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Heroic The Four Horsemen - Shaman's healing deck

  • Last updated Dec 30, 2018 (Level Up Nerf)
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Wild

  • 7 Minions
  • 22 Spells
  • 1 Weapon
  • Deck Type: PvE Adventure
  • Deck Archetype: Unknown
  • Boss: The Four Horsemen
  • Crafting Cost: 1780
  • Dust Needed: Loading Collection
  • Created: 6/7/2018 (Spiteful Nerf)
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  • Total Deck Rating

    445

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Heroic The Four Horsemen - Shaman's healing deck

Consistency: Super (win rate is close to 100%)

Introduction:

Shaman is not a popular class for The Horsemen. Everyone uses Priest because his Shadow Word: Pain, silence and healing abilities look like a perfect match for this boss. Well, Priest is certainly viable, even though a couple of his decks I tried were kind of meh.

Introduction of Healing Rain in Kobolds and Catacombs made this Shaman's deck possible, and in fact it is much better, than most of unrefined Priest stuff you will find on the Internet.

I did a couple of revisions of this deck in past and it finally reached the "super" consistency level. This rank is given to decks, that won at least 9 out of 10 games in my final test.

General strategy:

The biggest mistake that people do when create Rivendare decks is a minion based defense. It's useless. 80% of Baron's deck are removals. Anything you put on the board will be killed immediately. In the worse case it will consume some minion-only spell like Shadow Word: Pain, which would be a dead card otherwise. In the better case it will absorb some potential face damage, essentially being a bad inefficient healing. Why don't just use a regular healing instead?

So, this deck is stuffed with healing. You basically are supposed to facetank this boss and look for chances to remove his knights. This deck has some direct damage to kill Baron once he is vulnerable (mostly your Doomhammer), but don't worry if you didn't draw it. With amount of healing at your disposal you can just wait until he die to fatigue. 50% of his cards will be unusable.

Deck composition:

This deck has 4 insane healing spells. Healing Wave ALWAYS gets the stronger effect, since Baron has no minions in his deck.

Hex is great for neutralizing knights without triggering secrets.

Earth Shock is used for removing Baron's immunity and countering Avenge.

Doomhammer is mostly a finisher as Riverdare has nothing to counter it.

There are not many minions in this deck and they all are either your healers or tech cards for removing weapons or secrets.

The rest of the deck are spells for removing knights or smorc.

Wait, what? No Devolve?!

Yep, there is no Devolve in this deck. While it looks like a great card for this battle, it really isn't.

You can't Devolve on turn 2. Baron always has Runeblade as his first draw. It is scripted. So you will probably die in 2 or 3 turns.

At the later stage Hex and Earth Shock are better for removing immunity due to several different reasons like predictability and target control. Besides, knights have a relatively low attack value for a 3 mana minion. In fact, Devolve can actually make them more dangerous.

Mulligan:

Healing Wave, Healing Rain, Acidic Swamp Ooze. Just forget about anything else. Your main goal is to survive initial turns. Dealing with the board comes later.

If you already have at least one premium healing spell, then you can keep some other offensive/healing spells or Hex, which is a good turn 4 play.

Tactic tips:

Always damage or Hex knights on the edges first and leave the central one (Thane Korth'azz) for the last. Why? Avalanche setup.

Try to combo your killing attacks with Earth Shock or Hex on the same turn to counter Avenge.

Use your totems for distraction. He may waste some face damage on them.

This boss is dangerous for careless players. He will not attack you with spells while you are healthy, but he can easily deal 10-12 face damage with a sudden burst, if you are not careful. Watch your health!

Don't kill the last knight until both Baron's Runeblades are spent.

Consistency notes:

I had 90% win rate with this revision. Essentially I lost one game out of ten.

Your main enemy in this battle is greed. The most likely reason for a loss is a sudden burst around turns 5-7, if you underestimated his hand and didn't heal yourself in time.

You can also lose, if you don't play around his secrets, especially Avenge. Even the best decks will fail, if you don't know what you are facing. 

Blacktiger's Naxxaramas deck collection:

Provided win rates are approximate. They are based on my tests and so partially depend on how lucky/unlucky I was during my testing. Also keep in mind, that you need a bit of experience with a deck to use it to its full potential. So first attempts usually have lower win rates, than suggested in this list.