Template:Dunemaul Shaman strategy

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Dunemaul is a dangerous direct attacker, capable of dealing 10 damage each turn by itself. Back it up with removal spells like  Lightning Storm and with luck it can end the game in short order. However, the Forgetful effect and the Overload can make the next turn difficult for the shaman if the opponent's board is filled with minions that can destroy the Dunemaul Shaman.

Forgetful

Main article: Forgetful

The main significance of this minion's triggered effect is that with multiple targets available, the player cannot be sure which target will be hit. This makes its use less advisable when there are high-Attack enemy minions on the board (unless they are desirable targets), as hitting them will cause the player a lot of damage. It adds further unpredictability when playing against minions such as Boom Bots.

This minion can be useful for potentially bypassing Taunt minions. For example, with 1 Taunt minion and 3 non-Taunt minions on the field, attacking the Taunt using the Shaman will have a 50% of hitting the Taunt, and a 12.5% chance of hitting any one of the other targets.

This can be useful for removing protected minions, or even for dealing lethal damage to the opponent themselves. For example, with only 1 Taunt minion on the field, attacking the Taunt using the Shaman will have a 50% chance of bypassing the Taunt and striking the enemy hero. In close games this chance at extra damage can allow players to close the gap.

Because of this possibility, when seeking to prevent an opponent with card such as Dunemaul Shaman from hitting your hero while behind a taunt, it is effective to summon as many minions onto the field as possible. Each acts to decrease the likelihood of an attack reaching your hero should the minion miss its intended target.


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