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'm so glad you updated this!! I've been a big fan of your shaman builds since you first published this deck, and I'm eager to go back to an overload control style of play. You should update the writeup though, as some of the cards you talk about in it are no longer in the deck.
One card I question in this build is Sen'jin Shieldmasta. Wouldn't Sludge Belcher or even Arcane Nullifier just be plain better? Also, would Ragnaros the Firelord be a good replacement for Neptulon?
I went with Sen'jin over Blecher because of curve. There are already a lot of 5 mana cards. Also, another 4 mana minion meshes well with Fireguard Destroyer's overload. As for Nullifier, I've found that the difference between 2 attack and 3 is pretty substantial as all the mech and tempo decks run a lot of 3 health minions. I made a mech version of this deck where Powermace synergy made Nullifier viable, but outside of that, it just isn't strong enough against anything but Face Hunter, which will probably just silence it anyway (and is a already a great matchup for this deck).
I would go with Dr. Boom as the replacement if you have him, but even he isn't ideal. Neptulon is the only "reliable" card draw that Shaman has, which is critical against control decks.
At this point do you prefer the mech or non-mech version?
I think non-mech, mostly because Fireguard is so strong, and I can't find a way to make room for him in the mech one.
There are 6, the same number there were before. The Azure Drakes have always been more about the card draw than the spell power. You could try replacing them with Gnomish Inventors and trade the Sen'jin Shieldmasta up to a Sludge Belcher, but I find the extra 2 attack and spell power is more valuable than the 1/2 taunt. Or you could just drop one and go with a little less draw, but I found I was consistently running out of cards in control matchups when I tried that. One more option is to trade one for a Harrison Jones, which I do when the meta is right.
Hey man! This is by far the most fun deck I have ever played. I have a couple of questions however. I'm wondering about Troggzor the Earthinator... why this card as apposed to dr. boom or foe reaper?
Thanks again for the awesome deck!
I've been running Dr. Boom lately instead, but Troggzor is very good for the deck. He can sit behind taunt and give soft protection to your minions.
Alright, sounds good. I have boom but not troggzor so i'll just stick with boom...Thanks!
Any thoughts to zombie chow to replace wild pryro? Or is wild pyro just to strong?
Just made some BRM updates. I've found that Fireguard Destroyers are imposing enough that I've been able to remove a couple late game cards. I'm not running Dr. Boom or Troggzor the Earthinator anymore. I still like running a Wild Pyromancer, because sometimes you get stuck with a bunch of spells in your hand and it's nice to be able to convert them into AoE. I have run a Zombie Chow in a variant of this deck, so it's definitely a good fit, but there's just not much room.
Just a quick question do you think that Maexxna would be a good replacement for The Black Knight. I know it doesn't kill as soon as it hits but if it sticks until your next turn it still takes out the thing you wanted dead with a single attack I know its not optimal but do you think it could work. The only reason I am asking is because i don't have The Black Knight yet he is next on my legend list to craft.
I think that Maexxna is generally inferior to Boulderfist Ogre. 6 attack is usually enough to kill something, so you'd rather be able to do more damage to face. I think the better replacement for The Black Knight is a second Fire Elemental.
Yeah I've sorely missed the Wild Pyro in the mech version have been really tempted to go back to this one. Will test out.
Yeah, but I found it harder to justify without the Ancestral Healings. Maybe still could've been good in the mech one.
There really isn't much need to just negate taunt with this deck, because you are almost always trying to clear the board. TBK is for hard removal (often combined with Ancestral Healing).
you better try get dr.boom better than the black knight because most people not use it in most decks anymore so try get legendary is very importan for this deck and for others it will be helpfull still alot of legendarys in my mind as gazlowe / troggs / dr.boom/ alex / 4/5 mech that summon big mech after sacrifes of them but it work mostly for rogue because rogue can hide them by concel
Your post about why two lava shocks instead of two lightning bolts in your mech crusher is glorious, btw. I have quoted it in another thread, if that is ok. I credited you =D
I feel we are getting the tools to start making control shaman viable, even in a more agroish environment. The return of the E.E. Fireguard Destroyers, dragon archtype (twilight drake + Blackwing Tech in SayGa dragon control deck has given me complete dominance over mech mage, and almost as much vs zoo, they need PERFECT draw on curve). Even without dragons, an unbound plus a variety of 4 drops may do the job. Heck, maybe the only 5 drops we run aren't even functionally 5-drops, the earth elemental. Fireguard Destoyers AND Dunemaul Shaman? That means turn 3 unbound, turn 4 fireguard THEN turn 5 Dunemaul is...well...I wouldn't want to face that. The Fireguard may still be on the board by the time the Dunemaul hits. This may also bring back your old favorite, Ancestral healing. If you can POUND the mech mages' spider tank, or that 4/4, then drop your dunemaul AND heal/taunt your Fireguard Destroyer? Who needs 5 drops? lol
That you have been able to run a form of control during Shaman's dark days is testement to not only your deck building skills, but to how Shaman has always had a chance as control. But it seems everyone adopted midrange and that was that.
You can always quote me in other threads if you want Mhantra.
I think people abandoned the idea of control for Shaman because of its weak card draw, which admittedly is frustrating, but when the pieces come together, Shaman gets some of the strongest combos in the game, alongside excellent removal. You're kind of at the mercy of RNGsus, but the challenge to Shaman is optimizing your chances. It can be painful when you lose a game knowing you would've won if you had only rolled x totem or y damage, but the average case is usually quite good. The randomness in cards you draw with Shaman work the same way.
Shaman's getting a lot of interesting tools for control right now. For the above reasons, Shaman control may never be mainstream, but I think it will be playable even at a fairly competitive (legendary) level.
In my experience, the Arcane Nullifier X-21 works beautifully in place of [card]Sen'jin Shieldmasta[/card] :)
I also replaced Lightning Bolt with Lava Shock and that works great!
Yep I've been running lava shock in place of lightning bolts. As for Arcane Nullifier... http://www.hearthpwn.com/decks/210360-mech-crusher-shaman