For Blinghammer!
Okay, so... bit of a backstory on this one. This deck was never intended to be played seriously, so much as it was made because I couldn’t not make it. That’s probably not helpful. I’ll explain in more detail after the deck list. Join me, won’t you?
### For Blinghammer! # Class: Shaman # Format: Wild # # 2x (2) Ancestral Spirit # 2x (2) Annoy-o-Tron # 2x (2) Murmuring Elemental # 2x (2) Rockbiter Weapon # 1x (2) Tainted Zealot # 2x (2) Totem Golem # 2x (2) Whirling Zap-o-matic # 1x (3) Elemental Destruction # 2x (3) Feral Spirit # 1x (3) Master of Ceremonies # 1x (3) Powermace # 1x (3) Toxic Sewer Ooze # 1x (4) Ancient Mage # 1x (4) Arcane Nullifier X-21 # 1x (4) Dread Corsair # 1x (4) Phantom Freebooter # 1x (5) Blingtron 3000 # 1x (5) Clockwork Knight # 1x (5) Corrosive Sludge # 1x (5) Doomhammer # 1x (5) Hammer of Twilight # 2x (5) Psych-o-Tron # AAEBAfe5Ag7gAu4GkwfUD4sQpxC9E8QTvBT+qgLZvwLXygLN0wKX6AII7gHvAZQD1Q+FELIU/qwC4OoCAA== # # To use this deck, copy it to your clipboard and create a new deck in Hearthstone
First thing’s first: yep, it’s a Wild deck. I don’t go out of my way to make those. Wild is an important game mode and we’d be ill-served by its absence, but I much prefer Standard. Having said that, this deck couldn’t have been made any other way.
This deck’s life started when Hearthstone, around the time of Knights of the Frozen Throne, made some changes to how often you could get legendary cards. Of note were two things: first, you didn’t run the risk of ever opening the same legendary twice, something that seemed like a hilarious longshot in my mind since I barely got legendary firsts. Second, whenever you started opening card packs of a given set, you were *guaranteed* to get a legendary within your first ten. When this new set of rules rolled out, I realized that there was a set in wild I’d never opened a single pack for: Goblins vs. Gnomes.
GvG was a set I always liked the idea of, but since it was Wild I just couldn’t get to them. I’d only ever seen most of these cards in Arena drafts (and Arena doesn’t even have them anymore) and the occasional tavern brawl. But they’d also made it possible to buy Wild-set packs with real world money. In the name of collecting, I decided to shell out ten bucks to get 7 packs. I knew that 10 packs would be safer, but I figured, eh, start small and hope.
My hopes paid off: pack number seven itself had my first legendary. Blingtron! I was... underwhelmed, but also thought it was cool. Blingtron was a fun card. Maybe not strong, but fun.
And then Kobolds & Catacombs released, and new weapons were everywhere. And I just hated those Kingsbane rogues so much... if only there was a way to pollute their infinite methods of getting that lousy card back in their hand... and lo and behold, I remembered Blingtron. Amazingly, in the ten or so games I used this deck in, I never played against a Kingsbane Rogue. ...or at least, never drew Blingtron while doing so. Can’t remember exactly. The point is, sometimes Tech Cards don’t work, folks. Sometimes tech cards don’t work. Lookin’ at you, dragonslayer.













