"Dub-Rattle": New take on Reincarnate / S8 Upda...
- Last updated Nov 15, 2014 (Naxx Launch)
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Wild
- 19 Minions
- 11 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 3880
- Dust Needed: Loading Collection
- Created: 11/5/2014 (Naxx Launch)
- VeiledSyn
- Registered User
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- 18
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- 29
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Battle Tag:
VeiledSyn#1435
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Region:
US
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Total Deck Rating
493
Hello, I'm VeiledSyn. A newer player still climbing and collecting, I have been playing for 4 months now and this is my second season reaching legend. Anyways... This is my most current deck, I call it "Dub-Rattle", read on to understand the intricacies. I have been tweaking and tuning, and am at a point I am comfortable sharing.
Update 11/12: Due to many people liking the idea, but wanting more consistency, I have 2 versions of the deck. The first is a bit more flashy better suited to casual but a ton of fun. The second deck is stripped down, uses the same key cards, but holds up much better in Ranked play. (Find it at the bottom half of the post.)
I have had great success in ladder. Plenty of control cards (silences and removals) to counter Priest/Pally and Handlock, and enough taunts, AoE and damage to keep Zoo and Hunters in check. Excellent board presence especially late game when you finally start dropping Ancestral Spirits and Reincarnates with Baron Rivendare and Kel'Thuzad.
Steady early game, aim to hold off Zoo/Aggro. Mid to late game use Ancestral Spirit + Reincarnate +Baron Rivendare to double or even triple your stronger cards like, Thaddius, Sylvanas Windrunner, Sludge Belcher, Cairne Bloodhoof or even Kel'Thuzad
Basic Plays:
1: Using Reincarnate on a minion with KT out, causes you to re-summon one, and KT will re-summon the one you killed after end of turn. Be sure to make a trade (with the minion still living) first.
2: If you use Ancestral Spirit and Reincarnate or Ancestral Spirit + Baron Rivendare on KT and end up with two on the board, both KT's will activate re-summoning the same minion twice. (Just be sure you don't OVERFILL your side)
3: My Favorite, Sylvanas Windrunner + Reincarnate + Reincarnate... You just stole 2 creatures and still have a Sylvanas on board for turn 10. (Try having a Baron there to steal 4 minions, WARNING>> stealing Handlocks giants make them very angry. >.<)
4: Faceless Manipulator a Minion you have Ancestral Spirit on or use it for a second KT or Baron.
5: Earth Elemental + any way to copy... Faceless Manipulator or Ancestral Spirit + Reincarnate/Baron, or Reincarnate with KT active. A very strong taunt minion that doesn't cost overload when copied. Abuse this if possible.
6: Nerubian Eggs + Baron Rivendare and an activator in early to mid game, can easily create two or more 4/4s and give you some cheap early board presence.
7:Doomsayer + Ancestral Spirit either requires being killed 2 times to stop it, or keeps the board clear for 2 turns getting you closer to late game while also clearing out heavy aggro starts. (Very useful early game if your losing control.)
Why KT is such an important minion (read if your thinking about leaving him out):
As for KT... Let me break him down and tell you why. Not only valuable with a strong board, even with a weak board, he is a great card. Looking at his stats a 6/8 for 8-mana. If that's all he was, just a 6/8, his cost would be 7-mana.(Core Hound, War Golem, similar in stats for 7-mana) Now lets actually make that better and say he would cost 6-mana. So essentially any turn you traded/lost a minion worth 2-mana or more, your gaining more resources than lost if you play KT.
If possible, yes, you want to save him and get better mileage, with reviving 2-3 minions. But when it comes down to it, even resurrecting a Harvest Golem or Feral Spirits is a good deal.
If you have to use KT on an empty board, try using Reincarnate on a plain KT for 10 mana. You end up with 2 next turn. 2x 6/8's for 10 mana, not bad. And they have to kill both or one will re-summon the other. Additionally any minion of yours that dies with 2xKT on board, comes back twice.
Deck 2 : Ladder Build --------------------------------------------
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Minion (19)
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Ability (11)
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Tips to improve game-play (both decks):
First, do not be picky on your CC and spell targets. There is such a strong late game that you will rarely need to save spells. Don't be too worried if you have to use Reincarnate/Ancestral Spirit on a Blecher or Nerubian Eggs. Not having too many 4-cost minions really gives you some room for Overload to have less of an impact on your play. Be careful to not over-extend too much making you an easy AoE clear.
Second... Mulligan aggressively for: Feral Spirits, followed by Forked Lightning, or Flametongue, and any of your 1-3 mana minions. Also look for a turn 2-3 Doomsayer or Wild Pyro if your expecting heavy aggro.
Third, possible subs for a stronger early game... (Check it out, some great alternatives if Aggro decks are the bane of your existence.)
Deck 1 - Casual Play - Substitutions :
>> -1 Cult Master +1Lightning Storm
>> -2 Abusive Sergeants +2 Zombie Chow/Shield Bearers(Goes well with Flametongue, but not a great option otherwise)
>> -1 Doomsayer +1 Wild Pyro
>> -1 Earth Shock & -1 Harvest Golem +2 Nerubian Eggs. Great for early game, but requires you using Baron and/or Reincarnate with Defender, Flametongue or Abusive to activate, not optimal use, but definitely worth it to have 2x 4/4 at turn 4-5 and make it into late game with great anti-AoE.
>> -1 Cult Master -1 Wild Pyro +2 Silvermoon Guardian. Effectively needs 2 cards to remove with a decent Attack and Health.
>> -1 Wild Pyro +1 Carine Bloodhoof its a super sticky minion but more suited to later game.
Deck 2 - Ladder Play - Substitutions :
>> -1 Wild Pyro / +1 Sludge Belcher or +1 Flametongue (This is preferable if you don't seem to be having an issue with early game aggro)
>> -2 Abusive Sergeants / +2 Zombie Chow (Or any other 1-2 cost minion you like, I like these to buff totems or eggs if need be.)
>> -1 Harrison Jones / +1 Loatheb (If facing more control)
>> -1 Cult Master / +1 Doomhammer
>> -1 Wild Pyro / +1 Doomsayer (Can be used with Ancestral Spirit to stamp out early game rush)
Lastly, have fun. I play this in ladder at Legend, I agree its a sub optimal deck, but I also haven't fallen ranks because of it. Be creative. Sure It's nice having 3xSylvanas or 3xThaddius, but don't limit yourself to only that, I've won games with 3 Belchers and 4 Slimes, or an Ancestral Spirit on a Doomsayer because they over-extended and couldn't take out 2 0/7's, even Harvest Golems deathrattle with Baron can overwhelm your opponent.
Playing this deck with the intention of doing something specific will cause more problems than if you play it like normal with the bonuses of a double deathrattle/reincarnation. Play smart, save your key cards for big plays, but don't hold onto them for so long you lose board control waiting for the perfect draw. With the amount of playable combinations in this deck, mana cost, dead hands and putting together win conditions shouldn't be a problem at all.
Thanks for taking a look and I hope you appreciate this unique build and have a great time bewildering your opponent. If you like the deck be sure to +1 or if you have a suggestion I might have overlooked, leave a comment.
Thanks for the deck. Really fun to play in casual :D
VeildSyn, unfortunately I don't think this deck stacks up to your claim. It may work at the higher ranks (10-1) fairly well, but that's cause at that point decks lean more towards control and less towards ridiculous gimmick decks or rush decks or zoo you face at lower ranks. Attempting to ladder with this deck and throwing away my 'home-grown' shaman deck, I dropped from rank 11 to rank 16.
I tried both variations of this deck, and neither one of them is consistent at all. Sure, it's a fun deck, but unless you get eggs in your opening hand along with flametongue/abusive, it's just poor. This deck fails horribly against all the popular decks I faced in the last 24 hours. It's bad versus control warrior because you just feed them cards/armor with the 2 dmg minions. It's bad versus priest b/c Cabal steals half your crap, and it's bad versus zoo because it has less card draw and one of the few draw mechanics (Harrison) doesn't affect warlocks at all.
Sorry, but I created an account to make this review because of how poorly and inconsistently this deck performs on the lower ranks. And yes I tried the "Dub Rattle Slim" version too. I think it's actually worse. You're trading fuegen/stallag (both 5 mana creatures) for a 6 mana cairne? Not sure how that is better. Also, how in the WORLD are you laddering without 2 lightning storms? 1 is just not enough.
Doubtful, I managed to get to around rank 7ish with the first, and into rank 2ish with the second.
This deck is amazing honestly. I'm very into theorycrafting decks, they are my favorite to play, and by far the most fun!
I had to make a few changes (based on the first version of the deck) as I didn't have a doomsayer, sylvanas or a second feral spirit. To make up for this I subbed in a second earth elemental, wild pyromancer and sludge belcher.
I haven't lost yet but even if I do I'll have fun doing so...having 3 KTs on the board can never get old ^_^
been trying to make rattle shaman really work for awhile now, thanks for some awesome ideas. can't believe i never thought of pyro, makes support cards usable against agro which were normally dead unless you drew egg. that and its fun toasting that hexed frog :P
I see you all are in love with the Pyro... i have a questoin for you all about it.
There is a card that i prefer in this deck instead of it because i think it is more solid. The Unstable Ghoul .
Reasons why i prefer it, thinking that we consider this card as a remedy to rush decks.
1) It is taunt. Which makes it move viable also in late game to protect your minions. Plus it avoid attacks in your face in early turns, forcing the opponent in losing (if in combat) at least one creature
2) If you cast it at turn 2 (your opponent is a rush deck, and usually it is at least at rank 10), it is strong removal. 3 Health so it resists all the 2 strenght minions, and when it dies it inflicts 1 dmg to all others. You may have it alive still at turn 3.
3) it goes pretty good with the deathrattle theme of the deck :)
What do you think ?
I suppose that its usable, but I don't think its nearly as good. Wild Pyro combines with AoE spells so much better, and you have more control over when and how you do the damage. A 1/3 body just doesn't get very much done. But if you really want a minion like that, think about using Abomination instead. 4/4 with a 2dmg aoe for only 2 mana more. It gets much more done and can also be used to activate Eggs.
Those of you looking for ladder play, give the new Deck Two a try. I did all I could to keep with the ideology of the deck, while making it work better and more consistently in a ladder setting. In the last couple hours I've been playing it, It's seemingly quite a bit better. The finishes aren't as spectacular, but it can pull alot more weight. (Bottom half of the post.)
Could Thalnos possibly replace Pyromancer?
Not only does Thalnos give the damage spells more oomph without harming your side of the board, its status as a Deathrattle minion could come in hand with Rivendare, giving you two cards instead of one.
It is possible, but not on my list of likely substitutions. Will almost never use a key card with it, but the spell damage is helpful and it cycles itself. Its worth using if you feel you want it in.
Have you experimented at all with injured blade master? its pretty strong with reincarnate and ancestral as whenever he is returned to life his battlecry doesnt go off and hes a 4/7 i supped out the harrison for him as i wasnt seeing many weapons
Is the thaddius duo really worth it just for the combos with rivendare? I think the deck would be better off with feugen/stalagg replaced in favor of a second belcher and maybe a cairne or nerubian egg. It seems to me like that thaddius combo is a "win more" combo that, while fun, isn't optimal. If you had to remove them from your deck, what would you replace them with?
They are quite replaceable. Oddly I don't really consider them overly crucial.
Although they are strong for a 5 drop, and if not silenced a great death-rattle. I like them because they are effective with any one part of the combo. Baron/KT/Reinc/AncSpi all on their own interact with their deathrattle (you dont need to chain together 2+ of the key cards) and this is doable as quickly as turn 6. Solid mid game pressure. I hope that makes sense to anyone other than me >.>
If I were to replace them, Cairne Bloodhoof for sure.
Edit: I've also wanted to find a spot for some Eggs to help with early game. So -1EarthShock or -1 Harvest Golem /// +2 Nerubian Eggs.
Why would you ever play KT after the doomsayer blast? yes you get your minions back, but you get DS back too... so they will die again...
Yeah, its quite hysterical. I've only done it twice, the first time, the wipe of their minions let me take mine and give lethal. Second time I let them die. A free turn or two where they can't or won't play anything gets you closer to later game and through a couple extra cards. Wiping your own board with a Doomsayer is rarely a good option, but if its a better trade than what your minions would trade for, go for it. I do see what your saying, in my write-up, point 5 is pretty unclear. Ill fix that, thanks.
I don't have Earth Elemental unfortunatly.
Do you think that another Sludge Belcher can be a good alternative ? Thankss
Cairne Bloodhoof (preferred) or Sludge Belcher will work.
had some tremendous fun with this deck. my favorite game so far, had sludge belcher + thaddius + sylvanas on board at turn 7, vs a druid with a few big minons out too. put ancestrial spirit on a doom sayer, he remover the first one, but it revived and wiped both our boards, turn 8 KT =)=) and got em all back. the faked suicide really threw him off.
I am not sure about running Kel'Thuzad because it requires to have already a good board to give you the win. This is just my opinion... so the following question is:
Would you playDoomsayer without KT ?
Probably not, in that scenario Wild Pyromancers would be much better.
As for KT... Let me break him down and tell you why, even with a weak board, he is a great card. Looking at his stats a 6/8 for 8-mana. If that's all he was, just a 6/8, his cost would be 7-mana.(Core Hound, War Golem, simiar in stats for 7 mana) Now lets actually make that better and say 6-mana. So essentially any turn you traded/lost a minion worth 2-mana or more, your gaining more resources than lost if you play KT.
If possible, yes, you want to save him and get better mileage, with reviving 2-3 minions. But when it comes down to it, even resurrecting a Harvest Golem or Feral Spirits is a good deal.
If you have to use KT on an empty board, try using Reincarnate or Ancestral Spirit on a plain KT for 10 mana. You end up with 2 next turn. 2x 6/8's for 10 mana, not bad. And they have to kill both or one will re-summon the other. Additionally any minion of yours that dies with 2xKT on board, comes back twice.
I can understand maybe wanting to sub him out, he can be overkill, but if you do that, might as well just play a regular shaman deck. Without him, you lose alot of synergy and fun.