He is the ruler of the totems of his opponents teaches with wind anger and fear gives cruel attack power his creatures. Shamans are known to impart strength to the weak and seeking control of the battlefield by sending passive servant of the race, which can become very active opponents with clever tactics and a little luck, however.Totems appear at first glance, and especially in comparison with the other heroes skills totally unexciting and therefore underestimated lightly, both the player and the opponent. As an opponent applies: Let the shaman not too many of those things place, otherwise it could be that you lose control over the board. As a player, however, you should make you the useful skills to Use. Totems nerves primarily because they dish out to no little damage in ungebufften state but improve the skills of the shaman (magic), heal injured servant or prevent a spotter direct harm to the hero.
Totems at a glance:
|Stone claw totem:||0||2||Servants and heroes must first attack these creatures. Exceptions are spells.|
|Healing Totem:||0||2||After each train a life point is regenerated in all servants.|
|Storm fury Totem:||0||2||All spells with spell damage will be appreciated by one point of damage.|
|Combustion Totem:||1||1||The only offensive totem that is, however, very easy to eliminate.|
From weaklings are berserk
As a shaman you have very powerful spells in their repertoire, strengthen their servants many times. Windfury example, allows a creature twice in one round attack. Servants who have innately have this ability, but they have relatively little life in general and can be easily removed from the opponents relatively out of the game. It is more effective to take strong servant to the Deck and equip my spell with wind anger is! In conjunction with Rockbiter Weapon (+3 damage to a servant) or Bloodlust (+3 damage for ALL servants) can be very quickly decided a match. Even the previously passive Totems receive at once an attack.
Fine example of the power of totems in conjunction with bloodlust and wind anger. 18 damage in a round. "Flawless Victory!"
Totems are a great thing when you amplify and can pimp with attack values. Therefore we advise you to take definitely enhancing spells and / or servants of the deck so the totems can intervene actively into the action. "Raid leader" are a good example. Since most Totems have two lives, they are not "just so times" to destroy.
keep overcharge = Manahaushalt in mind
However, the shaman has another special feature on the otherwise no other hero has: overload. Cards with overcharging are favorable and above average in general for their value. Take the example of a thunderstorm, handing out all enemy servants 2-3 damage and for only three mana crystals costs. If you consider that this card is able to sweep away the entire board of your opponent, then you really want to have as many as possible of it in his deck. However, storm has 2 overload, which means that in the next round two mana crystals are blocked and thus not available. Think about So exactly when and especially how many overcharge cards make sense. In conjunction with a Unchaining Elementary, which receives for each of these cards played +1 to attack and life, certainly a good combination.
What does this information now mean for your deck?
If you play a lot with overboost cards, then you should adjust the composition so that not too many expensive servants are in it. But rather favorable, which are played out in bulk and then expanded with bloodlust to the true threat. How about, for example, with wildlife or Murlocs? Or you are building a deck that is designed for heavy creatures are unleashed with wind anger. A healthy mix of both is relatively hard to do with only 30 cards. We are fans of ridicule-servants who protect our heroes and have a lot of life, such as Schildmeista of Senjin or the sun runner. In any case, you should always work with totems.As always in the compilation of a deck there are so many strategies and ways we can depict impossible here.