Lol-Rattle 2.0 Ladder Deck
- Last updated Sep 25, 2014 (Naxx Launch)
- Edit
- |
Wild
- 20 Minions
- 10 Spells
- Deck Type: None
- Deck Archetype: Unknown
- Crafting Cost: 2260
- Dust Needed: Loading Collection
- Created: 9/25/2014 (Naxx Launch)
- Trollbert
- Registered User
-
- 8
- 29
- 114
-
Battle Tag:
N/A
-
Region:
N/A
-
Total Deck Rating
27
I recently refined my deathrattle based shaman deck into a more competitive deck to climb the ladder. Without putting in too much time I have gone from 15 to 8 with this deck. It relies less on super fun combos than the original (awwww) and more on board control.
The play style is simple enough; Start your early game with some small card advantage minions, control the board with early taunts, try and pop your eggs where possible, and build toward a mid/late game win. Feel free to as questions in the comments and I'll try to answer them the best I can. Here are some cards that are worth special mention:
Reincarnate: This bad boy is one of the best cards in the game. It's so versatile that it's entirely playable at any point in the game. It can be used to pop eggs for early tempo (especially helpful on priests), healing a damaged Sludge Belcher, clearing buffs off an enemy minion, or activating Sylvanas for a clutch Mind Control. This whole deck is glued together by smart use of this card.
Deathlord: The most controversial card here, but one I picked for the decks I run into most. As I climbed the ladder I found myself against zoo decks more than anything else. There was also aggro hunter and aggro paladins. The Deathlord can easily trade for 3 or 4 cards to remove him. If your holding onto a hex you can deal with ANYTHING that pops out. If you want to get tricky, Earth Shock him when he's low on life to deny your opponent.
Ancestral Spirit: A clutch card when dropped on the right minion, the Spirit should be placed on taunt cards at crucial points in the game OR you can place it on one of the Thaddius twins to pop out the big man and have the capability to do it again.
(more to come later, further card explanations and tech substitutions)
I replaced 2 Deathlords with 2 feral spirits.
Certainly an option. I just found the overload to be pretty undesirable. Most decks I like the spirits but in this deck I found it really slowed down any momentum. Almost always made for a dead turn 4.
Are you worried about Deathlord pulling out something that will help your opponent? I used it a few times and never had any luck with it.
The Deathlord is certainly a tech card if you are running into a lot of zoo and aggro. It will rarely pull something worse than the 3 or so cards the opponent has to sacrifice to take it down. Against zoo I find it's even better since they rely on so many battlecry cards. As a nice trick I've done a few times, you can always Earth Shock your own Deathlord as he starts to dwindle. I play that move by ear. If I'm against zoo I'll usually let it die. If I'm playing something bigger I'll silence it, but maybe let it draw out a card if I'm packing a Hex in my hand.
That being said, I'm starting to run into a lot of 9/4 priests which make the Deathlord an awful draw. So if I start seeing more priests I'll start subbing in 4 attack minions such as Yetis or Cairne if I can ever come up with the craft mats for it.