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Sharkuu's Legend N'Zoth Shaman (April)

  • Last updated Apr 29, 2017 (Un'Goro Launch)
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  • 16 Minions
  • 12 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Control Shaman
  • Crafting Cost: 11520
  • Dust Needed: Loading Collection
  • Created: 4/24/2017 (Un'Goro Launch)
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*Update 4/29* Hit top 1000 Legend! We got a ways to go boys, but it's still performing wonderfully. I will write a detailed matchup guide at the end of the season. Keep upvoting and thanks for reading!

*Update 4/28* Climbing legend with this list with above a 60% winrate, and I only hit legend a few days ago. The deck shines against midrange and aggro, with weak matchups against taunt warrior, any mage with burn, and crystal rogue. I highly recommend trying it, and would love to debate tech choices!

Match-ups from Track-o-Bot: W/L - 50/26 (65.8%)

10-3 Paladin

9-3 Priest

7-3 Pirate Warrior

6-3 Druid

6-2 Rogue

5-1 Shaman

2-1 Hunter

1-0 Zoo

3-4 Taunt Warrior

1-5 Mage


Notable inclusions

1 <Mistress of Mixtures> : There is not enough good healing at the moment, so this is just to give you that extra turn against aggro and make N'Zoth playable against hunter. If you face no aggro, replace with Cairne.

1 <Acidic Swamp Ooze> : Tech against weapon classes, especially warrior. Also Medivh is seeing play in control decks. I might try Gluttonous Ooze for the armor because you usually save for arcanite or later in the game, and you want to hero power or claws turn two.

Jade package: Jade claws and jade lightning are two of the best removal/board control cards out there, so you just want to have them. They also feed Aya synergy with N'Zoth.

Mana tides: Better than Acolytes because you are guaranteed a draw for the next turn, and they can win the game behind taunts. Also feeds TFB reduction.

Stonehill Defender: Shaman is the second best class for Stonehill behind Paladin, and it provides flexible value in any matchup. Tip: look for White Eyes ;)

Elise: Pure value + card advantage against non-aggro, and not too punishing for tempo againt aggro. Helps most when you don't get your card draw and need a refill, or to provide unexpected answers in a grind battle.

Hallazeal: She is slow, but it's a good meta for this card. Not many decks have good burst, so you can get low and swing back reliably with turn 8 storm or turn 10 volcano.

Volcano: Better than Elemental destruction because you can use it on tall or wide boards, it's much less rng reliant, and it doesn't overly punish your next turn.

N'Zoth: With dirty rat only a niche tech in most meta decks and Kazakus potions all but gone, N'Zoth is once again the king of late game value. You get to turn 10 a lot with this deck, and you have enough targets for consistent value. Especially gross if you can pull multiple White Eyes.


Notable exclusions

Ancestral Spirit/ Earth Ele: This is more of a playstyle choice. I don't like going all in on one minion, and the combo is too difficult to pull of quickly against aggro. I can see this being better overall against certain matchups, but I find you don't need these sometimes dead/combo-y cards.

Far Sight: Enables the ancestral combos, but provides no value or tempo. Also, I don't like being punished for having a lower curve.

Hot Spring Guardian/Tar Creeper: These can be nice for holding off aggro and preserving life total. However, they are very low value and have little proactive impact. These are best when discovered by Stonehill in a pinch. 

Elementals in general: The elemental mechanic rewards curving out and maintaining tempo. Although potentially strong and rewarding of proper planning, the elemental package lacks consistent ways of finishing games without drawing the Dr. 6-7-8 curve. In a control deck, you will play many turns without dropping any minions, which goes against the elemental game plan. If you want to play elementals, play a tempo deck not a control deck.

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