[Top 100 NA] Mech Control Shaman
- Last updated Apr 27, 2015 (Blackrock Launch)
- Edit
- |
Wild
- 23 Minions
- 5 Spells
- 2 Weapons
- Deck Type: None
- Deck Archetype: Unknown
- Crafting Cost: 5880
- Dust Needed: Loading Collection
- Created: 4/27/2015 (Blackrock Launch)
- Kamina80
- Registered User
-
- 3
- 5
- 23
-
Battle Tag:
N/A
-
Region:
N/A
-
Total Deck Rating
106
I hit top 100 NA on April 27 with this deck. I wanted to post it because it's the first time I've hit top 100, and it's an original list, even though it's not a radical departure from previous lists we've seen. Proof (using tinypic because imgur doesn't work for me for some reason):
A caveat though: although this was the only deck I played at legend, the sample size is small because my climb (from mid 400's to 74) was essentially a winning streak, going 11-2. I realize that doesn't mean as much as a deck proving itself over many games. Also 6 of the games were against mage (!), and I think most non-Freeze mages are a favorable matchup for this deck. I have, however, tried variants of this style in other seasons, so I have some experience trying different things out, and this version feels pretty good.
The losses were to a combo druid - which happens to have been Trump! - and a Flamewalker tempo mage. The wins were 5 mages (at least 3 tempo mages and 1 or two mech mages), a combo druid, a face hunter, an oil rogue, an aggro mech shaman, a zoolock, and a patron warrior.
Regarding the list - it's an original list in its details, but I'd like to give a shout out to NA player Simplexity - he played a control shaman with double Powermace and the legendary trio of Boom/Neptulon/Rag very successfully a few months ago, and I believe still plays that style occasionally, which is where the idea of the core of this deck comes from. He's also one of the best Shaman players out there.
The win condition of this deck is to build an overwhelmingly powerful board with strong midrange minions, followed by a heavy late game. You get there by controlling the board early with Chow/Creeper/Flametongue/Powermace/Harvest Golem. The Healbots buy you time as you're turning the tide against opponents who want to burn you to end the game, and the Azure Drakes and Neptulon help prevent you from running out of steam. Once you're able to start going face, the damage comes in big chunks. The deck lacks one-turn burst potential, but you can set up two-turn kills to take them down from fairly high health to 0 once you're safe from dying. Argus sometimes helps you start going face sooner than you'd otherwise be able to, and a Flametongue between two beefy midrange minions is big damage.
The strength of the deck is that it can often drop strong minion after strong minion, continually able to add to a powerful board and rarely getting dead draws. Fireguard Destroyer and Piloted Shredder - as well as Powermace-buffed Harvest Golems - are significant threats in their own right, and the drops get bigger from there as you go into Fire Elementals and the 3 big guys.
The weaknesses of the deck are its lack of burst - usually requiring you to get ahead and stay there in order to deliver your damage - and its lack of flexibility about how it can react to the opponent's board. There's no Crackle, for example, to efficiently take out a midrange minion (although that's something I'd consider adding to the deck, to add flexibility). This list sacrifices some flexible removal for consistent board quality, good minion curves (like Harvest Golem into Fireguard into Piloted Shredder), and in order to avoid dead draws. Your tools to deal with the board are Powermace, Hex, Lightning Storm, the one Earth Shock, and using Flametongue and Argus to enable trade-ups. Is that enough? Well, it is sometimes! But it means that you need to get your stuff out so that you can enable those trades. I did win a couple games despite bad starts, but I think in general it's a deck that's pretty reliant on getting some of your early stuff to get you started.
I will say that there are probably stronger Shaman decks one can put together - after all, it's a game that tends to revolve around getting a tempo swing and then never letting up the pressure - and this is a very minion-based deck that relies on just having better minions, and using your better minions to win. It doesn't exactly play to the strategy that the core Hearthstone mechanics seem to emphasize. But I like good stompy minions, weapon value, etc - and I guess what I like about the deck is that it doesn't compromise on those things, but is still realistic and competitive. It's a style that I find enjoyable, as long as it's working well enough.
A few notes on card choices:
-I wonder about taking out one 4-drop, probably an Argus (since the Shredders can get buffed by Powermace), for a flexible reactive card such as Crackle. That would be a way of addressing the deck's weakness. On the other hand, a nice thing about the current version is that you always have something good to drop. I'm not sure.
-Only 1 Earth Shock because I'm trying to avoid dead draws, which Earth Shock sometimes is, even though it's a great card. If you have fewer potential dead draws, you can run less card draw - and this deck runs only 2 Drakes and Neptulon for draw.
-Healbots are good in this deck because, aside from what they do, they are mechs that Powermace can buff, and because they aren't really a 5-drop - you're often saving them for later anyway. Since turn 4 Fireguard Destroyer is a common play, 5-drops are sometimes locked out due to the overload. That's a small advantage that Healbot has over Belcher, which is a true 5-drop. I also think that there are a lot of decks out there that rush you early and want to finish with burn, which is something that Healbot helps against more than Belcher.
-Azure Drakes are in there because I think some card draw is needed. Although the spellpower doesn't often come into play (although Drake/Storm is great against Patron and Quartermaster), I still think it's the best source of draw available for this deck. I could see changing one to a Mana Tide - but the deck doesn't run a lot of taunts to help a Mana tide stick, and it doesn't have anything else in the 5-slot but Healbots, so having some 5-drops is not bad. I think with six 4-drops, you're not going to want Gnomish Inventor in there. I don't think Acolyte of Pain or Loot Hoarder are good enough, and I think that the board-state-dependent draw from a Cult Master is too awkward when curving well is so important. So - Azure Drakes. They have seemed good, and fit with the idea of solid minions continually hitting the board.
-Arguses allow big minions to go face without damage coming back at you. They are also extra-good in decks that are running double Chow, because you have a cheap way to add that second Argus target to the board. Argus also turns chows into something that's a little more substantive.
-Ragnaros is good because you've got multiple BGH targets anyway, and he's the big guy that comes out with tempo. He does more the turn he hits the board than most late-game legendaries. The deck doesn't have many sources of tempo swing, and he actually provides some of that, even though we don't usually think of him as a tempo card. If you wanted to try a version of the deck with Rockbiters, then I'd put Al'Akir in - but I've found that that actually results in a pretty significant structural change to the deck, where you're becoming more reactive and might need an extra source of card draw. And then the deck starts playing quite differently.
My mulligan thoughts (I feel as if mulligans are more murky than usually presented, so I won't pretend these are all solid rules):
-almost always keep Chow/Creeper/Powermace
-usually keep Harvest Golem (always keep it with Powermace). I would only throw it back if I thought it was Chow/Creeper or bust - but tbh I'd probably keep it as a lone keep even against face hunter.
-keep Flametongue with Creeper (pretty much always) and Chow (usually - think about what you might need to trade into)
-I think usually only keep Lightning Storm if it's against an opponent you think is likely to quickly set up a broad board AND you have an early-game minion in hand. I think this is right. I might let it be a lone-keep if I thought it was important and I was on coin, because I'd have more chances to draw into an early-game minion.
-Hex seems like a good keep vs. Druid.
-Keep earth shock vs. hunter, because if it's face, you'll need that removal. I think it's probably a good keep against warlock, because if it's zoo or midrange demon there's egg and if it's handlock there's Twilight drake - and a lot of warlocks run Void Caller regardless of their archetype.
-I might consider keeping a 4-drop on coin if I had a clear plan for how my turns were going to play out. Sometimes an Argus might be a good keep with Haunted Creeper, but think it through, because there are definitely stronger hands you can get, and the idea of buffing the spiders doesn't always work out - things can change by the time it's an Argus turn.
-I don't think there's anything else I'd ever keep, although maybe some next-level players would have the intuition to know when it's good to make sure you have that Fire Elemental or Boom in hand and ready to go.
Anyhow, I hope you enjoy the deck - even though it's probably not tier-1, qualifier-points type of competitive, it's probably good enough to be worth running for those who like this style of play.
Wow what a fantastic deck - and so much fun to play! Played with it for a few hours so far and I think the stats are 11 wins 2 losses.
the only change I made was replaced Neptulon with Ysera - as I don't have Nep - I find Ysera comes in handy for the long games as a card draw.
Much thanks!
What do you think of adding Bloodlust to the deck? It adds a burst aspect without requiring any other cards, other than a board presence which the deck seems to have an easier time keeping with cards like Neptulon and Harvest Golem. I could see cutting a Defender of Argus as that is a card you aren't usually playing on curve anyway.
I don't think Bloodlust is good outside of a deck that's really designed around it, to be honest. I think the first thing I'd add to this would be something like Crackle, to add some flexibility. I also think that Argus might be the wrong cut, because they work well with double Chow. Perhaps a Fireguard is actually the best cut.
Awesome deck, thanks! I don't play shaman that often, but this got me the highest I've been so far this season (mid rank 7 atm and climbing).
Glad to hear you're liking it. I think it's a solid deck. I hope it keeps working well for you.
Any tips facing priest ?
If you can get board control, you may be able to out-value them from that point, especially vs. the variant known as "Chinese Priest" with the Deathlords - that variant doesn't tend to run a lot of heavy threats. Velen's Chosen is one of their important threats, so if you can bait that out and then Hex, it's very strong. The hardest part is probably actually getting board control in an efficient way, without burning through too many cards. If you have to hex something smaller than you'd ideally want to in order to take over the board, it may be correct. But be patient if you see a gradual path forward, because they don't tend to have a lot of burst, and you have healbots for after you stabilize the board. You might be surprised by your ability to go toe to toe with them over the long-term even if they get a good start.
Once you get board control, play around board clears like Lightbomb and Auchenai/Circle. Having one significant threat and one smaller, lower-value threat out there is usually enough. Make them deal with that before committing more, unless you're pretty confident they don't have a clear.
If you can hit a healed up Blademaster or a Velen's-buffed minion with a Hex, those are very good targets. Sometimes they run Ysera, which is worth keeping in mind, although you can't just save all your reactive cards just in case of Ysera. And once they hit 10 mana, keep Mind Control in mind and think about how you'd deal with it if they MC'd something.
This deck looks really good. I don't have Neptulon though. What would you add instead?
Edit: nvm I saw people answering this question below.
Ya that makes sense. Thanks for the response!
Chromaggus isn't reliable for card draw because it is either removed the turn you play it, or you've already won the game, so it's not very good as an 8 drop. You're better off putting in mana tide because if you play it at the right time it will demand removal while still drawing you a card.
Wow. I always loved shaman, and was always in ranks 1-3 (and one time even legend) as a control shaman with Al'Akir/doomhammer finisher combo, but after GvG shaman started to get weaker, so i kind of stopped playing him. I tried making mech decks, but rank 5 was as far as i could go. With this deck i went to rank 2 in no time. Haven't lost yet. I've met handlocks, face hunters (those healbots saved me so many times), zoo, new flame walker aggro mages (easy win, they just run out of cards and die in late game), even a control paladin. Haven't met any warriors though, so i can't say how is it against them yet. Thx for a good deck.
That's great! I hope it keeps working for you. It should be quite good vs. control warrior (save healbot for after Alexstrasza if possible). I don't think Patron Warrior is a bad matchup but seems harder to evaluate. Against Patron Warrior, if you're able to save Azure Drake + Storm for the Patron spam, that should be a strong play.
Just wanted to give you a thumbs up - your deck concept is really similar to the one I put together and have been running for BRM. (http://www.hearthpwn.com/decks/236159-brm-midrange)
I opted not to run Azure Drakes at all given the low reliance on spells. I like Mana Tide as a 1 of just because it fits easier in a curve with so many 4 drops (Fireguard has made the 5-drop slot much weaker in my opinion). The Doomhammer/Alakir gives added burst - and if too many people are running Harrison in response to weapons being popular, that can easily be a Harrison, Drake, etc. I also find Loatheb to just be consistently quite strong so didn't want to pull him.
Just wanted to give you a thumbs up for a pretty similar approach with some cool ideas.
Thanks! Your list looks good to me, although I think the play style of your list is fairly different due to your reactive spells and burst potential, which my list doesn't have. I do think that the style of running one Powermace and Rockbiters/Al'Akir is strong - just different.
This is a very good deck! Ty!
I think it's solid enough to do it, although if a bunch of people play face hunter on the last day because they're rushing to make one last push, that'd make it a lot harder. I'm not sure whether that's something that tends to happen. The deck can beat face hunter, but it's a bad matchup.
I guess if I were going to give one tip about playing this, I'd say try to play mana efficiently and get your minions out on curve when possible. You can't always clear their board every turn, but your minions are higher quality on average than theirs, and getting them out on schedule makes them more effective. Sometimes it's not right to sacrifice curve for a complete board clear.
Well made deck and fantastic writeup. Lack of 1 drops hurts but now that the meta is slowing down in the lower (1-10) ranks it's not really that big of a deal and if you get coin it's a non-issue if you mulligan for storm against potential aggro decks. Beside that, it's pretty damn fun. I had to replace a few cards due to being poor ( Nept for laoth, boom for emp, rag for Chrom/Sylv, havent decided which to stick with yet) but so far I've been winning against most matchups. I've had a few matchups when I had all but given up and came back through simple board control around turn 5/6. Great work with this post.
Thanks for the friendly comment. Well, you do have Chows as your 1-drops.
I was thinking maybe Kel'Thuzad, because he tends to be good in decks that have a lot of solid midrange minions.
.