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Budget Shockadin Beginner Guide - Basically Pla...

  • Last updated Jun 28, 2014 (Live Patch 5506)
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Wild

  • 16 Minions
  • 12 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 1920
  • Dust Needed: Loading Collection
  • Created: 6/29/2014 (Live Patch 5506)
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Last updated 06/28/2014 @ 6:27pm PST

PLEASE +1 if you enjoy this. It is practically just as good and half the cost.

Credits for original deck to HolyRock. This deck was crafted by Berryman13 and got to Rank 9 before facing any issues.

It basically played it's freakin' self!

The combos are short and simple and the options you face at certain points of mana really kind of explain themselves. A child could control this, it's that easy!

I based this off of HolyRock's Super Successful Bajillion Legendary Players Deck (that is itself quite a cheap one to make, in terms of dust. TONS of strategy and replacement cards though). Remember, this deck is and never was an attempt to be better than that deck. It is not, it is for climbing the latter and cheaper dust cost with substitution of those specific cards like Leeroy Jenkins  which may become necessary to craft at a certain rank and also, of course, much credit to HolyRock. You viewers may be interested in some subs and explanations.

BUT this deck have a lower cost and less writeup, more user friendly, NOT MEANT FOR LEGENDARY PLAYERS, good against current meta, AND A BLOODY GOOD WAY TO INTRODUCE YOURSELF TO THIS STYLE OF PLAY. Think of it like the Comprehensive ZooLock Guide :) -This deck is built as a SUBSTITUTE for that deck with some alternative strategies which I will get into below. You guys checking this out may be interested to try them, and may the light be with you!

Changes vs HolyRock's deck:

Explanations:

-2 Argent Squire is a good card because of the divine shield but a 1/1 for 1 mana that basically becomes a 2/2 because of the divine shield isn't worth it. We have tons of low-cost minions, and though it costs 2 mana, +2 Argent Protector allows you to pick WHO gets the divine shield. You don't have to have a 1/1 shielded (wow so scary) when you can whip this badboy out late game and divine shield your ArgentCommander again, or your Wolfrider.

-1 Elven Archer and -1 Ironbeak Owl because I find Elven Archer to be super useless, it's as 1/1 with charge that can ignore taunts. Only time you'd use it would be for early game pressure or taking out big guys who have 1hp left. Either way it's super situational. The Owl is useful for meta game as it can stop a miracle rogue in it's tracks.But as I said this is for ladder climbing and for those purposes I've replaced these two cards with +2 [Knife Juggler] which combos very nicely with buffs [it's already a freakin' 3/2 for 2 mana], cheap minion summons, and your hero power!

-1 Loot Hoarder for +1 Wolfrider because first, TO THE FACE! and second, I find Loot Hoarder to not do much in terms of change the way the game is going, it takes a turn to trigger the draw effect and this is only after it's already dead. So you don't get much out of it, plus having 2 x Divine Favor  provides all of the "drawpower" you need. Just get down to 2-3 cards vs. any opponent that keeps their hand nice and full and draw 7 cards at once. THE BEST darwpower of any card in the game, so no need to muddle the mechanic of this deck with a sacrificial minion.

-1Leeroy Jenkins for +1 Argent Commander because ain't nobody got dust for that. Seriously, Leeroy is super expensive and requires 1,600 dust to craft if you don't pull him, and knowing the way Hearthstone works, you're going to craft him and then pull a golden legendary the next pack, of the same Leeroy. Anyways point is that the focus of this deck is to get you acclimated to the way Shockadin plays, and though board control is mighty important, we prefer to hit the face given the chance. Divine shield plus charge plus Argent Protector makes it good as new for the next turn.

Another option keeping it in the realm of rares would be -1 Leeroy Jenkins for +1 Arcane Golem but beware of the benefit you will be giving your opponent, make sure it is at a point where that utility is going to throw a hammer in the gear of their plan. Otherwise go with the Argent Commander.

WIP