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[S22] Kolento's Burst Shaman

  • Last updated Jan 14, 2016 (Explorers)
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Wild

  • 9 Minions
  • 19 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 4180
  • Dust Needed: Loading Collection
  • Created: 12/13/2015 (Explorers)
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  • Submitted By:

    eliasfajardo

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01/14/16 Update:

Added Sir Finley Mrrgglton:

List of powers:

Best:

Hunter: the face is the place (the best for this kind of deck)
Druid: +1 Armor + 1 additional damage-per-hit to Doomhammer.
Warlock: Drawing cards is hands down the best power in the game. (Avoid vs face decks)

Meh(good, but not that good):

Paladin: More minions, just that they aren't useful all the time.
Priest: Think warrior, but at least heals your minions, but doesn't have much impact
Mage: Ping is useful for 1-health minions but it's not as wonderful as i could be.

Worst:

Rogue: destroys your own Doomhammer....
Shaman: who the hell wants the same crappy power???
Warrior: you don't want armor. Long games = Losing the game

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Another take on Aggro Shaman, but with better AoE removals (Elemental Destruction, instead of Lightning Storm), and a few changes from Luffy's Aggro Shaman i posted some days ago.

The decklist didn't changed a lot, but they are worthy of mentioning again.

Direct Damage:

Lightning Bolt
Crackle
Lava Shock
Lava Burst

The usual suspects in here, capable of dealing up to 32 points of damage. Even overloading is not a nuisance in this kind of deck, because of Lava Shock, which frees your overloaded crystals

Tools

Rockbiter Weapon
Ancestral Knowledge
Doomhammer
Earth Shock
Elemental Destruction
Hex

- Rockbiter Weapon has multiple uses:  Increasing Doomhammer's damage (the option you want the most), early removal (mostly), additional damage for a minion (the less used form).

- Ancestral Knowledge: your draw+overload card. Excels in the mid to late game, where your hand is usually empty (or near to be), but can be used in conjunction with 2x Tunnel Trogg (with The Coin) in the 1st turn to refill your hand + deal 4 additional damage in your 2nd turn.

- Doomhammer: the usual finisher. Used to overload Tunnel Troggs, kill minions (if necessary), and deal a ton of damage. Each one can deal at least 16 damage w/o Rockbiter Weapon, so it's a lot of free damage.

- Earth Shock: your anti taunt/deathrattle/annoying minions.

- Elemental Destruction: An AoE that kills your board in an aggro deck? WTF??? Well, sometimes the game can get out of hands in certain matchups, and a good Mass Removal that certainly kills 99% of what's played in the meta right now can help you survive 1-2 additional turns. True, it overloads 5 crystals, but a turn you can't play, is a turn where your opponent has to refill the board, giving you that extra turn (or turns) to win the game. Absolutely bonkers in 5th turn+Lava Shock.

-Hex: best spot removal in the game. Tirion Fordring? ribbit. Buffed Mysterious Challenger (by secrets)? Ribbit. Ysera? Ribbit. Any annoying huge minion? Ribbit.

Minions

Leper Gnome
Tunnel Trogg
Totem Golem
Feral Spirit
Bloodmage Thalnos
Mana Tide Totem

- Leper Gnome: the most face-used-minion in the game. Ever present in face decks. Deals a 2 damage per turn it lives + 2 more for it's deathrattle.

- Totem Golem: Tunnel Trogg's BFF. One of the most beefy minions for 2 mana in the game hands down. When TGT became available this guy was the go-to in every shaman deck, even if the Totem archetype failed miserably after the meta stabilized.

- Tunnel Trogg; Thrall and Totem Golem's BFF. The little fella that revived an entire class from the ashes, and the main reason this kind of deck exists. It's snowball effect can quickly get out of control for your opponent if they're not killed fast. Able to deal up to 20 damage each (during some turns), by themselves.

- Feral Spirit: Not minions per se, but a spell that brings 2 2/3 taunt minions and buff Tunnel Troggs in the same play. Excellent to defend those troggs from harm at least for a turn, when you can stabilize the board in your favor.

- Bloodmage Thalnos: +1 spell damage and draw in a single 2 mana body? I'm in!!! Able to deal thos extra points of damage in your late game (turns 5-7), or drawing a card in the early game is awesome.

- Mana Tide Totem: draw cards and it's target practice to your opponent. He/she will want to receive a bit more damage instead of you drawing another card.

Mulligans

-Against everything, you want at least 1 Tunnel Trogg, Totem Golem, and direct damage. Remember that the face is the place.
-Against control or midrange you'll want feral spirits (anti weapons and to save minions your other minions), specially with The Coin, when you'll play them on T2, and have a 3/3 trogg and 2x 2/3 wolves, i.e.
- Against board oriented decks (Zoo Flood, Eggs, anything Paladin, midrange decks), Elemental destruction is your go-to card.

Some Matchups:

- Reno decks: Winnable. Keep your damage spells in your hand. And wait to burst 20+ damage (2x Lava Burst + Rockbittered Dommhamer + any other spell)
- Warrior Control: Same as Reno, but keep their armor low.
- Freeze mage: Keep as much direct damage in hand as possible. They're your key to win
- Vs aggro (in general): whoever wins the race, wins the game.
- Face/hybrid hunter: be aware of Unleash the Hounds and Explosive Trap
- Zoo: the lower their life is, better for you. Just don't let them drop Mal'Ganis
- Hand/DemonLock: keep Direct damage on your hand. Never drop them to less than 15 life to avoid 2x Mountain Giant + Defender of Argus/Sunfury Protector combo.
- Druid: vs aggro race them. Vs fast/midrange/combo Earth Shock is your win-card + direct damage.

Feel free to comment and upvote the deck!!!

 Kolento playing the deck: