So in the Expansion Speculation thread, I posted how I wanted to make a deck similar to Trump's Jeeves deck, but for Shaman. I tried it out, at it doesn't work out well because you just run out of steam if you don't draw Jeeves. I guess Mage has a better time stalling with the Mage's cheap spells (cast at 0 when Sorceror's Apprentice is out).
So the deck needed a backup plan in case Jeeves isn't drawn or dies too early. Well hey, Warlock has its hero power, and the deck I was trying to build does not depend on class cards. So here's my take on the Warlock variant:
http://www.hearthpwn.com/decks/140204-jeeves-zoo
With this deck, you still have the hero power draw engine even without Jeeves. Plus, Jeeves lets you draw back up quickly after playing Doomguard.
I'm not sold on the Voidwalkers. They're solid taunts and get boosted by Hobgoblin, but maybe there's better. I'd put in Bloodmage Thalnos if I had the card. What's cool about Hobgoblin in that you can kinda cheat by boosting Cogmaster and Micromachine. Still an experiment though, as is the Enhance-o.
Haha, I played a double-Jeeves, double Mana Tide just for fun, and found I was consistently hitting Fatigue before T10. I just couldn't do enough damage to face while controlling the board in the process. I never really tinkered with it much, but it was fun to play.
Yeah you can only do so much with cheap stat minions. In theory, Shaman can do lots of damage with Zap-o, but you really need to follow up with bigger minions.
The deck I'm trying shows some promise, and at the very least loads of fun. I managed to beat a handlock player with it, but only because my opponent didn't draw Shadowflame. Maybe I should try to fit an Ironbeak Owl in there, but I'd rather not if I can avoid it. Hobgoblin cool because you can play it with 1-mana minions to boost them into minions whose stats are worth 3-4 mana and which can be buffed further. Undertaker and Cogmaster are nice targets. Jeeves is too, but it's harder to pull off. With Mechwarper, the 2-drop mechs cost 1 mana, so that helps too. The big fear is Giant AoE like Flamestrike and Shadowflame, but at least Warlock has a fighting chance after that due to the hero power.
I feel that Enhance-o's randomness holds it back considerably. Against little to no taunt, you probably want lots of windfury to wreck your opponent's face. Against quality taunts like Sludge Belcher and Druid of the Claw, you probably want divine shield to minimize damage. Divine shield is still all around useful because it protects your minions from AoE. With a super aggro deck, you don't really want to roll taunt at all. Taunt doesn't do anything for you the turn Enhance-o is played. That's a problem when you always have to worry about AoE.