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My Deathrattle Shaman Variant

  • Last updated Jan 28, 2015 (GvG Launch)
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Wild

  • 18 Minions
  • 11 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 4340
  • Dust Needed: Loading Collection
  • Created: 1/29/2015 (GvG Launch)
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More of a fun deck than a serious one but i have managed to get up to rank 12. Does fairly well against handlocks and rush hunters but the problem is... they are unending.

Early game strategy:

All about maintaining board control with removal and mass minions whilst keeping a good hand through card draw. Also hoping that you get a cloak-field spare part for amazing late game  combos.

Mid game strategy

sludge belchers for sticky taunt, baron + gnome combo, bloodlust to maintain momentum, cult master for card draw  and hex for emergencies. At this point its all about baiting those removal spells to make way for late game.

Late game strategy:

The deathrattle legendaries combo-ed with ancestral spirit + reincarnate. If you manage to get a cloakfield then you can pull of some amazing combos, otherwise a legendary + reincarnate will have to do.

You have to be very careful of removal and mind controls, i usually never play a legendary without cloak field or reincarnate in my hand.

Sylvanas combo: turn 8 reincarnate for a mind controlled minion + another sylvanas or turn 10 ancestral spirit + reincarnate for  a mind controlled minion + 2 sylvanases. Really good for baiting out those last removal/silence spells.

Sneed's Old Shredder: rng fun. If you have the cards for the next combo play Sneeds on turn 8 to stall or waste removal, if he survives fun times abound.

THE BEST COMBO: Turn 9 kelthuzad + cloak field, turn 10 ancestral spirit + reincarnate, end turn you'll have 4 kelthuzads on the board, if they can't kill you that turn you've won!

If you don't have cloakfield then wait turn 10 for kelthuzad+reincarnate for 2 kelthuzads at the end of turn.

Side note: Vitality totems have saved my ass so many times, if they try to finish you before late game these things can give you another 2-5 turns if combined with taunts or a lightning storm.

Weakness 1: If you have lost board control and haven't gotten it back by turn 8-10 its gg, all your combos require that you give your opponent a free turn before you can make use of them.

Weakness 2: if you don't  maintain a good sized hand its gg since this deck relies heavily on combos; loot hoarders, cult master and that mana tide totem are your life lines.

 Caution 1: During the transition between mid game and late game do not flood the board with zero attack totems without a bloodlust or flametongue totem ready, you'll run out of space for the combos!

Caution 2: When using Kelthuzad always sack your good minions first then your crabby ones, the first minions that die get rezzed first and if you board has little space the order in which you kill your minions will matter.