Filling the gaps in Zee Shaman

I picked the deck two weeks ago and I loved it. But I felt like it isn't refined. Like the early game is crazy good, but if you don't hit your late game bombs you lose very quickly past turn 6.

Draw !

I like the fact that we need draw, but prize vendor isn't it to me. Stats show that it's the worst card of the archetype, even Curator is not good. Makes sense because we're giving cards to our opponent. But, Platysaur shows the deck absolutely needs to draw to not run out of gaz.

I added Vanguard pretty quickly as I found it to be very good at drawing while buffing the next threats. Xavius also joined in many times in my versions. But even then, I found my hand dry around turns 7-8, which often prevented me to bridge to Al Akir.

I don't know if that's relevant but I always preferred Slagclaw over Envoy. Puts immense pressure and controls the board way better, which I thought was necessary both to close games or to create some tempo to get to my late game.

Cheap minions !

Aside from draw, I realized that numbers of cheap minions are mandatory, so I decided five 1 drops is the way to go. Even better if they give another cheap one as that's what makes this archetype good, by chaining double battlecries.

So I considered Creature of Madness. 2 drop that gives a dark gifted 3 drop, battlecry, well you know it. But I think not only does it fit the deck, half the 3 drops are actually rather good for our gameplan. There's board refill, boost, draw and some value. So far it felt better than other cards but I added it only recently. At least I have more options than before.

Here's the full list :

### Zee Cinderzz

# Class: Shaman

# Format: Standard

# Year of the Scarab

#

# 2x (0) Witch's Apprentice

# 2x (1) Carrier Whelp

# 2x (1) Fire Fly

# 2x (1) Gallagio Goon

# 2x (1) Glacial Shard

# 2x (1) Platysaur

# 2x (2) Creature of Madness

# 2x (2) Holy Eggbearer

# 2x (2) Skywall Sentinel

# 2x (3) Portal Vanguard

# 2x (4) Hijacked Securitybot

# 1x (4) Nightmare Lord Xavius

# 1x (4) Tiny Pal

# 2x (5) Slagclaw

# 1x (6) Mug'Zee

# 1x (6) Ultraxion

# 1x (8) Al'Akir, Lord of Storms

# 1x (10) Deathwing, Worldbreaker

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# To use this deck, copy it to your clipboard and create a new deck in Hearthstone

I know I don't have Maiev and that is wrong, but I don't like it.

I could give you stats but they don't mean much because I'm 1k legend currently which is not my real level. As such I have 70% winrate which is just normal for a tier 1 deck.

Thoughts ? Am I cooking or do I just don't understand how the current best lists work ?

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u/blanquettedetigre — 14 days ago

Heliolisk lovers, Basculegion haters, I rise you this dark destroyer

Even better I took it for Basc initially but I bring it in most of my matches now as it's good against many mons. Ceaseless Edge deals massive damage with Black Glasses especially to Farigiraf, STAB Sucker Punch KOes Basc, Typhlosion, Delphox, Froslass and is always handy, Sacred Sword is the icing on the cake to decimate Archaludons, Incins and Kingambit.

Is there a reason why it's not played more ?

Set is 32+ attack, 5 speed to outspeed most Arch and the rest in HP to survive some hits (lives Close Combat from -1 Sneasler !).

u/blanquettedetigre — 2 months ago

21 decks for Violet Hold Theorycraft

Hello, here are some decks to try and discuss. I’m a fairly good player and theorycrafter so these should be solid for day 1 tests (even though not necessarily meta material). Thankfully I was off yesterday and got plenty of time to work on this to forget the heat going in Europe.

I’m very disappointed about overall powerlevel as it seems every class that was behind didn’t receive much while Warrior, Hunter, DH, Rogue to some extent got broken stuff. While I thought Blizzard just didn’t care about balance, I’m ironically starting to believe this is just what they wanted, cards all over the place ! As a result, I just didn’t bother to build a deck for every archetype as many just look DoA. I didn’t care so much about older archetypes either, unless they wanted to include multiple new cards.

As always, thank you D0nkey for your work. See you in the comments !

Death Knight

BUU Corpse DK : flavorful and versatile midrange deck with undeads, reborns, lots of ghouls, rewards from killing our own minions and plagues to finish. Not much else to build sadly.

Demon Hunter

No-deck Cycle OTK : this should be similar to the recent cycle Broxigar build that popped out, but way easier to activate.

No-deck Herald : this use of Irida looks so cool to play, here’s the idea : play your Herald game as usual, then when cards in your hand start to feel a bit heavy, drop Irida. I’d say on turns 6-8 when there’s 10 cards left in your deck. It’s important to have as much pieces in your hand at this point, because we’re gonna make a chain of cost reduction in one or two turns. Play Solitude to reduce all minions by 2 or 4, play Scorchreaver(s), play remaining Herald cards to recover some health, play 2 mana Ultraxion then Deathwing and put back 5 cards into your deck to prevent further fatigue damage. From there with remaining cards, notably 4 cost Azshara, closing the game should be trivial.

Void Souls : I looked at the demon pool and noticed it was very good so this could be a thing, although dumb aggro. Welcome back Ravenous Felhunter !

Druid

Attack : attack and ramp to Merithra payoffs.

Neth’Rek : use the attack package to apply pressure and survive until turn 6 when you spit out massive stats and give them rush.

Hunter

Companions : your shiny new Companion Hunter with many cool additions like copying all spells and Ursol to cast Call of the Wild 3 times.

Ursol Shala with Dragons : a kind of control Hunter with Fae Trickster to tutor Shala, Tol’Vir Carver to reduce it, Ursol to cast 3 corrupted versions like Pala’s best days. Probably trash because of too many setup turns though.

Ultimate Face Hunter : the new cards are also perfect to burn the opponent with massive amounts of damage. We’re copying every spell including Tol’Vir, the Shovel and the location draw and apply pressure, while Tripwire creates 15 damage for 3 mana if not more with copies. I cut Arcane Shot because its winrate isn’t great and we have enough burn. Disgusting.

Mage

Burn : for this archetype I wanted to make a new funny little twist : reduce the cost of created Arcane Missiles to then burn with spell damage and Arcane Flow. Not sure about the build I just cut the bad winrate cards.

Quest : this archetype got a few new cards to discover and make a comeback after quest completion. Should be cool to play.

I wanted to make a Prepare deck but the condition to activate Code Violet is terrible. Tricksy Improviser is cool but this doesn’t make a deck.

Paladin

Treasuregill Imbue : this looks like a ton of fun with 10 Treasuregills pulling out every good paladin spell out of our deck to generate tempo and imbue. Firegill to come back against aggro.

Pure : generate a lot of paladin cards to try and win the game, almost looks like a casino deck. I was skeptical at first but this is one of the classes that have few truly bad cards or that require specific synergies, so it could be fun and playable.

Priest

Azalina: copy as much cards as you can, try to survive, reduce the cards, find a wincondition, die because your opponent is mean and plays cards.

Rogue

2-cost aggro Imbue : turns out there are plenty of ways to play 2 cost cards, thanks to mana reduction, so what seems to be a weird archetype at first could end up being playable. Aggro shell and plenty of card generation to fuel the Troublemaker finisher or even find alternatives.

Combo Morchie : I used the coin archetype to include Ysera, Vanessa and a finisher with Morchie. If we ramp maybe we can survive and do some things, but it’s probably not happening before turn 6. Of course Vanessa cstill win games, but this looks frail otherwise, play at your own risk.

Shaman

Sorry, I tried to build no spells and no minions and never got to complete a deck without thinking it was absolute garbage. I’m sad because it was my favorite class for a long time, but today every archetype has huge deckbuilding restrictions. No minion, no spell, every tribe quest, full Herald, full elemental, etc. It doesn’t help that many of those don’t even have enough cards to synergize within the archetype (like overload). I miss when this class truly was the jack-of-all-trades.

Warlock

The hand package looks nuts I love it, but there are no new win conditions and I fear this won’t be enough to bring past archetypes to the front scene. Especially because it doesn’t go well with Khelos that wants to play a lot of cards to crack the egg.

Hand-Dark Gift : Wallow always had the same problem : it’s clunky and doesn’t survive the early game.

Hand-Demons-Rafaam : are we really hoping Rafaams save us ?

Warrior

Quest cycle : this one already existed but I really like the new control cards.

Full Lo’Gosh : very straightforward : control the board, boost your hand, then dump your Bloodfighters and finish him with Grommash.

Warptooth Dragon Warrior : title.

I’m sure there are plenty of other things to do with this class given how many great and splashable cards it has. I didn’t build the list but Warptooth with Hogger to copy it just goes in the Egg deck as well. I’m not so high on Hogger copying many legendaries because it’d make the deck too heavy and we generally need one of each legendary anyway.

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u/blanquettedetigre — 2 months ago

DK would be playable if those craft pools were normal

And if Animation went face

And if their legendaries weren't all garbage

And if it had cards. It's unbelievable how far behind this class is and I don't see any new cards saving it (save for Unholy archetype)

u/blanquettedetigre — 2 months ago