Boom Headshot! (27 win 6 lost rank 13 to 8)
- Last updated May 12, 2014 (Live Patch 5314)
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Wild
- 16 Minions
- 13 Spells
- 1 Weapon
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 4480
- Dust Needed: Loading Collection
- Created: 5/13/2014 (Live Patch 5314)
- xSnP
- Registered User
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- 3
- 8
- 22
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Battle Tag:
xSnP#1700
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Region:
N/A
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Total Deck Rating
21
Hi there, here's the shaman I used to get to rank 8 and still going up!
This shaman is basically a variant of the midrange shaman. I only expose my personal taste to you and give you some explanation for some of them. The classic cards are there : lightning, rock bitter, flame tongue, stormforged, fire elemental etc... What changes is this :
Windfury : to put on your fire elementals or leeroy or anyone who can give a big punch in the face. This card is the reason why you can comeback from almost every single game! Leeroy, flame tongue, rock bitter, rock bitter, windfury : 28 damage! Yeah, I know, pretty much impossible to get this up. But you'll most likely be doing some damage throughout the game and some cards won't be necessary. An active fire elemental can fill the same purpose. Anyway, this card is a big win condition and can work with pretty much anything, really. ++ value with rock bitters.
Al'akir : same as windfury, big final punch to the face, especially if you get your hands on those rockbiter! Can also work as a control card to destroy some cheap minions and still keep a nice taunt in play. That charge + windfury is really paying off.
Wild pyro : He's like a + spell damage but that activates AFTER the initial blast! So good to combo with hex to get rid of the taunt or to destroy those pesky golems. Lightning bolt + blast = ciao golem! Same goes with the divine shield minions. It's just a different way to get that + 1 damage that can work wonders! I tried bloodmage, which does pretty much the same thing but found more value out of wild pyro because of the AOE and the "after the spell" bonus effect. Too bad you can only do it twice while being too situational to add a second one.
Defender of Argus instead of senjin : You are a shaman. That's it. You are always gonna be full of totems or minions so that argus will always find at least one (most likely two) minion to receive boost + taunt. Also, it's a way to activate those totems and make them work a little bit, they are too passive in their little corners! Best is to put him on a yeti or drake but totems can do the job if in trouble and facing, let's say, a **** zoo! This can delay a little before unleashing the lightning storm!
Yeti instead of gadget or another manatide or anything from the other variants : That spot is my own preference, I tend to get more value out of those big fur balls because at my current rank (8) I see a lot of control match ups and miracle rogues. So, this big guy can take down the gadgetzan by himself and still survive (if the opponent is stupid enough to let it there without any protection), against a druid of the claw, you can flame tongue and still survive, it kills azure drake + survives etc. I just like the stats too much. With a defender of argus it's just perfect. That's the spot where you can put whatever you like, but yeti is definitely a good way to go! As a shaman, you won't miss that card draw. If you miss some, then you don't play enough totems! ;)
Leeroy : windfury rockbiter GG. That's it!
Why do I keep the unbound? You have so much overload cards that you most certainly will drop one with him or next turn. For a 3 drop, 5 health is a lot and will waste opponent's removal, that's more survivability for your fire elementals ;) If they don't remove him, then good for you and keep boosting him!
Mulligan : I really like to see lightning bolt or earthshock, the wolfs and unbound. Flametongue with wolfs is also a good choice! Turn 3 wolfs + turn 4 flame = 4/3 4/3 taunts!
Please comment if you have any question or suggestion for the deck, I really wanna know what you guys are thinking!
Honestly, I took this deck into unranked this whole afternoon and I won just one solitary game out of around 15.
Not sure if I'm just missing some special way to play this deck, but I get completely flattened each and every time. Seem to get locked down a lot in the early game with overcharge, and all my minions get cleaned up real quick, so I never get the chance to use that windfury combo.
I'm sorry to hear that, but you need to learn when to use your overload efficiently, learn to play your moves at least 2 turns before it happens, that way you manage to get passed the overload. It's like, never coin the wolfs because you can't play anything the next turn. But if played on turn 3, the next turn you still have 2 mana, enough to put something, like a flametongue between them! Really it's all about knowing what you're gonna do the next turn.
you think sunwalkers would be good instead of the 2 argus?
If you don't have argus, then definitely, but if you do have him, I'd really suggest argus because he can "activate" your totems. It's a way to make your totems more useful cause they can now trade with enemy minions. But that's just my way of playing, I like to have a lot of totems up.
yeah i have both argus and i know what theyre for, ive just been using and running into sunwalkers and faceless more and more. i usually drop the flametongue in for what you use the argus for though. i put the 2 sunwalkers in and went 3/0 so far before i got off earlier. they fit the manacurve pretty well still. they usually force bad trades even if theyre killed. a yeti with divine shield that u have to attack is alot to deal with XD ive also noticed i pretty much use these in spots lately where people have been putting tazdingo. I feel like this card costs 2 more mana and a little longer to develop, but all around is way more reliable. cant be shadow worded. if it gets freezing trapped or sapped they still have to be dealt with.
I'm happy it worked well for you, I'm just worried that it's coming a bit late vs zoo decks, what's your experience with them?
yeah that is true, i think i only played one, so when i play it more i'll let you know. in most cases though they cause unfavorable use of removal and require a mob or 2 to take out
This is a great deck I've gone 8-0 so far. I feel like its a fairly strong deck that matches up well against most other decks (haven't played against rogue, or another sham yet). Anyway i will be taking it into ranked play to really test it out, starting at rank 10.
Nice I'm glad it could help out, let me know how it went on the ladder!
The bloodlust can be quite good, I tried it and it went really well, I just like al'akir too much! Lava burst is meh... I don't like that card at all but if you're doing fine with it, then all is good!
For hand locks you just never put his life under 20 until you get lethal (windfury + rockbiter most of the time). Put up a good board but don't hit the face, hex the mountain giants or just trade your totems with a flametongue by their side. Once lethal is in reach, go for it! Most of the time they won't jarraxus/alex at 20 life (cause they would lose value) so they aren't that much of a problem. Staying above/around 20 health blocks the molten, so there's really just the mountains that can put some pressure. Drake = earthshock obviously.
It's kind of a hard match up but once you get the hang of it, it goes pretty smoothly.
This is essentially the deck I want to build up to! Since I don't have Leeroy [saving up for!] or Al'Akir I've subbed in the Legendaries I do have. Ysera and Sylvanas. Both push for a more control game and lack the burst potential, but are solid additions and force the opponent to deal with them while you can continue developing your board.
If you're more the control type, you could switch the windfury for bloodlust! Instead of one big rush burst, you could have a nice board and get good value out of your totems.
I do run it atm, since I don't have the other cards yet ^_^ I like building around the huge burst potential of the shaman, it's really fun to pull off.
Also fun to include a Stranglethorn Tiger/Ravenholdt Assassin if you can get them out, then RB RB WF FT next turn [leathal if it's the Assassin]
Yeah stealth guys can be quite good but I prefer to run them in arena where counters are much harder to acquire, in constructed it's pretty obvious what you're about to do and the opponent will just counter it. But if you bait enough removals/taunt/aoe, then I guess it can come quite handy.