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Hearthstone: Budget Shaman

Hello everybody, Geek Generation here. I was on the other server working through the quests to trying to get enough gold to pop the pity timer for legendary for Mean Streets of Gadgetzan. I had a play Shaman cards quest and looked through the collection and came up with the following list.

2 x Lightning Bolt
2 x Spirit Claws
2 x Tunnel Trogg
2 x Flametongue Totem
2 x Maelstrom Portal
2 x Totem Golem
2 x Hex
2 x Lava Burst
2 x Lightning Burst
2 x Mana Tide Totem
2 x Unbound Elemental
2 x Fireguard Destroyer
2 x Jade Lightning
2 x Azure Drake
2 x Thunder Bluff Valiant

fireguard_destroyer flamewreathed_faceless jinyu_waterspeaker
I did not have any Flamewreathed Faceless (henceforth acronymed as FF) in the collection and went with Fireguard Destroyer. The thing is, i think a case can be made for using Fireguard Destroyer over FF. While Fireguard Destroyer is strictly worse in stats than FF, and it’s not just it’s vulnerability to Silence effects, it does have one advantage over FF. Fireguard Destroyer overloads for only 1 mana.

Overloading for only 1 instead of 2 makes for a better turn 5. You could still play Jade Lightning on the next turn! Overloading, unlike pure stats, is harder to quantify and appreciate. Nevertheless, try out Fireguard Destroyer and you’ll definitely come to appreciate the tempo plays that can be afforded for overloading less. You won’t be disappointed.

If it helps, instead of comparing with FF, compare it to Jinyu. Sometimes, control decks do play out Jinyu for tempo, mostly disregarding the heal effect. At times, it can be a strong play because of it’s 6 health. Fireguard Destroyer has the same health and more attack.

Ok, comparing it to Jinyu doesn’t work quite so well, but take it as a compromise between FF and Jinyu. You want a strong beater but do not want to overload for so much that it destroys your turn 5. Or even turn 4, because coin-ing Fireguard Destroyer is so much less risky.

Ok so much for now, Geek Generation out.

Hearthstone: Aggro Shaman

Hello everybody, Geek Generation here. This time round i tried an aggro Shaman list which is characterized by double Flamewreathed Faceless and double Feral Spirit.

1 x Earth Shock
2 x Lightning Bolt
1 x Patches the Pirate
1 x Sir Finley Mrrgglton
2 x Small-Time Buccaneer
1 x Southsea Deckhand
2 x Spirit Claws
2 x Tunnel Trogg
1 x Bloodmage Thalnos
2 x Flametongue Totem
2 x Jade Claws
2 x Maelstrom Portal
2 x Totem Golem
2 x Feral Spirit
2 x Lava Burst
2 x Flamewreathed Faceless
2 x Jade Lightning
1 x Aya Blackpaw

earth_shock

The single Earth Shock is really important. Against Jades you can hit Aya Blackpaw with it, Druids have Ancient of War, Rogues have Edwin Vancleef and Warlocks generally have Twilight Drake. The low mana cost of Earth Shake is extremely relevant when you coin out Totem Golem. If the opponent responds with Doomsayer, you can Earth Shock but not Devolve.

The thing i didn’t like about the deck was again the pirate package. Sure, pirates sometimes give a really aggressive opening, but to activate the Buccaneers reliably, more weapons is needed. Having so many weapons gives the opportunity to mulligan into triple weapons which would be a really bad starting hand. Plus, drawing a Small-Time Buccaneer late game is as good as drawing a dud.

The other card that i really didn’t like in the deck was Sir Finley Mrrgglton. I see so many shamans playing it, but it has never worked for me. With only one Bloodmage Thalnos to provide spell power to two Spirit Claws, Totemic Call is really important. It seems alot of times i’m hero powering for a chance to activate Spirit Claws when i do not even have Thing From Below in the deck. I feel that Sir Finley Mrrgglton has no place in a deck that runs double Spirit Claws.

Class Win Loss
Druid 1 1
Hunter 0 1
Mage 1 1
Paladin 0 1
Priest 1 1
Rogue 5 1
Shaman 1 4
Warlock 1 0
Warrior 2 3
Total 12 13

No Coin Win/Loss: 7/5 (58%)
Woth Coin Win/Loss: 5/8 (38%)

The win rate wasn’t very good. My matches with Shaman were mostly variations of aggro mirror, which played out to be very frustrating when the rng went against me in most of the cases. I dropped back down to rank 9 from rank 8 playing the deck.

I can’t play very many type of decks, not having the neccessary legendaries. No Leeroy and VanCleef for Miracle Rogue, no Kazakus for reno decks, no Aviana and Kun for control Druid. So i decided to give aggro shaman another try; -1 Sir Finley, -1 Aya, +2 Azure Drakes.

I feel that Azure Drakes outclass Aya this particular deck in all aspects. Sometimes, you just don’t get early jades. An Aya that spawns a 2/2 after it dies is not really very impressive.

Class Win Loss
Druid 0 1
Hunter 0 0
Mage 0 0
Paladin 0 0
Priest 2 1
Rogue 0 2
Shaman 1 1
Warlock 2 0
Warrior 1 0
Total 6 5

Ok so much for now, Geek Generation out.

Hearthstone: Shaman, Far Sight

Hello everybody, Geek Generation here.

I had a daily quest that required 5 wins with either Mage or Shaman. Lacking Unstable Portals, Antonidas and Ice Block, i didn’t want to play with Mage. So i sleeved (sleeve, lol) up the following Shaman list.

2 x Earth Shock
2 x Crackle
2 x Far Sight
2 x Feral Spirit
2 x Hex
2 x Lightning Storm
1 x Bloodlust

2 x Zombie Chow
2 x Flametongue Totem
1 x Mana Tide Totem
1 x Kezan Mystic
1 x Antique Healbot
1 x Azure Drake
2 x Earth Elemental
1 x Loatheb
1 x Emperor Thaurissan
2 x Fire Elemental
1 x The Black Knight
1 x Dr. Boom
1 x Chromaggus

I had dropped to rank 13 earlier and this list brought me back up to rank 11 with a streak of wins which kind of made me happy.

I had 2 Far Sights and i decided to put them in. Far Sight does not produce mana benefits as easily as Unstable Portal, since it discounts 3, but costs 3 as well. Thus, it is kind of hard to evaluate the value of Far Sight in the deck. There isn’t any Charge or combo-y stuff going for the deck. The only combo-y stuff i can think of is Chromaggus into a pre-Far-Sighted Far Sight (or just Far Sight with Coin) into a Mana Tide Totem for some insane draw.

The basic idea was to Far Sight on turn 3 into Dr, Boom and make a turn 4 Dr. Boom. Unfortunately, the odds of such play happening is not really that high. More often than not, Far Sight tend to be a cycler. So the deck acted like it had 28 cards, which meant it was more likely to produce Dr. Boom.

Do not be discouraged if Far Sight draws into stuff like Crackle. Because, with the amount of Overloading going on in the deck, somtimes, there might not be enough mana to play all the required spells to finish off the opponent. And a discounted Crackle could be handy in times like these.

Far Sight into Earth Shock is bad, But the king of the bad Far Sight target is Zombie Chow. But that’s ok since most of the time, the deck would be trying to mulligan for turn 1 Zombie Chow. So that, in a way, reduces the chances of Far Sight picking up Zombie Chow.

Geek Generation out.