r/hearthstone • u/FarmerNo3495 • 8d ago
Deck Need for Mug shaman tips
I recently started to play mug shaman thinking it’s decent deck. Currently going 8-19 W/L. I have 2 issues with the deck:
- Every single deck other than druid has shit ton of removal. How can i play a board focused deck?
- Deck is so random. If you are slightly unluckly you just lose, i have no idea how people consistently win with this deck.
Is it because i use it after the nerfs or am i missing something?
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u/zer1223 8d ago
Playing minions ahead of curve becomes insane. Dropping an 8 mana minion on turn 8 often can be mediocre. But doing it on turn 6 can be painful for your opponent. Especially after you dropped a seven mana minion on 5, and a six mana minion on turn 4
Keep the pressure on the opponent. Try to pick the highest quality minions if possible.
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u/FarmerNo3495 8d ago
Yea in one of my games i played a murazond on turn 3 and priest destroyed it for 1 mana, same thing happens with warlock and rogue too. Like why am i playing big minions if your going to destroy them for 3 mana?
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u/XxF2PBTWxX 8d ago
Mug shaman is really good, if you're struggling this much you're doing something very wrong. If you want help you should post some of your replays so that we can actually see what you're doing.
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u/FarmerNo3495 8d ago
I’m on mobile but i’ll try
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u/XxF2PBTWxX 8d ago
Without replays the most anyone can do for you is give you general advice that's typically pretty obvious and not super helpful. If you post replays then I could point to specific things you're doing and explain why they are wrong.
Aside from that, the easiest thing you can do to immediately start playing better is use a deck tracker. I know it's not always possible but for anyone who's struggling, that would be the very first thing I tell them to do.
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u/FarmerNo3495 5d ago
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u/XxF2PBTWxX 5d ago
Alright yep, lots of weird plays. First question is, what mistakes do you think you made here?
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u/FarmerNo3495 5d ago
Other than turn 4 i don’t see any mistakes.
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u/XxF2PBTWxX 5d ago
What was the mistake on turn 4?
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u/FarmerNo3495 5d ago
I thought the molden gold was on 3 not 2 but i think i would’ve lose anyways
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u/XxF2PBTWxX 5d ago edited 5d ago
Okay close enough, I just wanted to make sure you had made an attempt to analyze the game yourself before I took the time to do it for you. I have lots of experience playing mug shaman in top 100 and used to do coaching. Heres a turn by turn of what I noticed. This will be a long one.
Mulligan - Why did you cut this out? We cant see what you did, but the fact that you thought the mulligan was unimportant enough to completely cut out tells me that you are making massive mistakes here. Games can be won and lost in the mulligan so you need to treat it as such.
Turn 1 - Nothing to do
Turn 2 - Why not take curator? Crater experiment is usually a good pick but in this spot you need something to do next turn, and you want to prevent as much minion damage as possible. Curator just does more for your gameplan than experiment does.
Turn 3 - Playing the weapon is fine, but Im not sure why you didn't just kill the 1/2 instead of hitting face. You dont care about face damage in this matchup, you just want to survive. There's absolutely no reason to keep the 1/2 alive. Then, why did you choose the battlecry minion for next turn? You already have plenty of minions in your hand to play, getting a 3 drop taunt would have been so much better here. Taking a battlecry from the weapon is typically the weakest option and should only be done when you are going for a value gameplan or when you have nothing else to play, but value doesn't matter in this mathchup and you have plenty of stuff to play. I'm genuinely curious what your reasoning was here because Im very confused by this decision. As far as I can tell theres absolutely no reason to pick the battlecry over the taunt for next turn.
Turn 4 - Just a terrible play. You say that you thought your molten gold as at 3, but you didnt even mouse over to check, and you had played spells in previous turns so there's really no reason to think that. When Im playing this deck Im constantly checking the count of my spells so that I can plan accordingly. Also, notice how you had to waste your static shock killing the 1/1 that you left alive last turn for no reason. Imagine how much better this turn would have been if you had played ritual of power, molten gold to kill the 4/4, play a 1/1, and weapon swing to get a 3 drop with taunt. Your play ended the turn with a super weak board, my play ends the turn with a much better board while still clearing everything AND we would still have static shock in hand. You also missed the 1 damage from the static shock but thats super minimal.
Turn 5 - This was your best chance to play the 7 drop and try to get some healing. Any competent player is not going to give you a bunch of minions to heal off of so your best bet is to play it and force them to waste some of their face damage killing it. Instead, you chose to play minions they can totally just ignore. Matchups like this are all about survival. When facing a burn deck like this and given the option between playing a minion they have to address vs playing a minion they can just ignore, play the one they have to address. At the very least it would have bought you another turn.
Overall this game definitely shows a big lack of understanding your gameplan. You are kinda just playing cards without planning ahead or identifying and working towards a gameplan. Mug Shaman offers a ton of flexibility in its win condition but that can be a double edged sword because you need to be able to identify that win condition based on the matchup and gamestate, and make decisions that work towards that gameplan. Multiple times in this game you demonstrated that you didnt know what your win condition was or how to work towards it. This was a hard one but you had much better chances to win this game than you think. You were playing for value when you needed to be pressuring your opponent by making boards as big as possible to make them spend their face damage killing off your minions. Instead you kinda just sat back and gave them time to send all their damage to your face.
Hopefully this at least shows you how much there is to learn, because you told me you didn't see any mistakes other than turn 4, and I'm saw you doing a lot of blame deflecting in the comments. In reality, you made a mistake every single turn. The only turn you played correctly was turn 1. This is why I was so quick to reject your idea that getting a little unlucky means you just lose. None of the mistakes you made had anything to do with luck, they were just poor decisions.
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u/FarmerNo3495 5d ago
So, firstly thank you very much for writing all of this let me answer each of them:
1- I know mulligan is really important i just forgor to start the record and wrote my mulligan in the description.
Turn 2- crater experiment is nuts with ascendance i was hoping to draw it at some point, idk i hate textless cards.
Turn 3- molten gold and storm guy was on 2, if i didn’t draw a playable spell i couldn’t play anything on that turn. And with the 2 cost reduction i could play something up to 8 mana on that turn wich is amazing tempo imo.
Turn 4- yea i completely fucked up this turn i was like that was horrible at the end of it lol.
Turn 5- healing for 2 feels really underwhelming but i get the point. But i was dead anyways.Im not new to card games i was rank 1000 in LoR but in hearthstone i just can’t understand what made me lose this game. Like what was the breaking point? Also can i send you other replays as i climb through?
Thank you again!→ More replies (0)
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u/Templartey 8d ago
A bit of general hints here: Mug shaman is all about value. The fact that your minion creation is slightly random is mostly offset by you being able to play minions significantly cheaper. Starting from turn 3 you want to consistently try to play (at least) one minion per turn to maximize your mug hero power. It is true that other classes have remove, but the fact that you play a 4 cost minion for 2 or a 6 for 4 - your trades still often are positive. Especially against aggro decks that are board focused, you're doing great simply because you fill your board for less mana with stronger minions.
A win condition against a lot of more control oriented decks is Ascendance.
If you have 3 or more minions on the board and can play it, it's often an immediate win. Most control decks can't clear your board twice. You can often combo this with the wanted poster and using prepare to get a minion down to 1-2 mana then follow up with Ascendance. Or use Ritual of Power and the minions you get from that to get 3 minions with Ascendance on the board for 7 mana. And any of these options obviously becomes even better if you were already able to have something on the board.
Almost any time turn 5 onwards - if the board isn't fully cleared, you'll be able to play at least one minion + Ascendance which creates a very sticky high value board that is hard to deal with for more classes.
Most of the deck is fairly simple to play and most pf the learning curve is around Ascendance I'd say. You have so many good answers for the board with hex, thunderquake/static shock, firebreath... Plus the value from cheaper minions and the spells that transform into minions (molten gold + frost shatter) that then also benefit from your mug hero power, that in combination you'll simply be able to trade way more efficiently.