Crusher Shaman [Legendary]
- Last updated May 15, 2016 (Old Gods)
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Wild
- 16 Minions
- 14 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Control Shaman
- Crafting Cost: 7340
- Dust Needed: Loading Collection
- Created: 6/30/2014 (Live Patch 5506)
- HSCrusher
- Deck Architect
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- 12
- 23
- 46
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Battle Tag:
N/A
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Region:
US
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Total Deck Rating
1574
Peak Legend Rank (Season 3): 777
WotoG Update! I'll hopefully do a more complete write up later this season. In the meantime, enjoy an updated, if not finalized decklist. Also, here's a video of me piloting the deck on Twitch: https://www.youtube.com/watch?v=UssHC_rep98
Mission Statement: Rely on spells and taunts, including the Ancestral Healing + Injured Blademaster combo, to make it to the late game, then lock the board down with a nearly endless supply of Earth Elementals (using Ancestral Spirit and Faceless Manipulator). The deck can win other ways, but if the game goes long enough this usually works.
(Thank you FromDust for the pic; my record is 4 Earth Elementals at the same time.)
The Story: I was playing my Divine Control Paladin when I faced a player named Loboguerrero. I was surprised when he played Earth Elemental, a risky card in an environment rife with Big Game Hunters and The Black Knights, but with Ancestral Spirit and Faceless Manipulator, the Earth Elementals gained value and seemed nearly endless. I gritted my way through the first four Earth Elementals, but the fifth one did me in. I instantly fell in love with the concept and made my own Ancestral Shaman. I fine tuned it throughout the course of the season, taking it from Rank 13 to Legendary.
The Meta: I think this is a good meta call right now. The copious taunts hold up well against Aggro, Zoo, and give you a shot against Miracle Rogue, while the strong removal options and threatening minions let you outlast most control decks. Opponents will generally expect that you are playing the standard Shaman build. That build has few threats, so opponents will often waste removal on some of your only mildly threatening cards like Fire Elemental, Azure Drake, and even Mana Tide Totem. They will also become detrimentally defensive when they drop into the standard Shaman's burst range of about 18 health. This deck runs almost no burst favoring the Earth Elemental lockdown, but it still benefits from this expectation.
The Stars:
Earth Elemental: This card is usually risky because of its vulnerability to Big Game Hunter and The Black Knight. It costs you 8 mana total and can easily wreck two turns. You should only play this on turn 5 out of utter desperation. The objective is to combo it with Ancestral Spirit and/or Faceless Manipulator to cement its value, burn out the opponent's removal, and hopefully lock down the game.
Ancestral Spirit: Ideally comboed with Earth Elemental for an extremely resilient wall, but can be reasonably comboed with Kel'Thuzad, Fire Elemental, or Injured Blademaster (you get a 4/7 back). Sometimes you just need taunt, so playing it on Sen'jin Shieldmasta is even an option. Finally it can proc (and give future procs) to Wild Pyromancer.
Ancestral Healing: Ideally comboed with Injured Blademaster for an early sturdy taunt. Often draws some hard removal making your Earth Elementals stronger later. Ancestral Healing can also be comboed with The Black Knight for the equivalent of a Chillwind Yeti and an Assassinate at a 3 mana discount. Also useful for emergency taunts or healing up an Earth Elemental (especially just before it is copied with Faceless Manipulator).
Injured Blademaster: Besides the combo with Ancestral Healing, it works well with Ancestral Spirit and to some degree Healing Totem.
Some Other Cards:
Feral Spirit: I only run one of these because in my mind it is a situational card. In the early and mid game when the opponent has only 5 or less attack minions, it essentially functions as a 2/6 taunt that is vulnerable to AoE (and less vulnerable to single target removal). This is not worth 5 mana even if it is spread out over two turns and even against aggro. Later though it is very effective at slowing big threats and blocking finishing combos. You should almost always mulligan this card away and hope to find it later if and when you need it.
Unbound Elemental: A good turn 3 play if you haven't found your Injured Blademaster + Ancestral Healing combo yet. The 4 health helps it stick to the table and with 7 overload cards it can actually get somewhat threatening (maybe draws a silence). It may be worth replacing these with Earthen Ring Farseers to help against Miracle Rogue and Alexstrasza (especially in Freeze Mage).
Sen'jin Shieldmasta: Could have easily been Chillwind Yetis instead, but the extra taunt goes a long way against aggro toward surviving to play an Earth Elemental combo. The extra taunt also helps to block finishing combos.
The Black Knight: A good card in this meta all by itself, since everything but Aggro and Miracle Rogue are forced to play taunts to survive them. Also, the most popular aggro, Zoo, runs taunts of its own. The Ancestral Healing combo (cast Ancestral Healing on an enemy minion to give it taunt, then use The Black Knight's battlecry to destroy it) ensures its inclusion.
Ragnaros the Firelord (replaced): I felt that this deck needed one more big threat past the elementals. I experimented with Alexstrasza for the heal after stabilizing, but Ragnaros feels a bit more versatile. Often a good target for Ancestral Healing to make sure your opponent can't just ignore Ragnaros for the win. Its vulnerability to Big Game Hunter sometimes just ends up helping your Earth Elementals.
Matchups:
A list of the most common matchups I faced on my way to legend. Some mulligan information is included and I rate them according to how well this deck performs against them.
Handlock (Strong): You must be patient. Shamans usually hold Handlock healths hovering in the high teens range and then finish them with a windfury Rockbiter Weapon burst of some sort, but this deck does not have that ability. Instead you have to outlast the Handlock, which sometimes even means literally waiting for the opposing Handlock to run out of cards before making your move. The key is that Handlock actually has fewer threats than you might think: 2 Twilight Drakes, 2 Molten Giants, 2 Mountain Giants, and 1 or 2 Faceless Manipulators. They may also have Alexstrasza (this makes the matchup more difficult). Earth Shock can kill one Twilight Drake while The Black Knight and Hexes can kill three giants. The rest you can kill the hard way. I usually won't attack the opponent's hero until I can handle all of the remaining threats hitting the board on the same turn. This means trading on the board as much as possible and just not attacking a lot of the time. Beware of the Leeroy Jenkins + Power Overwhelming + Faceless Manipulator, 20 damage finisher. Avoid taking damage as much as possible, and have the appropriate number of taunts down to block it. The main danger is falling too far behind in card advantage, so don't overextend on the board for fear of Shadowflame or Hellfire. Finally, try to draw out his Faceless Manipulator(s) before dropping an Earth Elemental + Ancestral Spirit combo.
Zoo (Strong): Mulligan for early drops (4 or less mana), Lightning Bolt, Ancestral Healing, Wild Pyromancer (now removed), Lightning Storm. If you get a Wild Pyromancer or a Lightning Storm by turn 5 you're probably fine. Taunts help you stall until you get it together. Save Lightning Bolt for Knife Juggler or Dire Wolf Alpha if you can. Likewise, save Hex for Doomguard. No need to wait much on Earth Elementals in this matchup since there's no hard removal. If you get one down with Ancestral Spirit, that pretty much ends it.
Control Warrior (Strong): Another patient matchup. Try to save Hexes for truely scary minions, like Sylvanas Windrunner, Cairne Bloodhoof, or Alexstrasza. As a general rule, trade on the board rather than using removal if you can, since Warrior will probably be able to efficiently remove them next turn, and you're not going to rush him down.
Miracle Rogue (Fair): Mulligan for Lightning Storm, Bloodmage Thalnos, Wild Pyromancer, early drops, and Lightning Bolt when facing Rogue. You might even keep a Mana Tide Totem for a turn 3 play, since miracle rogue has to spend removal on it just the same (and you get a card back). Your first goal is to find Lightning Storm + spell power and/or Wild Pyromancer by turn 5 so that you have a chance at killing a Concealed Auctioneer. While you wait play your early drops, but favor playing non-taunts over taunts, so that you can save the taunts to block the Leeroy Jenkins combo. Make sure to keep the opponent's board clear, because it is very difficult to make your own minions stick. Do this with Lightning Bolts and trading. It is key to burn the opponent's Saps, so play your cheap taunts like Sen'jin Shieldmasta and Ancestral Healing before droping your Earth Elementals. Try not to play Feral Spirit until after your opponent plays Blade Flurry; it can really shine in this matchup. Ultimately the shear number of taunts can prevent the Leeroy Jenkins combo and let you coast to victory.
Ramp Druid (Fair): Keep a Hex when mulliganing against Druid just in case they Innervate out a Chillwind Yeti. Druid has limited removal options, which should work to your advantage, but does almost guarantee they run The Black Knight and Big Game Hunter. Beware the Savage Roar + Force of Nature combo (minimum 14 damage). Make sure you have enough taunt if your health gets low.
Freeze Mage (Poor): Go, Go, Go! Kill them as fast as possible...but it probably won't work. Mulligan for anything that will do damage fast; forget cards that help with board control. Earth Shock is really helpful for unfreezing your minion or neutralizing a Doomsayer. If you really want to increase your odds in this matchup, try adding Earthen Ring Farseers in place of Unbound Elementals. Save them for after the opponent plays Alexstrasza. They're helpful in some other matchups too, especially Miracle Rogue.
If you have any more questions about matchups, card choices, etc. or suggestions, let me know in the comments!
Season 4 Update: I have replaced one Unbound Elemental with an extra Earth Shock to help combat the influx of Zoo and the prominence of some new cards, especially Nerubian Egg.
Naxx Update: I have replaced Ragnaros the Firelord with Kel'Thuzad. Kel is great behind the many taunts in this deck or with Ancestral Spirit. He's almost like another win condition for the deck. Also Wild Pyromancer has been replaced with Loatheb. Loatheb belongs in almost every deck.
Deck in Action:
Zilea - Control Warrior (caution: language, 5 Fire Elementals)
Faction - Midrange Shaman
News: It sounds like on Wednesday, July 2nd, Day9 will be playing this deck on his daily: http://day9.tv/d/Day9/day9-hearthstone-decktacular-23-crusher-shaman/ . Tune in; it should be fun!
The Hearthstone streamer, Realz, has been playing this deck on ladder with great success. He explains his reasoning very well, and it would be a great way to learn about the deck.
http://www.twitch.tv/realz_/b/543631041 (Starts playing the deck at 6 hour mark)
http://www.twitch.tv/realz_/b/543924429 (Continues playing and later modifies deck at starting at 1:05)
http://www.twitch.tv/realz_/ (His stream)
Some fans of the deck have provided video spotlights that explain card choices, matchups, and/or give example gameplay. Check them out for advice on how to play the deck. Enjoy!
TheChiv: https://www.youtube.com/watch?v=h2vekv7C3Xg&feature=youtu.be
Matt Sparks: https://www.youtube.com/watch?v=a3Xf2dkLxUM
Tim Clark features Crusher Shaman in an article from PC Gamer's Hearthstone Help series called "Three Fun Decks to Try": http://www.pcgamer.com/2014/07/09/hearthstone-help-three-fun-decks-to-test/
i tryied the deck for 2 days and i find it absolutely too slow... donno what to think honestly! theorycraft seems pretty good but when u play seems to suffer vs players Who put great and fast pressurE!
The deck works great against my old nemesis the Hunter, and every deck nowadays has adapted to beat zoo. Handlocks are changing it up and adding dr.balanced and Ragnaros, making the matchup even harder. My hardest match ups are the mech Mage and the thieving Priests. Stealing my minions health with Vol'jin, silencing and killing my earth elementals in a number of ways, and just being really irritating if I get low damage rolls on spells.
i don't expect a good matchup aganst Mage, but what am I to do against these thieving priests?
Do you guys think two Earth Shocks, two Hexes and a Black Knight are really needed? Genuinely asking.
The Earth Shocks are most useful as early removal against aggro and Hex is so good that it needs to be a two of in all but the most aggro of Shamans. The Black Knight is more debatable but adds nice utility to Ancestral Healing. This deck tries to outlast even the most late game of control decks, and it helps to have at least as many hard removal cards as they have big threats. I find that TBK usually ensures that.
The list of the deck is up to date. The guide to the deck is stuck in season 3. It's got some valuable info, but everything should be read with some skepticism. Feral Spirit is a card I never liked very much. It is usually a 2/6 taunt for 5 mana, which is very poor. I had one copy because it was very effective at blocking finishing combos, especially Leeroy Jenkins. Those are mostly out of the meta. Unbound Elemental can be good, especially as a silence sink, but I just couldn't find room for him anymore.
Troggzor the Earthinator is not very good in most decks, but if you can protect him, his effect can be very strong. He can be played the turn after an Earth Elemental is played, and is very difficult to remove when sitting behind one. Dr. Boom is great obviously, but 3 7-drops seems a bit much, and the effect of Troggzor and card draw from Neptulon seemed more valuable to me. The Black Knight gains utility from Ancestral Healing, mitigating his situational nature.
Note that Ancestral Healing is much much stronger than Reincarnate with Injured Blademaster. It costs two less and gives him taunt. Reincarnate also doesn't have much synergy with Ancestral Spirit. You spend two mana and a card to rush out a minion that you were going to get eventually anyway. It protects you against silence, but makes you more vulnerable to AoE. Reincarnate is very strong with Kel'Thuzad, but that's about the only good target in the deck.
Wow man. First time I have tried this deck since last year. I beat the ever living shit out of a mech mage. Very fun indeed. Edit: Beat second mech mage even though he was running Boom, Ragnaros, flamestrike and pyro.
Replaceable. Any threatening minion would do well in his stead. I would go with Dr. Boom if you have him.
what to use instead of Neptulon?
Gadgetzan Auctioneer would help replace some card draw. Or just Dr. Boom.
When I find a lot of aggro on ladder, I make room for the second Wild Pyro as well. It's a good meta option to keep in mind. I've never gone the full deathrattle route, but it's definitely an interesting direction to go.
I've run a Deathrattle Shaman once Naxx hit, was a TON of fun with Sylvanas, Cairne, and the Thaddius Bros. But it suffered alot with the Undertaker Nerf and silence wrecks that deck harder than this one. But when you get Baron down with Feugen and Stalagg it's hilarious.
I love this deck, but I feel like there's a lot of silence running around. Any tips for playing around/baiting silences?
Silences can be tricky. I used to bait them out with Unbound Elementals, but I just can't find room for those anymore these days. Against aggro play your taunts in order of weakest to strongest if you can in the hopes of baiting out a silence. Against control decks, I don't really have any good advice I guess. Ancestral Spirit is just a 2-mana card though. Losing it to a silence shouldn't be devastating.
So what's the thought process between Troggzor vs Dr. Boom? Avoids BGH, but I would love Boom to get BGH'd over my EE's
True. BGH immunity isn't a big boon. The main idea is that he's great sitting behind a taunt or when resummoned by KT or Spirit. He also gives some soft protection from spells for your big guys. Right now I'm testing Neptulon (in place of Auctioneer), so I'm not afraid of adding BGH targets. Dr. Boom is obviously great and it's hard to go wrong playing him. I tried him for a bit but felt that I liked Troggzor better (and I think Neptulon too).
i suck with shaman, but i decided to build this (minus the blacknight and +sylvanas because i don't have that card).... obliterated the guy the 1st game... very solid so far as well... ill be trying this out for a good period +1
I am really lacking out of cards in the late game-what should I do? Add another Auctioneer?
I'm trying out Neptulon, although I'm actually replacing the Auctioneer to do it.
IMO Auctioneer is pretty important in the mid game, he is the guarantee of cards. Shaman does have a lot of cheap spells.
What do uou think about Ancestor's Call? Is it worth it to add in the deck?