[71% WR 5 - Legend] Mech Token Shaman
- Last updated Jun 7, 2019 (Rise of the Mech)
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Wild
- 26 Minions
- 4 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Aggro Shaman
- Crafting Cost: 3700
- Dust Needed: Loading Collection
- Created: 5/23/2019 (RoS Rogue Nerfs)
- FunkiMonki
- Registered User
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Battle Tag:
N/A
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Region:
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Total Deck Rating
4275
Intro:
Greetings, fellow summoners! I present to you the latest and greatest aggro Shaman deck featuring: Mechs! Bloodlust has always been one of my favorite cards, for not only its awesome effect but for the animation and nostalgia from the original Warcraft games so I wanted to make a deck that centers around that. Naturally, a lot of the best token generating cards we have these days are mechs like Microtech Controller, Harvest Golem, Explodinator and Replicating Menace so I figured going the mech theme would be perfect! One of the reasons this deck works so well is because after rotation into Year of the Dragon a lot of classes lost their early removal spells so it's much easier to stick those early wide boards. If you like winning on turn 5, or just winning in general then keep reading! Full write up below :)
General Strategy:
Board control is extremely import because most of your damage is going to come from your Bloodlust win condition or with a big Sea Giant or Wargear. Using your early minions like Mecharoo, Sludge Slurper, Hench-Clan Hogsteed, Feral Spirit, etc, allows you to gain board control pretty easily and then you can flood the board with Microtech Controller, Explodinator, Replicating Menace, etc to setup for a big Bloodlust.
Because we don't have any card draw in this deck we have to be extremely cautious about potential board clears. This means not over extending a bunch of 1-2 health minions on turn 4 against Warrior because of Warpath or having some deathrattle minions going into turn 5 because of Brawl, not leaving a lot of 1 health minions on turn 4 vs Druid because ofSwipe, etc. Sometimes, depending on the hand we are given we have no choice but to flood the board with fragile minions and hope our opponent doesn't have the removal to clear our board, but when given the option a lot of times I would put down a Harvest Golem over Microtech Controller, for example going into those turns that my opponent might have board clear. You don't ALWAYS need to Bloodlust on 5, so sometimes making those boards of 2-3 minions with deathrattles are better to make it more awkward for your opponent to have to deal with. Going wide and using Bloodlust is not our only win condition either since we can push a lot of damage by just magnetizing our mechs like Replicating Menace, Wargear and Zilliax for some "charge" damage.
Mulligans:
*The most important thing with an aggressive deck like this is the curve. Ideally you want to have a 1-drop on turn 1, 2-drop on turn 2, 3-drop on turn 3, etc.*
Mecharoo, Sludge Slurper, Dire Wolf Alpha, Hench-Clan Hogsteed, Knife Juggler, Feral Spirit, Harvest Golem, Microtech Controller
Exceptions -
- Can keep Explodinator or Replicating Menace if you're on the coin and you have a good 1 and 2 cost minion.
- Can keep Replicating Menace or Wargear against Warrior if you have at least 2 other 1-3 cost minions (Mechs and deathrattle minions are tough for Warrior to deal with)
- Can toss Dire Wolf Alpha and Knife Juggler against Rogue if you already have a couple good 1-3 drops and going second (2 health is easy for Rogue to kill)(when going first it's still important to have a 1-drop on turn 1, 2-drop on turn 2, 3-drop on 3, etc)
- Harvest Golem/ Feral Spirit > Microtech Controller if offered both (however, if going second you can keep both if you have a Mecharoo to coin one out on 2 then curve the other on 3)
Replacements:
I hope you like this deck and, as always, if you have any questions or have a suggestion please comment below (I respond to all comments)!
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And here is a great deck showcase by Kiwiinbacon:
cult master is a good shout.
Card draw isn't too needed because all card draws are a tempo loss, allowing your opponent to get ahead on board. All our minions are valuable enough to be able to control the board and generate quite a wide one as well (as long as we don't overextend into board clears). I don't necessarily like Cult Master because it is so slow. You lose so much tempo by playing that and trading off your board that whatever you draw with Cult Master most likely wont help you regain tempo until its too late and your opponent already has a lot of answers to your board. By all means tho, give it a try and see how it works! :)
Tempo doesn't help when your opponent AoEs your weak board to nothing and your hand contains 1 or 2 cards. Then you need more juice. It's not enough to throw out your hand on board and hope that you get what you need to finish it before it's too late.
thats exactly why you DON'T throw your entire hand onto the board ;). The cool thing about this deck is the option to go tall with magnetic and giants, or wide with tokens. You want just enough minions on board to apply pressure but against classes with board clear, you never want to dump your entire hand and pray they don't have removal. This isn't your typical zoolock type deck where you can just puke your whole hand on the board, you need to play smart with this deck.
The problem is that you don't always have a choice if you want to apply enough pressure. If all you get is cheap minions you have to play them and hope you get something with value later. It's necessary to be one step ahead when you don't have any removal. Or you can hold back a little and hope they won't pressure you too much.
At least the deck got some much needed value with the addition of Sn1p-Sn4p. That card alone compensates for the lack of card-draw a little.
Wrong thread.
I recently swapped the second sea giant for a lightning bolt and have seen a lot more success. Players have been expecting the bloodlust, but they rarely expect the burn. Has finished off a lot of nearly lethal games. Great deck, went 15>5 in a day!
Nice!! And yeah, depending on the meta that you're facing that sounds like a pretty good switch! If you like the burn potential you could even throw in a Lava Burst instead of Lightning Bolt but that does make it a bit more expensive. Or you could even put in an overload package with Thunderhead, Zap, Lightning Bolt, Sludge Slurper if you like the early clear as well.
Glad you've been having good success with it! :)
nice deck mate :)
can I ask why scarab egg??? I feel is a very bad card when it is in my hand.
Thank you!
Scarab Egg is in here as a "Plan B" type card. Throw it down on a decently sized board and it makes it very awkward for opponent to board wipe you because you will come back with more minions. Also too, a lot of people ignore it when you put it down on turn 2 which means you can follow up with a Flametongue Totem or Dire Wolf Alpha to trade with it and crack it.
Love the concept of this deck. Havent had much luck yet.
I'm 3-8 at Rank 11/12.
I think it's probably my mulligans which are letting me down. Will keep practicing.
Thanks! Hopefully your luck turns around!
You're right tho, that it does take some practice to get down. Without any card draw and being so reliant on the first few turns of the match a lot of it does come down the mulligan and how you utilize your first 1-5 turns. Unlike control decks that can afford to make mistakes, one small misplay could cost you the opportunity to land a big Bloodlust or not. Keep trying and let me know if you need any advice on any particular matchups :)
Next deck to try, Thanks you !
You're welcome! Hope you have fun with it! :)
Great deck...9-1 so far from Level 10 to 7
Just finished from level 10 to 5 going 14-1 (93% WR) and my only loss was to a Shaman...lol...
Woah! Nice job!! I'm glad its working out well for you! At that rate, you'll be legend soon :)
It's a very good deck!
Thank you! I'm glad you like it :)
I like this deck it has helped me from 5 to 3. I thought Warrior would be a tough matchup but playing smart makes it totally feasible.
I can't agree with the earlier statement that rogues aren't running fan of knives. Everyone I have faced (at least 5) had 2 of them. Rogue has been a tough matchup for this reason. Also token druid feels like an auto loss since they can rebuild their board much more easily and already know to trade as soon as they see mechs. Has anyone had trouble getting bloodlust? I have had multiple games where I never get it or stormchaser. Seems like it might just be an odd skew of the math but it's very annoying and I find myself looking for ways to add additional dmg conditions. I might do a 2nd flame tongue totem or windfury.