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TableFlipper (Wild Concede Shaman)

  • Last updated Sep 13, 2017 (Frozen Throne)
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Wild

  • 7 Minions
  • 23 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Control Shaman
  • Crafting Cost: 10720
  • Dust Needed: Loading Collection
  • Created: 3/24/2017 (Aggro Downfall)
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  • Battle Tag:

    marspad#1562

  • Region:

    US

  • Total Deck Rating

    5

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Updated Sept 12th 2017

Wild Concede Shaman (control shaman) deck list and guide

Concede shaman is a deck that looks to frustrate your opponent and draw the game out into turn 10 and beyond where you can set up an overvalue play. The deck is a very value/combo synergistic list that thrives in the "early late game", which I will cover later in the guide. Ideally you want to get early discounts on cards to set up a combo creating multiple value Legendary minions. 

This guide will be broken into 4 basic categories, the first being mulligans, then we will move directly into card synergies, follow up with game play recommendations and what you should be doing on each turn. The Final category will be other card options.
Concede shaman has a ton of valuable tools to get you to the late game making it a great deck for any control player.

Mulligans
As a general rule of thumb there are a few basics that almost always apply during mulligans. If nothing else following these suggestions should give you a good start.

1. The first is avoid having minions in your starting hand as they are to expensive early on and are better if you can pull them off of Barnes or Far Sight

2. The second mulligan rule is keeping card draw, Ancestral Knowledge and Far Sight will give you more options and value if you can afford to play them in the early game. Only exception is when playing against aggro, you prob don't have time to draw cards...
3. The last, and likely most important is having removal in you starting hand, board wipes, Hex, Lava Shock and even Devolve are all key cards you will need to get to the late game.

Knowing and understanding your mulligans in different matches is one of the first steps in understanding this deck. In this section we will break down all matches into two categories: fast decks and slow decks.

The fast decks are aggro decks that look to win the game by turns 5-7, examples are: aggro shaman, aggro rogue, egg Druid, mech mage, pirate warrior and pally murlocs. Also due to the nature of your deck we also classify the midrange decks under the fast category these are decks that look to close the game out by turns 6-9, zoo lock, secret hunter, tempo decks, midrange shaman and dragon priest are a few decks you will have to deal with.
The slow decks are generally great examples of where control shaman thrive due to the nature that both are looking to get to the late game. We also will classify combo decks in this category as they typically need to get to turn 10 for their deck to go off. Reno decks, anyfin paladin, OTK Druid, C'Thun decks, N'Zoth decks, control warrior and jade decks are all examples of a slow decks you will need to learn to deal with.

~Fast decks: board wipes are extremely valuable, keep lava shock if you get it, also healing wave if it is a heavy aggro list. The only creature you really want to keep is a deathlord, anything else is to slow, you will find Barnes is actually better used on turn 6/8 in combination with ancestral spirit or reincarnate depending on what pops off of Barnes. The other taunt minions are very good but won't be useable until turn 5.

~Slow decks: card draw is key, getting to sculpt a good hand will be very advantageous and less clunky early game when your opponent isn't doing much either. Removal like Devolve and Hex are good keeps assuming you doing expect an early wave of minions. Also taunt minions and barnes are good keeps. Elemental Destruction is a good keep as you often want to play this before you start building a board but also keep in mind, if you don't have a lava shock you will likely lose your next turn.

Card Synergies
There are a number of cards in this deck that should be specifically discussed as they will explain combos and how to get the best value, or maybe just explain what the hell its doing there in the first place. So from top of the list to bottom most of the cards will be covered.

~Ancestral Knowledge: this card finds answers, weather its heal, that board wipe or a lava shock, best used with the coin on turn 1 as typically you are not doing anything on turn 2 anyways besides hero powering. Playing this card on turn 2 isn't as good, as it messes with some good turn 3 plays as you will only have one mana due to overload.

~Ancestral Spirit/Reincarnate: These cards are nuts and make the backbone of the deck. Literally the deck is build around these two cards!
They both work very similar so it's best to cover them at the same time. One major difference is reincarnate isn't something your opponent and really to wear ancestral spirits. Make sure that you're playing against a deck that can't Entomb, Hex, Polymorph, before playing ancestral spirit if your not reincarnating the same turn. In an ideal setting, emperor has ticked down all 4 cards making them cost one each and you have 10 mana. Then here are a list of the stupid things that will put your opponent on tilt.
~Play Barnes, if you hit any of the minions listed below, follow instructions accordingly.
~Play Leeroy Jenkins, attack face, attach both ancestral spirits then reincarnate, attack with your three copies of Leeroy, then reincarnate a Leeroy and hit one more time for a total of 30 damage. NOTE: not in list above, sub out Yesera for this.
~Play White Eyes: attach both copies of ancestral spirit, reincarnate for 3 white eyes which also puts a 10/10 in your deck each time he dies. Deck all star without a doubt.
~Play Kel'Thuzad, attach both ancestral spirits, reincarnate for an end of turn trigger that gives you a board full of KTs! Keep in mind not to hero power when planning a KT. Another deck all star.
~Play Sylvanas Windrunner, attach both ancestral spirits, reincarnate this will take a minion from your opponent and put 3 Sylvanas's on the board, use another reincarnate for more Jank! Deck all star!
~Play Earth Elemental, this is ESP good off of Barnes: This set up can be more situational where you can place either card where and when it makes the most sense. Sometimes holding off until next turn where you might be able to eat a 6/7 and then use a combination of reincarnate and Ancestral sprit can be more valuable. Dream play is to attach both ancestral spirits than reincarnating to make 3 7/8 taunts. NOTE: using Ancestral Spirits on a creature that doesn't already have deathrattle WILL NOT bring back that creature off of N'Zoth. I ended up taking this card out as I really want to combo more with other cards. 
~Play Yesera, this is ESP good when low on cards or in controlling match ups where card advantage will win you the game. You get the idea by now of what you can do... Took out and replaced with Lich King. 

~Devolve/Hex: These cards get the most value when hitting deathrattle or high value start or end of turn trigger effects that your opponents minions might have. Both serve the same purpose so they are both covered here. As devolve is essentially a mass hex you need to be cautious that you don't evolve the board into something worse, devolving anything at 7 or higher might not turn out as planned. A few examples of a good devolve/hex target might be: deathrattle minions (esp if you suspect a N'Zoth deck), Ragnaros, Sylvanas, taunt minions, Ysera, Terion, concealed minions, murlocs if playing pally.

~Lava Shock: This card is pretty straight forward, it is used to negate the drawbacks of overload, specifically elemental distraction and earth elemental. Great if you can get multiple overload cards off before playing this.

~Deathlord/Sledge Belcher: Both taunt cards are strictly there to stall out the game increasing your odds of making it to the later stages of the game. Took out to combo better with other cards. 

~Elemental Destruction/Lighting Storm: BOARD WIPES, both cards work great against aggro swarms to get you out of the early game and into the late game where you belong. Both synergies well with lava shock and far sight can reduce their cost making them less awkward to play.

~Far Sight: playing this card early is great, it's even better when the rest of your deck is filled with high cost minions. Pretty much every card in the deck gets value off of the cost reduction.

~Healing Wave: Due to the fact that almost ever minion in your deck is a high cost you can likely anticipate you will heal for 14 health. This card is very good against aggro and mid range to keep your life at bay before you are in a position to get degenerate.

~Emperor Thaurissan: basically it is in the deck to enable combos with your high cost minions and Ancestral spirit/reincarnate. It is an all star in the deck almost every time.

~N'Zoth, the Corruptor: as most of the relevance with minions is covered under Ancestral spirit/reincarnate, N'Zoth is one that stands alone. It is used ideally when all of your deathrattle minions have been killed. Or you've combo'ed a deathrattle minion like White Eyes or Sylvanas with Ancestral spirit/reincarnate. N'Zoth is designed to be a win condition of the deck, be weary of twisting nether, equality board wipes and other strong wipes, also mass dispel can really hurt.

Gameplay Recommendations and turn overview
The coin is very valuable in this deck, often giving you that extra mana to play early card draw or help with an early board clear. When you have the coin, think of your match up and where it will aid you the most.
Concede Shaman invokes the rope gameplay style on each turn, this not only will frustrate a less experienced player, but it will also provide you with enough time to be thinking several turns in advance. Every turn you should be letting the turn go to rope, but still give yourself enough time to play card if your going to. Knowing what you can and should be doing on each turn give a big advantage to anyone playing this deck. Also knowing your weak matches or when you need to pick up momentum or let off is valuable knowledge and key to winning many games.
Your life total must be used as a resource, having a low life total can be concerning for a player but can be misleading to your opponent. Remember you do have 2 healing waves that are a potential 28 extra life, plus all the taunt minions you run. If you want more healing a Jinyu water speaker or antique heal or could be added.
Overload is an affect that you will want to be constantly aware of, earth elemental, lighting storm, elemental destruction, Ancestral knowledge are all cards that will overload and leave you short on mana the following turn. Carefully plan out your turns so that you are prepared with a lava shock or your not threatened by lethal in the next two turns.
When it comes to minions and board clears, you often need to wait a turn longer than you want to clear. Doing so will likely reward you with a few more minions for your spell to eat, or gives you a better opportunity to flip the board on the same turn as the wipe.
Don't over commit with this deck, N'Zoth will be one instance that needs to be carefully planned. You only have a handful of powerful minions and when they are gone, you can't win. Over committing isn't necessary, and you often will be rewarded for dirtle play.
In the late game your deck is almost unstoppable with a few work arounds, be aware of the decks kill cards (hex, entomb, devolve, polymorph effects, minion steal effects like mind control tech, janky priest play or sylvanas)
The games can be broken down into the following stages:
Stage 1 (Turns 1-7): get to late game and stabilize, build handsize, use far sight and thaurrisan to make combo cheap
Stage 2 (Turns 6-12): use combo cards on minion, kill opponent
Stage 3 (Turns 10-15): play nzoth, kill opponent


Turn 1: unless you have the coin and ancestral knowledge you won't be doing anything.

Turn 2: likely just hero power, if nothing crazy aggro, Ancestral knowledge is fine here. But the best is coin far sight.

Turn 3: a few options start to open up, ideally your clear to far sight, otherwise deathlord is a good minion drop, or in an aggro match coin Barnes.

Turn4: If desperate a coin elemental destruction followed with a lava shock can be a key to avoiding death against the highly aggressive decks. Coin taunt is also good as the deck is heavy on 5 drops saving the coin for turn 4 is a good idea.

Turn 5: this is often when you will be board wiping or putting down a sledge belcher

Turn 6: emperor thaurissan is a great drop here if you have one or more Ancestral spirit/reincarnate in hand, turn 6 can also be a prime spot to play Barnes to combo Ancestral spirit/reincarnate on the minion Barnes produces. Otherwise a boardwipe/taunt minion play.

Turn 7-9: these turns much like turn 6 start to really depend on the board and what your dealing with, during these turns you want to be reactive, setting up for a stronger turn once you have 10 mana. Healing, taunt, card draw, and board wipes are all likely lines of play during these turns.

Turn 10 and beyond: Your deck isn't designed to go to super late games, with the exception of jade decks it prays on decks that look to win in the later turns around 15-25. At this point your looking to end the game as soon as possible. Find a value minion and use your combo cards to break your opponents soul and win the game.

 


Other Card Options

This deck I do feel has some flexibility in a few card slots. Depending on the meta your dealing with you can adjust accordingly. If your seeing a ton of pirate warrior or fast and aggressive decks, take out ancestral knowledge for maelstrom portals, maybe take out the second sledge belcher for a second deathlord. Leeroy Jenkins works very well in this deck, sub out yesera to put this guy in, (I did the switch over a personal preference.) In many cases you might find even with the 2 healing waves it just isn't enough, as mentioned before a Jinyu water speaker or antique healbot can be added, likely sub out ancestral knowledge. Earth shock is an option, works well as a surprise element, as you can target any big minion that comes off of Barnes. A great example of this is running two earth elementals in the deck, after Barnes targeting the 1/1 earth elemental with earth shock will give you a 7/7, you get the picture, it works just like that... :)
You might find devolve to be another flex card you can sub out to experiment with other options.
Ancestral knowledge is a better subout than far sight due to the cost reduction far sight brings. Far sight synergizes well with emperor and what you're often trying to do on that one big turn.

Overall this deck entertains in a way most hearthstone decks don't. It features cards that we don't see a lot of like Kel'Thuzad or White Eyes. And it's even found a perfect home for sylvanas and N'Zoth. Abusing reincarnate and ancestral spirits, then popping off a N'Zoth is what this deck is all about. That said, finding value minions that synergies well with these cards is the best to replace and due to the nature of getting to the late game your better switching out a minion for a minion or maybe ditching ancestral knowledge to do this. Un'Goro will certainly see some changes to the deck with cards like volcano and new deathrattle to exploit!

This is my first guide, and was a recommendation from my HS coach to make this. Hope this guide clears things up and helps you better understand the beauty that is wild's conceded shaman!