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Whammy Shammy Easy Climb

  • Last updated Aug 18, 2015 (Blackrock Launch)
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Wild

  • 17 Minions
  • 13 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 5720
  • Dust Needed: Loading Collection
  • Created: 1/18/2015 (GvG Launch)
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  • Battle Tag:

    McMonigle#1978

  • Region:

    US

  • Total Deck Rating

    53

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This is a very fun deck that I am currently in love with that I am using to climb the ladder. It has all around solid match-ups; none are very bad, none are phenomenal. This makes it a blast to play since you never feel like you are guaranteed a loss going into a game. The overall strategy is 1: Early trading to set up a clear board for 2: Dropping mid game minions and using spells for efficient removal. This sets up for 3: Windlord Swagger, Firelord Praise, and Kel'Thuzad. Feel free to leave any questions or suggestions in the comments!

http://www.twitch.tv/SgtBalanced

Matchups:

Against Mage: (Difficulty 5/10)
Mulligan for: Rockbiter WeaponZombie ChowHaunted CreeperFeral Spirit, and Flametongue Totem.
Aggro Mage: Keep Haunted Creeper, Zombie Chow, and Earthshock/Rockbiter to try to get an answer to undertaker / mechwarper (Rockbiter / Crackle). Keep Lightning Storm ready. Freeze/Giants Mage: Pressure her early game. Save Earth Shocks for Acolyte of Pain / Bloodmage Thalnos / Mad Scientist. Keep Mana Tide Totem as well, it is very strong against her weak early game.

Against Warrior: (Difficulty: 4/10)
Mulligan for: Earth ShockRockbiter WeaponZombie ChowHaunted CreeperFeral Spirit, and Hex.
Haunted Creeper and Argus combo will be great against Fiery War Axe to keep his early armor down. Try to get an Acolyte of Pain answer (Earthshock, Rockbiter). Warrior will beat Shaman in the mid game, but if you keep board control you'll pull ahead in the late game. Save Hex for when you need it to get rid of those pesky Legendaries.

Against Rogue: (Difficulty: 4/10)
Mulligan for: Rockbiter WeaponZombie ChowHaunted CreeperFeral Spirit, and Hex.
Keep sticky early-game minions that don't get removed by the rogues' cheap removal easily. Try to mulligan for an answer to Violet Teacher (Hex > Earth Shock). Rockbiter trades with all the Rogues' 3 drops.

Against Paladin: (Difficulty: 7/10)
Mulligan for: Rockbiter Weapon,Zombie ChowHaunted Creeper,  and Lightning Storm.
Keep sticky early-game minions that can trade with the paladins early-game. Lightning Storm is strong against Muster for Battle, and will save you against a turn four coined Quartermaster. Shaman and Paladin both play for strong board control, but Pally does it better. You MUST trade as efficiently as possible, and the late game is yours.

Against Priest: (Difficulty: 6/10)
Mulligan for: Rockbiter WeaponZombie ChowCrackleHaunted Creeper, and Feral Spirit.
Pressure his HP in the early game, while trying to keep any of his minions off the board. Rockbiter and Crackle are great for removing his Northshire Clerics and 3-drops. If you are in a good position to rush, Hexing a circled Injured Blademaster is a good play. You can keep Flametongue Totem or Mana Tide Totem if your hand is low-curved.

Against Warlock: (Difficulty: 5/10)
Mulligan for: Earth ShockRockbiter WeaponZombie ChowHaunted Creeper, and Lightning Storm.
It is difficult to tell nowadays whether Warlock is Zoo or Hand. Mulligan aggressively for Rockbiter and Earth Shock, as it is better to mulligan against the early game deck. Keep Lightning Storm if you can. Against Handlock, save Hexes for Giants and Earth Shocks for Twilight Drakes. One very easy way to kill Handlock is to save both Rockbiters and Al'Akir the Windlord for an 18 damage burst. It is very easy to manage his hp bar and board control to just hang around for awhile before he can play his Molten Giants. I have done this multiple times, just hope you draw the rockbiters/Al'Akir.

Against Hunter: (Difficulty: 4/10)
Mulligan for: Earth ShockRockbiter WeaponZombie ChowHaunted Creeper, and Feral Spirit.
Rockbiter is your answer to Undertaker. Earth Shock deals efficiently with Mad Scientist, and Lightning Storm is a great card to hold to punish their board flooding. Keeping Defender of Argus if you have Haunted Creeper is also a great start to prevent their early game. Do not be afraid to Hex his Undertaker if you predict it will get out of hand quickly (or any other creature that will be a long-term threat).

Against Druid: (Difficulty: 6/10)
Rockbiter WeaponZombie ChowHaunted CreeperFeral Spirit, and Hex.
You can pressure Druid early with your minions, as he doesn't have efficient ways to remove them early game. Try and get an early Hex, as it holds great value against any innervated creatures.

Mirror: (Difficulty: 5/10)
Earth ShockRockbiter WeaponZombie ChowHaunted Creeper, and Feral Spirit.
Earth Shock will be great in this matchup to get rid of deathrattle from Piloted Shredders, Sylvanas Windrunner, and lots of other stuff. Lightning Storm will bring immense value as well, so save it for opportune moments. This game should go late, so maintain board control as efficiently as possible, without flooding the board into an opposing Lightning Storm.

Edit 01/29/15: After playing this deck for weeks now, and receiving a lot of feedback from viewers, I've combined my Overall, I dropped 7+ Atk minions but re-added Neptulon. The murlocs are really effective. On that note, I took out BGH because most other decks don't run 7+ Atk minions anymore, so Lightning Bolt is a much better option. Other changes can be summed up by: Crackle = Strong. Flametongue = strong. Thanks for all the feedback, and this new version is definitely the best it has been yet! See you guys on Thursdays to play it together.

Edit 02/03/15: Two Flametounges can be clunky when just sitting in your hand sometimes. Dr. Balanced is really really balanced. Took one out and replaced with Dr. Balanced so that our deck wouldn't be so OP, eh?

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Join me on Thursdays for my climb to Legend with this deck! (Info at top of page)