Shamanstone is back in full swing, now that Shudderblock + Ghost can delete up to 12 cards from your hand, the meta is now ruled by Shamans spamming the cheapest OTK combo to destroy your hero without actually destroying your hero.
Mage Toss is a close runner-up competing with Warrior Terran, Magetoss can pull a 22 damage combo by turn 9 and bounce the Colossus for maximum value. Warrior Terran relies more on actually playing the game and as such is weaker than the other archetypes.
Priest Toss is C tier at best, the Motherships are good, sentries are good for keeping your opponent at bay until you can get rolling, but it is very vulnerable to classes like Warrior that have good board clears and cheap removal. Priest Toss is better than pulling Archon Comboâs than Rogue, which is hilarious.
Druid Toss, Paladin Terran, and Warlock Zerg are bottom tier, if you want to run Zerg its best to run it with DK or DH. Those decks have good potential, as Druid just doesnât have enough strength to actually compete, and Paladin Terran cards are too weak compared to those of Mage or Shaman.
Overall, looking forward to Ghost, Infestor, and Viper being completely removed/nerfed into the ground, they are toxic cards that should not be printed.
Disrupting your Opponents Deck was a major mechanic that changed Hearthstone, and from what I remember the first card that did this was Tickatus, a Demon that required you play a stronger card first to Corrupt it. Hand Disruption is even more powerful than Deck disruption, as it completely can destroy your opponentâs ability to play the game, almost instantly resulting in a concede. These cards need to be addressed, im disgusted that the HS dev team even greenlit them.
Most actually good shaman lists have alredy removed ghost from their decks because it kinda sucks. And most of your thread is inaccurate. Protoss mage sucks, warrior is, emphatically, not winning through actually playing the game. They are just performing ok precisely because they can disrupt others effectively, so they matchup well against things like Dungar druid. Warlock zerg is not bottom tier, control priest folds to too many things to be viable.
Aside from the fact shamans are indeed dominating right now I dunno where you got most of these takes from tbh.
I raged with a Ghost so much the other day. It wasnât even shudderblocked and it only took 1 card. But I had a hand of like 7 minions and it picked the only card that was a win condition.
It takes your lowest mana cost card, thatâs why I like to hold to coins and the like and indeed some lists have cutted it out. Dodging a viper thats up to pure chance counter play my behind, but those dimond Kerrigan portraits ainât gonna sell themselves.
Came back to this crap after years away only because I like Starcraft. Already hate the game again hahaha. Shaman Iâve been seeing are using dirty rats, which is quite fitting for people who play the deck.
I noticed that by the time they have Shudderblock they often have something better than Ghost. E.g. their deck is almost empty and they play an Incindius. But yeah in general itâs so late that a lot of the time the board of the opponent is into lethal or into lethal if you drop Shudderblock and do nothing else that round (and youâre supposedly waiting for the next).
Shamans are also running Zola for an extra Ghost lol It is idd shamanstone.
Same, I canât wait for all 3 cards to be removed. Ghost, Viper and infestor made me take a break from the game, as any control deck I play just doesnât work vs viper and ghost abuse.
Shaman is good not because of ghost (which is available to warriors/pallies too, and they seem more used in warrior because warrior tends to be about disruption and removing your stuff)
Shaman is good cuz at the end of this rotation, theyâve got the most tools and the tools have enough variety and power to tackle many different decks and situations.
Technically this is true of the base shaman class as it has always had a mix of everything. Got wide board? Bloodlust. Got tall board? Windfury. Spells for both removal and damage or even the occasional heal? You got them. Disruption? Hex and stuff. Mana cheating? Overload is one way to do it, but far sight is also an old card.
Having more expansions available means all those things are better.
Usually this lasts until a rotation hits them hard enough, but apparently shaman wonât be losing too many important things. Personally Iâll miss wind horn cuz I like my conductivity skirting death combo, but itâs not exactly the most crucial thing in the shaman kit right now.
After playing againt it a lot I think lock on needs to go to 2 and they need to reduce the launch reduction amount to 1 instead of 2 on every card that reduces the reduction of the launch.
Its a little too easy to contain early boards as terran and then with the reductions just launch a massive ship that (usually) resets the game. Iâd mabye like to see the âgain 7 armorâ and the âget 3 random keywordâ tokens deleted as well as thats usually what allows for the usually 0 mana launch game reset as early as turn 5.
Iâm not sure if itâs some kind of secret tech or it just ended up as a good matchup. I made a Warlock Excavate deck and some spell burst cards to finish out quests and i just beat 6 terran shaman soundly. They had no way of stopping me from reducing their health to 0 or less with the snake and the Spellburst legendary minion. It was just a bunch of shadow spells and removal and ways to keep playing snake over and over.
Probably not worth building but that was hilarious watching them struggle as they knew what was coming and had no way to stop it.