Can someone critique my latest arena deck please?
I am 0-1 with atm.
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Obviously without seeing how I drafted the deck critique is more limited, but a little bit of feedback would be nice.
I strongly disagree with some of the comments on this so far. So, my two cents:
You have a Cult Master, which is the best card draw you can reasonably expect to get in a Shaman Arena deck - particularly since you also have two Flametongue Totems, which allow you to trade using your 0/2 totems. Of course AoE would be nice to have, but the only Shaman AoE is a rare, and more often than not you won't be offered one. Shamans usually win through effective trading, not card draw or AoE.
Your early game is bad, and that's probably going to hurt significantly in the long run. Getting good 1-drops is difficult, and sometimes you just won't be offered any. In your case you have Lightwarden and Elven Archer. Lightwarden is terrible for everyone except Priest; Elven Archer is decent for Shamans because they lack a reliable "ping," but can very rarely be played on turn 1. (Only when your opponent goes first and plays a 2/1.) As for your other 1 cost cards, Earth Shock and Forked Lightning are generally for the midgame - you want to save Earth Shock for the silence, and the Overload on Forked Lightning makes it expensive to use early. The Rockbiter Weapon is great; one of the few Shaman cards which can help claim early board control. You'd really like to have a Lightning Bolt, but can't always get one.
As I said, good 1-drops are hard to come by; many strong Shaman decks have none. Where your deck has problems is that your 2-drops are also weak. Acidic Swamp Ooze is amazing, but it's your only 3/2 and you'll want to save it against weapon classes. Sunfury Protector is also good, but in the current metagame 3/2s are generally favored over 2/3s. Bluegill Warrior works okay for removal, allowing you to trade with your opponent's 3/2 and avoid losing the board. Flametongue Totem is good, but not on turn 2. Ironbeak Owl is okay for the silence, but terrible when fighting for early board control. One thing you do have going for you is a Stormforged Axe, one of the best Shaman Arena cards available. You'll want that in your opening hand as often as possible.
You're light on 3-drops too. Raging Worgen is great, and you have Elven Archer to combo with it. Earthen Ring Farseer is solid, but situational. Big Game Hunter is good to have because you lack Hex, but a terrible turn 3 play. Silverback Patriarch is always bad. You'd really like to see a Hex or two in your draft, but can't always get what you want.
Midgame is where your deck shines. Absolutely fantastic 4-drops, and a Sen'jin Shieldmasta or Chillwind Yeti gives you a chance to come back from your weak early game. This is also where your Forked Lightnings have a chance to shine. I'd expect you to play games where you're behind going into turn 4, then come back to win.
Lategame you have a Bloodlust to seal the deal if you manage to establish board control. Some of the top players really disklike Bloodlust, but I think it's a solid card - sometimes it's a dead card, but other times it will single-handedly win a game that would otherwise be lost. The Archmage and Frost Elemental are decent, and you can never have enough Fire Elementals. Fire Elemental is
amazing; probably the #1 Shaman pick. Two of those can bring you back from a game that looked hopeless.
So, to sum up: For early game, you have no good 1-drops and one good 1cc removal; two good 2-drops, one decent 2cc removal, and the fantastic Stormforged Axe; and two solid 3-drops. I like to see far, far more strong early drops than that in my Arena decks, particularly ones with no AoE. You have a strong midgame and lategame. The lack of Hex makes you vulnerable to legendaries, but Big Game Hunter and three silences help with that.