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[Guide] Wild Rank 11 Legend Even Shaman

  • Last updated Sep 4, 2018 (Boomsday)
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Wild

  • 19 Minions
  • 9 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Even Shaman
  • Crafting Cost: 7040
  • Dust Needed: Loading Collection
  • Created: 8/28/2018 (Boomsday)
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  • Battle Tag:

    SMOrc#11429

  • Region:

    US

  • Total Deck Rating

    80

View 18 other Decks by utkaar099
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Nothing too revolutionary here, just a pretty standard list I took to high legend. There are very few bad match-ups and overall I'd say this is the most powerful and flexible deck you could climb with at the moment.

No stats, sorry! I mostly played on mobile, so all I can offer for now is proof of my legend status:

 

 

Wrote this all in one take, so let me know if I could clarify something or if I misstated anything :p Also feel free to add me for gameplay or any questions (NA only)

 

Card Choices/Replacements

I run Ragnaros the Firelord in my list as a control/combo tech choice, but if you're facing a lot of aggro, you can replace it with The Lich King. If you don't own either, you can slot in either a Windfury (slap it on a big minion for surprise burst) or Draenei Totemcarver depending on your local meta. Apart from that, the list is pretty refined. The Totemcarver in particular is often a popular choice in place of Piloted Shredder, but I found the latter to be more consistently strong. It sticks on the board longer and is generally much more flexible.

 

Mulligan

Always mulligan for two-drops. Murkspark Eel and Jade Claws are generally your two best choices, but Totem Golem is great vs slow decks (it's often hard for them to remove). If you have a solid curve, keeping Piloted Shredder or Flamewreathed Faceless can sometimes be acceptable, but be very mindful of Overload going into your turn 3/4.

Against Druid, always keep Devolve. It makes Spreading Plague useless and often wins you the match-up on its own.

 

Gameplay/Strategy

Nothing here is guaranteed -- a lot of variables exist in this game and often times there will be curveballs where you'll have to use your own judgement to maneuver through it. This is a very flexible deck, so you'll have a lot of tools at your disposal to handle a variety of situations. In this section, I'll just be outlining how each match-up usually plays out and what your win conditions are.

vs Druid - Most likely either Togwaggle or Aligner. You have to play VERY aggressive in this match-up, since if they complete their combo, it's almost always a loss for you. As stated earlier, finding a Devolve is crucial for Spreading Plague. Apart from that, Druid struggles mightily if you go tall with big minions, unless they run Poison Seeds. Regardless of whether they do or not, going tall is your recipe for success. Flamewreathed Faceless on curve is particularly strong if they don't have an answer. Flametongue Totem early on is also strong for picking up a lot of chip damage. The match-up isn't actually as bad as it sounds, but I can't stress how important it is not to be greedy.

vs Hunter - Usually Mech, but sometimes Secret. Against Mech Hunter, it plays out like a much easier version of Odd Rogue, which I'll get to in more detail later. Sometimes they highroll the crap out of you and kill you by like turn 4, which is just your bad luck (it's happened to me on occasion). Normally, you're very much favored. Murkspark Eel, Devolve and Jade Claws are your MVPs for the early game. Fight aggressively for board control, and eventually they'll run out of steam while you run them over with big stuff. If they go wide and get a huge Metaltooth Leaper, it's usually game over. I haven't faced too many Secret Hunters, so I can't comment on that match-up too much. My guess would be to be very careful of Freezing Trap and an early Wandering Monster, as those can slow down your momentum by a great deal if they hit key minions.

vs Mage - It's usually going to be Aluneth Mage, which is highly favored for you, but sometimes you'll come across a random Reno or even an Exodia Mage. Versus Aluneth, prioritize removing their early game so they can't get you within range of burn lethals. Without the chip damage from their minions, you'll be a lot safer from burst damage and they'll likely have to waste their spells on removing your minions. If that's what they're driven to, you've often already won the game at that point. Vs Reno/Exodia, be very careful about overextending once you hit turn 5+, since they could have Frost Nova + Doomsayer or Dragon's Fury. Save Crackle and Jade Lightning for their face if you can. 

vs Paladin - It's almost always Odd. You HAVE to play for tempo, not for total board control. It's pointless to whither away your minions 100% of the time since their hero power is limitless. Definitely keep their dudes in check going into turns 4/5+ since a big Level Up! or Quartermaster can screw you over big time, but if you've already stuck some big stuff on the board going into the later stage of the game, you don't have to be as gung-ho about it. Maelstrom Portal is the MVP of the match-up. Don't use it too early; use it around turn 3/4 when they've built up a sizable board of dudes. It's often a MASSIVE tempo swing and it's hard for them to recover. Apart from that, only make trades when it's efficient and look for big tempo swings if you can afford to. If you can stick big guys onto the board without the risk of getting run over by dudes, you're pretty set to win the game from that point on.

vs Priest - Due to the rise of our Druid overlords, Reno Priest isn't really a thing anymore. The only Priest you'll see regularly is Big Priest. As usual, it sucks if they high-roll the shit out of you with a turn 3/4 Barnes. This is honestly one of the few match-ups you can struggle with. You should look to play aggressively from the onset and force them to remove your board rather than advance their own gameplan. Devolve even on a tiny Barnes token is often a pretty good play to make sure they can't resurrect big taunters, which means you can keep smacking them in the face. It's still risky for obvious reasons, but it's your best bet to win more often than not. If they get a Ragnaros the Firelord, it's often best just to ignore it and SMOrc them. The match-up can be pretty draw-dependent; it's all about who can get their gameplan rolling earliest. They want to resurrect big taunts, you want to SMOrc them down with big boys. Again, it's one of your more unfavored match-ups for sure, but thankfully they aren't as prevalent as they used to be.

vs Rogue - Druid has pretty much driven Kingsbane Rogue into the gutter, so you'll pretty much only see Odd Rogue. Like Aluneth Mage and Mech Hunter, your plan here is to control the board from start to finish. Their hero power makes this rather difficult, since they consistently remove your totems very efficiently. As such, it's not ideal to rely on sticking them on the board. You have to mulligan HARD for 2-drops and use those to contest the board early. Try and force them into making inefficient trades (i.e. using Totem Golem early to force a 2-for-1) and prioritize removing their big threats like Hench-Clan Thug. Vilespine Slayer wrecks your big stuff hard, so be mindful of that. Board control is very methodical and delicate for our deck, so big swings like that can ruin our day if we aren't prepared to win tempo back. Overall, we're unfavored, but it's not unwinnable by any means.

vs Shaman - Speaking of methodical and delicate board control, that's what the mirror is all about. Trading, trading, and more trading. You have to trade as much as possible in the mirror. With cards like Jade Lightning, Murkspark Eel, etc., there's plenty of ways to proactively generate minions on the board while removing stuff from the enemy board. Even if you think you've got a sizable lead on the board, it's still often better to just remove as many things as possible from your opponent's board as you can rather than push face damage. I've had opponents make this mistake far too often, and it's allowed me the chance to come back and win games I had no business winning. No matter how far it seems you're ahead, it may not always be as big a lead as it seems. Whoever has total domination over the board wins the mirror pretty much 100% of the time, so keep looking for favorable trades every. single. turn.

vs Warlock - Usually Reno, with a random Zoolock every now and then. The plan here is basically to kill them before they can drop a Bloodreaver Gul'dan. Warlock is great at clearing boards that go wide, so instead, look to get your 7/7s and Sea Giants out early. The only cards they have that efficiently remove this are Siphon Soul and Twisting Nether (unless they have some Shaman-hate tech cards, which is unlikely). Play around those, and you should be fine. Also, Devolve is really strong in this match-up against Voidcaller, since they won't be able to cheat out anything big to halt your assault. Set up a tall board, and keep laying down the onslaught before they get to turn 10. Even a Reno Jackson on curve isn't going to save them from our giant stuff smacking their face, although you should still trade it off to play around Zola the Gorgon. The plan here is pretty straightforward; be aggressive and play around board clears. Keep in mind that if they are indeed Renolock that they can only run one of each card, so one they burn a board clear, you won't have to worry about another copy of it. Also, as a final note, save Crackle and Jade Lightning for their face if you can. Warlocks are notoriously weak to burn.

vs Warrior - I really have not seen a lot of Warriors, but when I have, it's either been Pirate or straight up Control. Pirate warrior is like a combination of Mech Hunter and Aluneth Mage -- they can have explosive starts on board and look to push a lot of face damage with minions and weapons. The gameplan should be to fight aggressively for control of the board and keep your health in check. If you can get a discounted Thing from Below out early while keeping their board relatively tame, that alone makes the match-up a lot harder for them. Against Control, like always vs slower decks, you want to be very aggressive. Keep removing their armor so they can't get great value out of Shield Slam. The only thing to be mindful of is Brawl; often times if I've gone wide with giants, I won't hero power in order to make their Brawl a lot weaker. Be aggressive while also maintaining discipline, and the match-up should be in your favor.

 

Closing Thoughts

Again, this is definitely the deck to beat in Wild right now in my opinion. There are ZERO unwinnable match-ups and it has the most even spread among any deck you could play. I wish I had stats to prove it, but from my initial climb to legend and my ascent to top 20 legend, I can confidently say this is the deck that most consistently gives me a positive return. Feel free to add me if you're on NA, I accept all friend requests! :^)