+11
Favorite this Deck

Dead or Alive [Ancestral Spirit]

  • Last updated Jul 6, 2014 (Live Patch 5506)
  • Edit
  • |

Wild

  • 16 Minions
  • 13 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 7540
  • Dust Needed: Loading Collection
  • Created: 6/13/2014 (Live Patch 5506)
View Similar Decks View in Deck Builder
  • Battle Tag:

    N/A

  • Region:

    N/A

  • Total Deck Rating

    255

View 9 other Decks by Simplexity
BBCode:
Export to

Hey guys, this is my Ancestral Spirit shaman deck that got me to top 100 NA last season. I finished #71 with it, and peaked at 46.
Proof&Imgur Decklist: http://i.imgur.com/Bkv4FSZ.png

The deck will probably eventually evolve into a Reincarnation build, but right now the build is centered around strong Ancestral Spirit combos. Cards like Earth Elemental are rare these days, but is one of the key threats in this deck. The Black Knight has actually seen a pretty big decline in popularity lately, particuarly many top Druid builds lately have been dropping TBK for space for double FoN/SR. Big Game Hunter has a little wider variety of what decks it is run in, but it's still fairly scarce. All in all, the Earth Ele is more viable than its been in months.

 

Overview

Ancestral Spirit. So obviously this is the general theme of the deck and often you'll need to get good value out of this card to create a tempo play that your opponent can't effectively comeback from. There are 8 targets in the deck which you'll want to use AS on. Fire Elementals, Injured Blademasters, Earth Elementals and Cairne/Sylvanas are the prime targets. Understand that AS represents huge value (getting basically any creature for 2 mana) with the risk of it getting silenced or Hexed/Polymorphed, which 2-for-1s you. Similar to playing Earth Elementals, AS is a high risk/high reward card. However, you can minimze that risk by playing smart.

 

Baiting removal is perhaps the key to playing this deck. You need to bait out silences/Hex/Poly beforehand, or you can very easily get 2-for-1'd. For example, if you're playing a Druid, you really should never toss out an AS unless you have seen a Keeper. You can test for the silence with an Unbound or Cairne/Sylvanas. Since almost all shamans play midrange shaman, you can take advantage of your AS build by concealing the EEs and AS for as long as possible and preferring to play cards that a standard midrange shaman build would have. If you can force people to waste their silences, TBK/BGH and hard removal. Having a good knowledge of the meta and what cards are popular in different decks is very important.

 

Another super important card in this deck is Faceless Manipulator. This deck runs 2 of them. It's a win condition in itself since if you can Faceless something if you used AS on, you get a ton of value. Even dropping a Blademaster, AS, then Faceless is great. You get 2 4/3s, and 2 4/7s for 10 mana. There's also the obvious EE/Faceless turn 10 play. Don't underestimate it, think of it as dropping 2 Ironbark Protectors on 1 turn. The dream is Facelessing a Cairne, Sylvanas or EE after you AS them. This is harder to accomplish though because your Cairne, Sylvanas or EE has to survive a turn then you have to play AS and Faceless the following turn. The final synergy Faceless has is with Hex if your opponent puts out a big threat, similar to the BGH/Faceless play.

The final general tip before I get into specific cards and matchups is that you need to play this as a control deck, not midrange or beatdown. You generally win by outvaluing and eventually making a huge tempo play with AS or Faceless after baiting out removal prior. There is no burst combo with Al'Akir or Doomhammer, no Flametongue (you won't generally have initiative until the late game), and only 1 Rockbiter.

 

Individual Card Choice

Minions

Bloodmage Thalnos - Thalnos is too good in shaman not to include. Having a cheap guaranteed spell damage source is often very important since so many minions have 3 health.

Injured Blademaster - Blademaster is good to use with AS, especially in faster matchups where you're unsure you'll be able to extract a lot of value with AS. It will comeback as a 4/7, which you're only paying 2 mana for. There is also one copy of Ancestral Healing, which works exactly like a Blademaster/CoH combo with priests. It can open you to getting 2-for-1d, but it's an extremely strong play against most classes.

Unbound Elemental - There's slightly more overload in this deck than the standard midrange version because of the 2 Earth Eles. Also, it serves as a silence target and just a solid 3 drop.

Feral Spirit - Feral Spirit rounds out the trio of turn 3 plays, which is really critical for this deck. Staple shaman card.

Sen'jin Shieldmasta - This is the only 4 drop in the deck, as most Shaman decks skimp on the 4 drops because often you overload yourself on turn 3. I like Sen'jin over Argus because you're less likely to have board control with this deck, and I like it over Yeti as the taunt does come in handy since your goal is to stall into the lategame when you have the mana to make power plays with Faceless and AS. Last but not least, Sen'jin is a good check for Black Knight for your Earth Eles.

Azure Drake - I run 1 copy of Azure Drake, even though it's a strong card in shaman. The deck does fine on draw without Mana Tide Totem because the curve is a little higher with the Faceless and Earth Eles. The 5 drop slot would be a little more crowded than I'd like if I had 2 Azure Drakes.

Faceless Manipulator - Faceless is a very important card in this deck. Most importantly, it's a win condition in itself since if you can Faceless something that you used AS on, you get a ton of value. Even dropping a Blademaster, AS, then Faceless is great. You get 2 4/3s, and 2 4/7s for 10 mana. There's also the obvious EE/Faceless turn 10 play. Don't underestimate it though, think of it as dropping 2 Ironbark Protectors on 1 turn. The dream is Facelessing a Cairne, Sylvanas or EE after you AS them. This is harder to accomplish though because your Cairne, Sylvanas or EE has to survive a turn then you have to play AS and Faceless the following turn. The final synergy Faceless has is with Hex if your opponent puts out a big threat, similar to the BGH/Faceless play.

Earth Elemental - EE is really the star of the deck. It really is a high risk card because hard removal and BGH/TBK are game-losing tempo swings. EE is generally better the later you can play it for a few reasons. One, you can bait out removal before hand. Two, you can combo it with Faceless on turn 10. Three, Overload is less meaningful later because you're losing less of a percentage of your overall mana. If you play it on turn 5, you overload for 50% of your mana next turn, where if you play it on turn 9, you overload for only 30% of your mana. If you are confident of no silence, EE+AS is one of the strongest combos in the deck. If you think your EE will survive the turn, you can AS+Faceless which is always game-winning.

Fire Elemental - Run in all shaman decks, Fire Ele serves not only as a great minion, but something that you want removal used on so your EE's, Sylvanas/Cairne and AS targets get more value. Fire Ele generally is the start to catching you up on board as you transition into the late game.

Sylvanas Windrunner - Sylvanas is another strong AS/Faceless target. Putting AS immediately on Sylvanas is very risky though, as silence or Poly/Hex is devastating. For Sylvanas and Cairne, I generally wait until I can attack and kill them off myself to AS, unless I'm confident there's no silence left or in a desperate situation where taking a risk is necesssary. Throwing Sylvanas out there and just having her soak up a silence though is fine, as it's better she gets silences than an Ancestral Spirit.

Cairne Bloodhoof - Very similar to Sylvanas. Big silence bait/test and an excellent Faceless target. One thing nice about Sylvanas and Cairne and Fire Ele to a lesser extent is that since they are 6 drops with no Overload, you can drop them turn 6. On turn 7 if they're still alive, you can AS and Faceless them, which is game winning. Basically anytime you can get off an AS and Faceless, you should.

Spells

Earth Shock - I skimped down to 1 copy of Earth Shock, since it's generally best against aggro and this deck does fairly well against aggro like Zoo, Mage and Hunter, unlike the midrange variant. It's been working fine, but it does make the Handlock matchup tougher.

Lightning Bolt - I kept 2 LBs in. Because of the Spell Power synergy, I value it slightly higher than Rockbiter. Solid removal.

Rockbiter Weapon - I dropped down to one Rockbiter since I don't run Al'Akir, Doomhammer or any charge creatures. Also to note this deck does not have Flametongue for similar reasons. The deck does fine with early creatures.

Ancestral Spirit - I've talked about the synergies mostly already, but just think of this card a delayed Faceless for 2 mana.

Stormforged Axe - Helps control the board and also a cheap way to buff your Unbounds. Doomhammer is too slow and this deck already has a high curve.

Hex - Standard removal. Be slightly more cautious in your use of this against control decks since you are only running 1 Earth Shock.

Lightning Storm - Necessary AoE. Often you do fall behind on board a bit before turn 5, so this is a good catchup spell.

 

Matchups and Mulligans


In this section I'm going to go over all of the common class/archetypes and how to play against them as well as the rough win % you should expect. I'm going to highlight key cards that you want and key cards you need to play around.

Druid (40% vs Midrange/Token, 35% vs Ramp)

Key cards you want: Unbound Elemental, Feral Spirit, Sen'jin ShieldmastaFire Elemental

Cards to watch out for: Keeper of the Grove, Big Game Hunter, The Black Knight, Faceless Manipulator (Ramp)

Strategy: What is actually one of traditional midrange strongest matchups is actually one of the hardest for this version. This matchup is all about baiting the Keeper of the Grove while not falling behind on board in the midgame. Both Big Game Hunter and The Black Knight are prevalent in Druid decks at the moment (the Black Knight is falling out of midrange/token). Before you go all in with your Ancestral Spirits and Earth Elementals, it'd be wise to at least bait out one Keeper.

 

Ramp Druid is even harder because of Faceless. As good as Faceless is for you, your opponent can also take advantage of you Facelessing an Ancestral Spirit target without spending the Ancestral Spirit themselves. Faceless is a tough card to play around, so it can be difficult to win against ramp.

 

The ideal way of playing vs druid is trying to get a fast start with your Unbounds and Feral Spirits. If possible, try to hide the fact that you're not the standard midrange shaman by concealing unusual cards like Injured Blademaster if you have the luxury of playing that way. If you can get your opponent to blow his silences early on Unbounds and even Cairne/Sylvanas is fine, your AS will get value. Sometimes they may even toss out a BGH because traditional midrange shaman doesn't run any BGH targets.

Rogue (45% vs miracle)

Key cards you want: Unbound ElementalEarth ElementalSen'jin ShieldmastaLightning Bolt

Cards to watch out for: SapGadgetzan Auctioneer

Strategy: This is a pretty strange matchup actually. Most decks to beat miracle, you will want to beat them down and kill them before being killed. Taunts proved to be ineffective because of sap and all their removal, so luckily the majority of rogues have dropped down to 1 Sap. You have a pretty good shot to win if they run 1 Sap, but if they run 2, it becomes much harder (around 35% win rate).

 

The name of the game really is just forcing Sap on anything before you play Earth Elemental. If you can beef up Unbound early, most rogues don't hesitate to sap it. Sen'jin is also a pretty prime sap target. Cairne and Sylvanas are as well, but if you get a 6 drop sapped it's still bad.

 

For mulligans you generally want to look for 3 drops and try to keep one 3 damage removal in your hand. It'll be handy in the early game and if you can't keep their board clear, you'll never force out a Sap quickly enough.

 

After you get the Sap, ideally drop an EE with AS, or really any taunt with AS can work. Your win condition is going to be similar to the Handlock vs Miracle matchup, where eventually Handlock can put up 2 or 3 taunted creatures that Miracle doesn't have the means to further remove. Handlock just does it better than this deck because they can get a huge threatening creature out on turn 4.

 Warlock, Handlock (35%)

Key cards you want: HexEarth ShockSylvanas WindrunnerFaceless Manipulator

Cards to watch out for: Faceless ManipulatorIronbeak Owl Big Game Hunter

Strategy: This matchup is another one where the traditonal midrange variant is favored, but this deck actually struggles a fair bit. Like Druids, most Handlocks run 2 Ironbeak Owls, sometimes 1. Faceless is also a very problematic card and very hard to deal with. Also, running only 1 Earth Shock also removes some key removal against this deck. Finally, to make matters even worse, Giants trade with Earth Eles and live.

 

Because you don't have the burst combos to finish him quickly, you really have to deal with their threats as best you can, and try to get value from AS by baiting the silences on other creatures. Sylvanas can be really key to get a steal off if possible. Hex and Earth Shock still adequately can deal with his main threats, so if you know you're playing Handlock, you should hard mulligan for them.

 

I think the best way to win is just to never attack them if you have a chance and literally deck them out. With all the taunt in your deck, you should be safe from the Leeroy combo and the weakness of the current Handlock is they can hold a lot of potentially dead cards. As long as you don't get blown out by AoE and protect your life total with taunts, you will outvalue this deck. It's just about surviving and not losing to Faceless and Owl.

 Warlock, Zoo (60%)

Key cards you want: Lightning StormStormforged AxeFeral SpiritEarth Elemental

Cards to watch out for: Soul FireDoomguard

Strategy: Because of all the taunt in this deck, this deck matches up pretty well vs zoo. There are actually a couple ways to win. The first is the normal clear his board every turn to stop buffing and eventually you'll gain tempo because even his 2 low cost curves won't be able to take out your late-game threats. Lightning Storm, Feral Spirits and Stormforged Axe are key cards to slow him down. Sen'jin and Injured Blademaster if you're lucky enough to pick up an Ancestral Healing are also very effective.

 

You can also go for a cute combo on turn 7 with Earth Elemental and Ancestral Spirit. Silence is very rare for zoo to run, so this play is effectively putting up 16HP of taunt that kills anything that touches it. If you're above 4 HP and you can make this play, you'll almost certainly win.

 

There will of course be games where you just don't get the draws, and that's why this matchup isn't better. Since zoo is pretty consistent with all it's low mana creatures, zoo wins not because they get good hands, but because their opponents get bad ones. 

 Freeze Mage (40%)

Key cards you want: Unbound ElementalEarth Shock, [card]Earth Elemental/card]

Cards to watch out for: BlizzardFrost NovaVaporize

Strategy: While I like the midrange shaman matchup against freeze mage because of Doomhammer, this deck is a little slow which gives freeze mage a pretty big edge here. Other slow decks like Warrior, Ramp Druid, Paladin and Priest all have heals, which shaman does not.

 

The upside to being slower though is that you are putting out more resilient creatures than a standard shaman and thus won't get your board cleared by their AoE. This is the only matchup where a turn 5 Earth Elemental is good, because from then on they are forced to spend freezes. Try to get as much early pressure as you can with your 3 drops. Earth Shock and Hex are also key here to not losing your board to Doomsayer. Also keep in mind that you can Earth Shock off a freeze on your own minion if you need to get damage through.