Warrior deck for a quest. Ran into a MidRange Shaman that pulled the spell power totem from his hero power to guarantee his Lightning Storm cleared my board. Then next turn he dropped both Tuskarrs and got spell power totem from both of them for lethal Lava Burst the following turn.
Thunder bluff valiant is still part of the midrange shaman deck and it still wins games if it sits unchecked. I don't think you ever play it before turn 7 so you can hero power immediately but it's a strong late game threat. I like it because it's a strong drop after they clear your board and gives you an option for grinding out games against control decks.
So I'm like fuck it let's play Yagut's Midrange Hunter list since it seems so dominant.
yeah it's p good
Doomsayers are... actually legit good in this list. Fact: Every time I've had Doomsayer for Turn 2 vs an Aggro deck, I've won. It's incredible. Mage drops Mana Wyrm+Coin+Mirror Image. I drop Doomsayer and negate all his tempo.
Also I'm running King Krush because fuck you that's why. Haha, I dunno. I like him. He's maybe not necessary, but helps shore up Control matches a bit, so there's that.
Battle.net Tag: Dibby#1582
I want to like Doomsayer, but everytime I try him the opponent has the perfect answer.
like in your example above I could almost guarantee that my opponent would have a frostbolt
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I disagree with this. Thunder Bluff Valiant is an incredible card in Bloodlust Shaman. Good enough to run doubles. If you have any semblance of a board with Totems up, you can snowball some serious tempo in your favor. Go full SMOrc or get better trades.
Also it's a 3/6 for 5, which while not stellar, is pretty hard to remove. There's few classes that can remove it cleanly. If you play it down, it will probably live for a while.
Battle.net Tag: Dibby#1582
? it was only not good when Secret Paladin Roamed the land crushing it's hopes and dreams.
It's legit a good card right now, and is a serious threat to control decks. It has to be dealt with in a 1-2 turn window or you just die
Even then it is 2 mana to gain 7 armor against an aggro deck which isn't terrible.
I wish I had the dust to play Tempo Warrior but I am missing Malkorok, Rag and Varian.
Early board game clear + tempo break
Or
Absorb 7 (or more, if they have to overkill) damage that would have gone to your face
Or
Drop him after a board clear to make it very hard to develop, giving you board initiative