Sir Dr. Al'Akir
- Last updated Jan 16, 2015 (GvG Launch)
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Wild
- 19 Minions
- 9 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 5740
- Dust Needed: Loading Collection
- Created: 1/16/2015 (GvG Launch)
- TheChiv
- Registered User
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Battle Tag:
thechiv#1153
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Region:
N/A
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Total Deck Rating
1122
Sir Dr, Al'Akir is a mid range shaman deck that uses early game aggro establish a board tempo its way to mid game and then go for victory with the Al'Akir endgame. Unlike most shaman decks, this one uses Lightning bolts to give it more removal options against cancerous decks like hunter and mage, as well as run its own deathrattle core. Several of the deathrattles in this deck are Mech's thus Powermace becomes even more powerful of a tempo tool.
MULLIGAN
For most matches you will want either removal options to deny early board advantage or undertaker and friends so you can establish your board first. Lightning bolt, rockbiter weapon, clockwork gnome, undertaker haunted creeper, power mace.
Come see Tarnash on this weeks deck talk running this deck.
I have an interesting suggestion: see what happens when you run Gazlowe in place of TBK. For this to work you should also replace Piloted Shredder withMechanical Yeti, which isn't a loss at all since both fit the same 'mech-with-deathrattle' niche you're looking for. Gazlowe gives you better late-game presence vs control and other match-ups you have problems with. He's not an immediate swing like TBK is but he's a little less conditional and very powerful if used correctly.
I've actually been trying to make a Gazlowe Shaman work for a while now, but I kept trying to overstuff it with things like Tinkertown Technician, I think your list would work a lot better since it's less reliant on Gazlowe for a victory.
What are your thoughts on what I should do if I don't have power-maces? (Can't make any because I just spent over 2000 dust and still another about...400-800 already has a planned destination when I get it)
There is validity in what you say, however after going on 6 month's of the same hunter game play with very little innovation and or counter play build that isnt weak to every other build out there, you can understand why most feel the class unbalanced. And with prolonged and overly saturated exposure to such a thing, it is not unreasonable to expect many people to be just down right annoyed by it. After all, there is a reason it has been one of the most consistently banned classes in tournament play.
I highly agree on the whole no innovation/found-counter-play causing hate and boredom :/
With that many 1 mana cards, you should have more card draw than just Azure Drake. Other better, legend decks run Inventor or Mana Totem for good reason.
And lol, calling other decks cancer when you cloned Huntard's early game.
I just love how both of you talk trash about hunters in the video during the first game and then have a hunter-esque opening in the second game and talk about how great and aggressive the deck is.
There is a difference between a deck with an aggressive opening that leads to tempo and thought out plays, and one that is nothing but aggressive and only focuses on your face :)
No class in Hearthstone really requires much thought.
Correct, there is certainly a difference, but the difference is not "one of them is noble and good and the other is cancerous and moronic".