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(rank 3 mid season) leeroy shaman

  • Last updated Oct 16, 2014 (Naxx Launch)
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Wild

  • 19 Minions
  • 10 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 3140
  • Dust Needed: Loading Collection
  • Created: 10/14/2014 (Naxx Launch)
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  • sadon2
  • Registered User
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  • Battle Tag:

    sadon#2790

  • Region:

    EU

  • Total Deck Rating

    26

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my main objective with this deck was to finish my golden shaman , that i finished in rank 5 3 days ago, originally i wanted to do it at rank 20, but seeing it worked i tried to grind a little bit with it. i won 65 games with it from rank 16-5 (full stars). 

the logic of the deck is just try to take early board presence and then burst down your opponent in mostly one turn.

logic about the card selection :

Spells: i tried to run less than 8  because if you get an initial hand all spells you are doomed... you need board presence.

Earth Shock: the principal objective of this card is  to take out a taunt when going for the kill, his low cost let you cast it when you play the bl. in hunters and zoo match ups if you feel to behind on board it can be use as removal. (ps: do not use of untaunted Twilight Drake unless you got a flametongue to protect.

rockbitter weapon : it would be one of our more reliable eggs activator , also it can help us in early removal of threats like undertaker or flame imp. also it combos with the doomhamer for 10 damage burst.

Hex: at the beginning i played 2 of those but changed to the storm because it helped me vs hunter and zoo in case of a bad start. your hex target is mostly sludge butcher even against handlock. why? in a bloodlust turn you would have normally some 1 damage minions, so a giant absorbs 8 damage, but a butcher absorbs 8 in best case and in worse 12!, but in some cases like turn 4 mountain giant taking out the giant would be a  better target.

Bloodlust: mostly you finisher card can also be used for gaining board control ( you got 2.) the deck is mostly build around this card, try to use it for at least a 9 power buff (3 minions)

Reincarnate: at the beginning this card was windfurry but i found reincarnate better. it has a crazy interaction with Nerubian Egg, a 4/4 for 2 mana? yes please. but his main objective is to use it with leeroy for turn 7 12 damage burst. (or 16 if you got a flametongue in play). in some exceptional cases it can be used with creeper or the golem in order to set next turn lethal or buff undertaker. (yep the revived deathrattle minion buffs undertaker). also it can be used as a silence of a taunted minion (used like that only once out of more than 100 games)

Creatures:

Undertaker: with 9 deathrattle minions is a no brainer.

Zombie Chow: originally 2 because of early board control against hunter., getting one in the late game is so bad that i cut one of them away for an argus.

Flametongue Totem: no brainer also. it can help you to much in so different cases to put 4 damages more or to trade better.

Haunted Creeper: a minion that after a board clear summons you 2 boodies for bl? yep 2 please.

Loot Hoarder: a weak minion that can cycle itself it helps you to put a litle threats while preventing you from running out of cards.

Nerubian Egg: with 1/6 of our deck as enablers  it normally can be good. even if not enable it is a body for bl that normally is not cleared, so even as a 0/2 it is useful.

Feral Spirit: even if technically a spell i categorize it as a creature because it summon you 2 bodies with taunt and nice stats , letting you play next turn a totem or a 2 drop, also help to recover the board after a board clear.

Harvest Golem: one of the more resilient 3 drops in the game it lets you a body after dying quite useful to.

Defender of Argus: it help us to  buff our minions for a better aggression mostly and sometimes it is a protection for weaker minions, and makes our totems formidable treats. (1/3 healing totem with taunt nice!)

Leeroy Jenkins: our burst finisher + 6 damage is always nice, and sometimes with reincarnate it can win you the game. this deck was built after the nerf and 5 mana is completely fine for this unexpected burst.

Loatheb: it gives us protection from board clear for preparing a next turn lethal. this is his main objective, sometimes if you feel behind you can still play it for his body.

Sea Giant: most of the time is more a distraction, where you opponent must choose between clearing your "harmless" little minion or kill the giant, and if he chooses the giant it help you quite a lot, if unanswered it also deals a lot of damage, most of the time it arrives in turn 4-5 so it also survives most of the clears ( damned wild pyro equality!)

Mana Tide Totem: it cicles itself and if you got some taunt protection (or if you oponent is out of removal and behind on baord) if can help you win the game alone, refilling your hand. also a bl body, it helps you to draw into you combos.

Cult Master: if played in a good spot in win you games! o no the opponent goes a powerfull taunt and i need to sacrifie 4 tokens to get rid off... ok so lets draw 4 cards. most of the games i have drawn 3+ cards out of it, sometimes even more. (my max was 8 out of a bad luck brawl of my oponent and some earlier trades)

Doomhammer: against aggro it helps you to keep board control and against control it helps you to push for extra damage for the kill 8 mana for 16 damage is quite nice and the possiblity of rockbiteer once for 10 or twice for 16 burst is just crazy.

i did not keep stats of the games. but i explain how i feel from my experience.

easier  match ups : control warrior, freeze mage, miracle rogue, control paladin. they board clear are mostly too late or complicated to put in place.

favorable match ups : control priest , handlock , both druids. no release the hounds  midrange hunter.

even match ups: deathrattle priests, zoo, aggro warrior.no release the hounds  face hunter, deathrattle mage.

disfavorable match ups: realease the hounds hunters, shamans, aggro mage 

( did not played against any tempo rogue, deamon lock, control hunter or shockadin)

most of games finishes between turn 5-8 , 

 budegt changes:

 Frostwolf Warlord instead of the sea giant.

Arcane Golem instead of leeroy (less burst but still strong and can combo with bl for an extra 7 damage on turn 8).

you got nothing  similar to doomhammer. but you can sacrifice this and play an Imp Master, it helps to recover after a board clear against control but is quite week against zoo and hunter.

 his crafting cost is quite high 19 800 dust, but if you want you can play it wihtout it being full golden cards.